Type defenses
Abilities
* Hidden ability
immune to Grass-type moves · Attack +1 when hit by a Grass-type move
cures status conditions at end of turn in rain
attacker's Speed −1 on contact
Learnable moves
- Power120Acc.75PP8Contact
30% chance: paralysis
Power85Acc.100PP16ContactStompmust recharge next turn
Power150Acc.90PP8HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute
Power—Acc.—PP1230% chance: flinch
Power50Acc.100PP16Soundmore power the less HP the user has (max 200)
Power—Acc.100PP16Contact[Priority +4] blocks moves this turn · 1/3 success if used in succession
Power—Acc.—PP8[Priority +4] survives this turn with 1 HP · 1/3 success in succession
Power—Acc.—PP12usable only while asleep · uses one of its other moves at random
Power—Acc.—PP12poisoned/paralyzed/burned: power ×2
Power70Acc.100PP20Contacttype changes with the weather · power ×2 in weather
Power50Acc.100PP12Ball & bomb[Priority +2] hits through protection and lifts it
Power30Acc.100PP12must recharge next turn
Power150Acc.90PP8Contactused right after another Round this turn: power ×2
Power60Acc.100PP16Soundtarget's Attack/Sp. Atk −1
Power—Acc.Sure-hitPP2010% chance: burn
Power75Acc.100PP16ContactPunch10% chance: burn
Power90Acc.100PP1610% chance: burn
Power110Acc.85PP8sun for 5 turns
Power—Acc.—PP8- Power110Acc.80PP8
also hits targets underwater
Power90Acc.100PP16rain for 5 turns
Power—Acc.—PP830% chance: target's accuracy −1
Power90Acc.85PP1220% chance: confusion
Power60Acc.100PP20Pulse- Power90Acc.90PP12Contact
30% chance: burn
Power80Acc.100PP16restores 1/4 of max HP
Power—Acc.—PP12target's Attack −1
Power50Acc.100PP20restores 1/2 of damage dealt
Power75Acc.100PP12- Power120Acc.85PP12Contact
10% chance: paralysis
Power75Acc.100PP16ContactPunch10% chance: paralysis
Power90Acc.100PP1630% chance: paralysis · never misses in rain
Power110Acc.70PP1210% chance: freeze
Power90Acc.100PP1210% chance: freeze · never misses in snow
Power110Acc.70PP8Wind[Priority -5] returns 2× physical damage taken · fails if not hit physically
Power—Acc.100PP20Contact[Priority -3] fails if the user takes damage this turn
Power150Acc.100PP20ContactPunchuser's Attack/Defense −1
Power120Acc.100PP8Contact10% chance: target's Sp. Def −1
Power120Acc.70PP8Ball & bombuses the user's Defense for damage
Power80Acc.100PP12Contactpoison · never misses when used by a Poison type
Power—Acc.90PP12user's Defense +2
Power—Acc.—PP2030% chance: poison
Power90Acc.100PP12Ball & bomb10% chance: poison
Power95Acc.100PP12target's Sp. Def −2
Power40Acc.100PP20Ball & bombalso hits targets underground
Power100Acc.100PP12target's Speed −1
Power55Acc.95PP16target's Speed −1
Power60Acc.100PP20last move failed: power ×2
Power75Acc.100PP12Contactsleeps 2 turns · fully restores HP and status
Power—Acc.—PP8target's Sp. Atk −1
Power70Acc.90PP12Contact30% chance: flinch
Power75Acc.90PP12Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1
Power—Acc.—PP12attacks 2-3 turns, then user is confused
Power120Acc.100PP12Contact- !Power80Acc.100PP16ContactSlicing
- Power85Acc.100PP12Pulse
user's Sp. Atk −2
Power130Acc.90PP8[Priority -6] forces the target to switch out
Power60Acc.90PP12Contacttarget's Attack −1
Power60Acc.100PP16Contact- !
allies' crit stage +1 · Dragon types +2
Power—Acc.—PP16Sound removes the target's item · power ×1.5 if it holds one
Power65Acc.100PP20Contacttarget already damaged this turn: power ×2
Power60Acc.100PP12Contact- Power60Acc.100PP20Contact
30% chance: target's Defense −1
Power100Acc.75PP16Contacttarget's Attack −2
Power—Acc.100PP20