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Runerigus

Runerigus
GroundGhost

Height 1.6 m·Weight 66.6 kg

Base stats

HP
58
Atk
95
Def
145
SpA
50
SpD
105
Spe
30
Total483

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Wandering Spirit

    The Pokémon exchanges Abilities with a Pokémon that hits it with a move that makes direct contact.

Learnable moves

69 moves
  • disables the target's last move · for 4 turns

    PowerAcc.100PP20
  • must recharge next turn

    Power150Acc.90PP8
  • user faints

    Power200Acc.100PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • target can't switch out or flee

    PowerAcc.Sure-hitPP8
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • prevents status conditions on the user's side for 5 turns

    PowerAcc.PP20
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • burn

    PowerAcc.85PP16
  • rain for 5 turns

    PowerAcc.PP8
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • Haze

    resets every Pokémon's stat changes

    PowerAcc.PP20
  • uses the user's Defense for damage

    Power80Acc.100PP12
    Contact
  • sets poison spikes on the foes' side · poisons Pokémon switching in

    PowerAcc.PP20
  • also hits targets underground

    Power100Acc.100PP12
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • target's Speed −1

    Power60Acc.100PP20
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • user's Sp. Def +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • swaps held items with the target

    PowerAcc.100PP12
  • swaps Abilities with the target

    PowerAcc.Sure-hitPP12
  • foes can't use moves the user knows

    PowerAcc.PP12
  • user's Sp. Atk/Sp. Def +1

    PowerAcc.PP20
  • swaps Attack/Sp. Atk stat changes with the target

    PowerAcc.Sure-hitPP12
  • swaps Defense/Sp. Def stat changes with the target

    PowerAcc.Sure-hitPP12
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • [Priority -7] slower Pokémon move first for 5 turns

    PowerAcc.PP8
  • averages Defense and Sp. Def with the target

    PowerAcc.Sure-hitPP12
  • averages Attack and Sp. Atk with the target

    PowerAcc.Sure-hitPP12
  • everyone's Defense and Sp. Def swapped for 5 turns

    PowerAcc.PP12
  • hits the target's Defense

    Power80Acc.100PP12
  • [Priority +2] swaps places with an ally

    PowerAcc.PP16
  • 30% chance: flinch

    Power75Acc.90PP12
  • sandstorm for 5 turns

    PowerAcc.PP8
    Wind
  • target's Speed −1

    Power60Acc.95PP16
  • hits 2–5 times

    Power25Acc.90PP12
    Ball & bomb
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
  • sets floating rocks on the foes' side · damages Pokémon switching in

    PowerAcc.PP20
  • fixed damage equal to the user's level

    PowerAcc.100PP16
  • confusion

    PowerAcc.100PP12
  • Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1

    PowerAcc.PP12
  • if the user faints this turn, the attacker faints too

    PowerAcc.PP8
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • Power60Acc.Sure-hitPP20
    ContactPunch
  • !

    crit stage +1 (12.5%)

    Power70Acc.100PP16
    ContactSlicing
  • Hex

    power ×2 vs a target with a status condition

    Power65Acc.100PP12
  • turn 1: evades · turn 2: attacks · hits through protection

    Power90Acc.100PP12
    Contact
  • fails if the target holds no item

    Power110Acc.90PP8
  • Power85Acc.100PP12
    Pulse
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • target's Attack/Sp. Atk −2

    PowerAcc.100PP12
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • target's Sp. Def −2

    PowerAcc.100PP20
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • user's Sp. Atk +2

    PowerAcc.PP20
  • Power60Acc.100PP20
    Contact
  • user's Defense +2

    PowerAcc.PP16