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Serperior

Serperior
Grass

Height 3.3 m·Weight 63.0 kg

Base stats

HP
75
Atk
75
Def
95
SpA
75
SpD
95
Spe
113
Total528

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Overgrow

    power ×1.5 for Grass-type moves at ≤1/3 HP

  • Contrary

    stat changes are inverted (raises↔drops)

Learnable moves

53 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • Wrap

    traps 4–5 turns · loses 1/8 of max HP each turn

    Power15Acc.90PP20
    Contact
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • paralysis

    PowerAcc.100PP20
  • 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
  • target's evasiveness −2

    PowerAcc.100PP20
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • must recharge next turn

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

    Power60Acc.100PP16
    Sound
  • sun for 5 turns

    PowerAcc.PP8
  • seeds the target, drains 1/8 max HP each turn

    PowerAcc.90PP12
  • !

    user's Attack/Sp. Atk +1

    PowerAcc.PP20
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
  • restores 1/2 of max HP

    PowerAcc.PP8
  • hits 2–5 times

    Power25Acc.100PP20
    Ball & bomb
  • must recharge next turn

    Power150Acc.90PP8
  • crit stage +1 (12.5%)

    Power90Acc.100PP16
    ContactSlicing
  • Power80Acc.100PP16
    Ball & bomb
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • Power90Acc.100PP16
    Wind
  • Grassy Terrain for 5 turns · grounded Pokémon heal 1/16 of max HP each turn · Grass-type moves boosted

    PowerAcc.PP12
  • Priority +1 on Grassy Terrain

    Power55Acc.100PP20
    Contact
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • nullifies the target's Ability

    PowerAcc.100PP12
  • Coil

    user's Attack/Defense/accuracy +1

    PowerAcc.PP20
  • Power60Acc.Sure-hitPP20
    ContactSlicing
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • 5 turns · physical damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • [Priority -5] returns 2× special damage taken · fails if not hit specially

    PowerAcc.100PP20
  • user's Sp. Atk/Sp. Def +1

    PowerAcc.PP20
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • Power85Acc.100PP12
    Pulse
  • [Priority -6] forces the target to switch out

    Power60Acc.90PP12
    Contact
  • target's Attack −1

    Power60Acc.100PP16
    Contact
  • hits 2–5 times · after use: user's Defense −1 · Speed +1

    Power25Acc.90PP20
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • removes the target's item · power ×1.5 if it holds one

    Power65Acc.100PP20
    Contact
  • Power60Acc.100PP20
    Contact
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact