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Sinistcha

Sinistcha
GrassGhost

Height 0.2 m·Weight 2.2 kg

Base stats

HP
71
Atk
60
Def
106
SpA
121
SpD
80
Spe
70
Total508

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

Learnable moves

35 moves
  • must recharge next turn

    Power150Acc.90PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • copies the target's stat changes

    PowerAcc.Sure-hitPP12
  • attacks 3 turns · no one can sleep meanwhile

    Power90Acc.100PP12
    Sound
  • 30% chance: burn

    Power80Acc.100PP16
  • restores 1/4 of max HP

    PowerAcc.PP12
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • paralysis

    PowerAcc.75PP20
    Powder
  • restores 1/2 of damage dealt

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

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

    Power130Acc.90PP8
  • Grassy Terrain for 5 turns · grounded Pokémon heal 1/16 of max HP each turn · Grass-type moves boosted

    PowerAcc.PP12
  • target's Attack −1 · restores HP equal to the target's Attack stat

    PowerAcc.100PP8
  • 20% chance: burn · restores 1/2 of damage dealt

    Power80Acc.90PP16
  • 5 turns · physical damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • foes can't use moves the user knows

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

    PowerAcc.PP20
  • [Priority -7] slower Pokémon move first for 5 turns

    PowerAcc.PP8
  • [Priority +2] draws opponents' moves to the user this turn

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

    PowerAcc.100PP16
  • 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
  • target's last move: −4 PP

    PowerAcc.100PP12
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • 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
  • target's Attack/Sp. Atk −2

    PowerAcc.100PP12
  • user's Sp. Atk +2

    PowerAcc.PP20
  • uses the target's Attack for damage

    Power95Acc.100PP16
    Contact
  • user's Defense +2

    PowerAcc.PP16