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Talonflame

Talonflame
FireFlying

Height 1.2 m·Weight 24.5 kg

Base stats

HP
78
Atk
81
Def
71
SpA
74
SpD
69
Spe
126
Total499

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Flame Body

    30% chance to burn attackers on contact

  • Gale Wings

    Flying-type moves get +1 priority at full HP

Learnable moves

50 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • [Priority -6] forces the target to switch out

    PowerAcc.Sure-hitPP20
    Wind
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [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
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +2] hits through protection and lifts it

    Power30Acc.100PP12
  • must recharge next turn

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

    Power60Acc.100PP16
    Sound
  • 10% chance: burn

    Power90Acc.100PP16
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • 10% chance: burn

    Power110Acc.85PP8
  • sun for 5 turns

    PowerAcc.PP8
  • 10% chance: burn

    Power95Acc.90PP12
    Wind
  • burn

    PowerAcc.85PP16
  • 10% chance: burn · crit stage +1 (12.5%)

    Power85Acc.90PP12
    Contact
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • 10% chance: burn · recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • last move failed: power ×2

    Power75Acc.100PP12
    Contact
  • rain for 5 turns

    PowerAcc.PP8
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • user's Attack/Defense +1

    PowerAcc.PP20
  • [Priority +3] blocks priority moves aimed at the user's side this turn

    PowerAcc.PP16
  • [Priority +3] flinch · only works if the target is readying a priority move

    Power65Acc.100PP16
    Contact
  • Fly

    turn 1: flies up, evades · turn 2: attacks

    Power90Acc.95PP16
    ContactAirborne
  • 30% chance: flinch · crit stage +1 (12.5%) · charges one turn, attacks the next

    Power140Acc.90PP8
  • target's Attack −2

    PowerAcc.100PP16
    Dance
  • crit stage +1 (12.5%)

    Power60Acc.95PP20
    SlicingWind
  • Power60Acc.Sure-hitPP20
    ContactSlicing
  • restores 1/2 of max HP · loses Flying type this turn

    PowerAcc.PP8
  • user's side Speed ×2 for 4 turns

    PowerAcc.PP16
    Wind
  • 30% chance: flinch

    Power75Acc.95PP16
    Slicing
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • target's evasiveness −1 · clears hazards, screens, and mist on both sides

    PowerAcc.Sure-hitPP16
  • no held item: power ×2

    Power55Acc.100PP16
    Contact
  • 30% chance: confusion · never misses in rain

    Power110Acc.70PP12
    Wind
  • hits 2 times

    Power40Acc.90PP12
    Contact
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • user switches out after attacking

    Power70Acc.100PP20
    Contact
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • 10% chance: user's Defense +1

    Power70Acc.90PP20
    Contact