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Tsareena

Tsareena
Grass

Height 1.2 m·Weight 21.4 kg

Base stats

HP
72
Atk
120
Def
98
SpA
50
SpD
98
Spe
72
Total510

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

Learnable moves

54 moves
  • Power120Acc.75PP8
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • 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
  • confusion · target's Attack +2

    PowerAcc.85PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 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
  • cuts the target's HP down to the user's HP

    PowerAcc.100PP8
    Contact
  • confusion

    PowerAcc.100PP20
    Dance
  • user or ally: one random stat +2

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

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

    Power130Acc.90PP8
  • Power120Acc.85PP12
    Contact
  • 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
  • charges one turn, attacks the next · instant in sun

    Power125Acc.100PP12
    ContactSlicing
  • !

    target's Attack −1

    Power85Acc.100PP16
    Contact
  • Priority +1 on Grassy Terrain

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

    Power50Acc.100PP20
    Contact
  • hits 3 times · power +20 per hit

    Power20Acc.90PP12
    Contact
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • misses: user loses 1/2 max HP

    Power130Acc.90PP12
    ContactAirborne
  • target's Speed −1

    Power65Acc.100PP20
    Contact
  • 30% chance: paralysis · turn 1: flies up, evades · turn 2: attacks

    Power85Acc.85PP8
    ContactAirborne
  • no held item: power ×2

    Power55Acc.100PP16
    Contact
  • 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
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • user switches out after attacking

    Power70Acc.100PP20
    Contact
  • 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
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • target's Attack −2

    PowerAcc.100PP20
  • restores 3/4 of damage dealt

    Power50Acc.100PP12
    Contact
  • 10% chance: target's Attack −1

    Power90Acc.90PP12
    Contact
  • allies' Sp. Def +1

    PowerAcc.PP20
  • Power80Acc.100PP12