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#0937

Ceruledge

Ceruledge
FireGhost

Height 1.6 m·Weight 62.0 kg

Base stats

HP
75
Atk
125
Def
80
SpA
60
SpD
100
Spe
85
Total525

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Flash Fire

    Absorbs Fire moves; own Fire moves then deal ×1.5 power

  • Weak Armor

    When hit by a physical move: Defense −1, Speed +2

Learnable moves

55 moves
  • Raises own Attack by 2

    Power Acc. PP 20
    Dance
  • Disables the target's last move

    Power Acc. 100PP 20
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Copies the target's stat changes

    Power Acc. PP 12
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • [Priority +5] Boosts an ally's next move to 1.5× power

    Power Acc. PP 20
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • 10% chance: burn

    Power 90Acc. 100PP 16
  • Traps for 2-5 turns, dealing 1/8 max HP each turn

    Power 35Acc. 85PP 16
  • 10% chance: burn

    Power 110Acc. 85PP 8
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • 10% chance: burn

    Power 95Acc. 90PP 12
    Wind
  • Inflicts burn

    Power Acc. 85PP 16
  • Lowers own Sp. Atk by 2

    Power 130Acc. 90PP 8
  • 10% chance: burn · Recoil: 33% of damage dealt

    Power 120Acc. 100PP 16
    Contact
  • 30% chance: burn

    Power 80Acc. 100PP 16
  • Raises own Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • User loses its Fire type after use

    Power 130Acc. 100PP 8
  • Restores half the damage dealt

    Power 90Acc. 100PP 12
    ContactSlicing
  • Charges turn 1, hits turn 2 (instant in sun)

    Power 125Acc. 100PP 12
    ContactSlicing
  • Destroys Reflect and Light Screen

    Power 75Acc. 100PP 16
    Contact
  • Raises own Attack·Defense by 1

    Power Acc. PP 20
  • Lowers own Defense·Sp. Def by 1

    Power 120Acc. 100PP 8
    Contact
  • [Priority +1]

    Power 40Acc. 100PP 20
  • [Priority +3] Protects the team from priority moves this turn

    Power Acc. PP 16
  • 30% chance: poison

    Power 80Acc. 100PP 20
    Contact
  • Removes all of the target's stat changes

    Power 50Acc. PP 16
  • Halves special damage for 5 turns

    Power Acc. PP 20
  • Halves physical damage for 5 turns

    Power Acc. PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Crit stage +1 (12.5% crit chance)

    Power 70Acc. 100PP 20
    Slicing
  • +20 power per stat boost on the user

    Power 20Acc. 100PP 12
  • [Priority +2] Swaps places with an ally

    Power Acc. PP 16
  • Power 80Acc. 100PP 16
    ContactSlicing
  • Deals damage equal to the user's level

    Power Acc. 100PP 16
  • Inflicts confusion

    Power Acc. 100PP 12
  • Ghost: pays half HP to curse the target / Others: Speed↓, Attack·Defense↑

    Power Acc. PP 12
  • Cuts 4 PP from the target's last move

    Power Acc. 100PP 12
  • If the user faints this turn, the attacker faints too

    Power Acc. PP 8
  • 20% chance: Lowers target's Sp. Def by 1

    Power 80Acc. 100PP 16
    Ball & bomb
  • !

    Crit stage +1 (12.5% crit chance)

    Power 70Acc. 100PP 16
    ContactSlicing
  • [Priority +1]

    Power 40Acc. 100PP 20
    Contact
  • Hex

    Double power vs targets with a status condition

    Power 65Acc. 100PP 12
  • Vanishes turn 1, hits turn 2; breaks through Protect

    Power 90Acc. 100PP 12
    Contact
  • Power 110Acc. 90PP 8
  • !
    Power 80Acc. 100PP 16
    ContactSlicing
  • For 3 turns, the target can only use damaging moves

    Power Acc. 100PP 20
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • Crit stage +1 (12.5% crit chance)

    Power 70Acc. 100PP 20
    ContactSlicing
  • The user attacks the target's throat, and the resultant suffering prevents the target from using sound-based moves for two turns.

    Power 80Acc. 100PP 16
    Contact
  • Raises own Defense by 2

    Power Acc. PP 16
  • !

    30%→20%↓ chance: flinch

    Power 80Acc. 100PP 16
    Contact