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#0510

Liepard

Liepard
Dark

Height 1.1 m·Weight 37.5 kg

Base stats

HP
64
Atk
88
Def
50
SpA
88
SpD
50
Spe
106
Total446

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Limber

    Cannot be inflicted with paralysis

  • Unburden

    Speed ×2 after losing its held item

  • Prankster

    Status moves get +1 priority (fails on Dark types)

Learnable moves

60 moves
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • [Priority +1]

    Power 40Acc. 100PP 20
    Contact
  • Lowers target's Defense by 2

    Power Acc. 85PP 20
    Sound
  • Raises own evasiveness by 1

    Power Acc. PP 16
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • [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
  • Inflicts confusion · Raises target's Attack by 2

    Power Acc. 85PP 16
  • Inflicts infatuation

    Power Acc. 100PP 16
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Switches out, passing stat changes to the replacement

    Power Acc. PP 20
  • Forces the target to repeat its last move for 3 turns

    Power Acc. 100PP 8
  • [Priority +3] Only works on the first turn out; makes the target flinch

    Power 40Acc. 100PP 12
    Contact
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • Yawn

    The target falls asleep at the end of next turn

    Power Acc. PP 12
  • Power 90Acc. 100PP 12
    Sound
  • Steals the target's held item

    Power 60Acc. 100PP 20
    Contact
  • Uses the last move that was used

    Power Acc. PP 20
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • 10% chance: burn · 10% chance: flinch

    Power 65Acc. 95PP 16
    ContactBite
  • Inflicts burn

    Power 70Acc. 100PP 8
  • Sets rain for 5 turns

    Power Acc. PP 8
  • Power 80Acc. 100PP 16
    Ball & bomb
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • Raises the user's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • Inflicts paralysis

    Power Acc. 90PP 20
  • 10% chance: paralysis · 10% chance: flinch

    Power 65Acc. 95PP 16
    ContactBite
  • 10% chance: freeze · 10% chance: flinch

    Power 65Acc. 95PP 16
    ContactBite
  • 30% chance: poison

    Power 120Acc. 80PP 8
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Swaps held items with the target

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

    Power 70Acc. 100PP 20
    Slicing
  • Destroys Reflect and Light Screen

    Power 85Acc. 100PP 12
    ContactBite
  • User switches out after attacking

    Power 70Acc. 100PP 20
    Contact
  • Lowers target's Sp. Atk by 1

    Power 70Acc. 90PP 12
    Contact
  • 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
  • Bite

    30% chance: flinch

    Power 60Acc. 100PP 20
    ContactBite
  • Steals the target's held item

    Power 60Acc. 100PP 20
    Contact
  • 20% chance: Lowers target's Defense by 1

    Power 80Acc. 100PP 16
    ContactBite
  • Prevents the target from using the same move twice in a row

    Power Acc. 100PP 16
  • For 3 turns, the target can only use damaging moves

    Power Acc. 100PP 20
  • Removes the target's item; 1.5× power if it holds one

    Power 65Acc. 100PP 20
    Contact
  • Lowers target's Sp. Def by 2

    Power Acc. 100PP 20
  • Double power if the target already moved this turn

    Power 50Acc. 100PP 12
    Contact
  • Double power if the target already took damage this turn

    Power 60Acc. 100PP 12
    Contact
  • [Priority +1] Only works if the target chose a damaging move

    Power 70Acc. 100PP 8
    Contact
  • 20% chance: flinch

    Power 80Acc. 100PP 16
    Pulse
  • Crit stage +1 (12.5% crit chance)

    Power 70Acc. 100PP 20
    ContactSlicing
  • Raises own Sp. Atk by 2

    Power Acc. PP 20
  • Uses the target's Attack to calculate damage

    Power 95Acc. 100PP 16
    Contact
  • Lowers target's Sp. Atk by 1

    Power 55Acc. 95PP 16
    Sound
  • 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
  • Power 75Acc. 100PP 8
    Contact
  • 30% chance: Lowers target's Defense by 1

    Power 100Acc. 75PP 16
    Contact
  • Lowers target's Attack by 2

    Power Acc. 100PP 20
  • 10% chance: Lowers target's Attack by 1

    Power 90Acc. 90PP 12
    Contact