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Morpeko

Morpeko
ElectricDark

Height 0.3 m·Weight 3.0 kg

Base stats

HP
58
Atk
95
Def
58
SpA
70
SpD
58
Spe
97
Total381

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

Learnable moves

65 moves
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • damage equal to 1/2 of the target's remaining HP

    PowerAcc.90PP12
    Contact
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [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
  • switches out, passing stat changes on

    PowerAcc.PP20
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • [Priority +3] flinch · usable only on the user's first turn out

    Power40Acc.100PP12
    Contact
  • attacks 3 turns · no one can sleep meanwhile

    Power90Acc.100PP12
    Sound
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • cuts the target's HP down to the user's HP

    PowerAcc.100PP8
    Contact
  • target's Attack/Defense −1

    PowerAcc.100PP20
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • 10% chance: burn · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • hits 2–5 times

    Power25Acc.100PP20
    Ball & bomb
  • Power80Acc.100PP16
    Ball & bomb
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

    PowerAcc.90PP20
  • 30% chance: paralysis · never misses in rain

    Power110Acc.70PP12
  • user's Sp. Def +1

    PowerAcc.PP20
  • 10% chance: paralysis · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • more power the faster the user is than the target (max 150)

    PowerAcc.100PP12
    Ball & bomb
  • user switches out after attacking

    Power70Acc.100PP20
  • target's Speed −1

    Power55Acc.95PP16
  • recoil 1/4 of damage dealt

    Power90Acc.100PP16
    Contact
  • target's Sp. Atk −2

    PowerAcc.100PP16
  • Electric Terrain for 5 turns · grounded Pokémon can't sleep · Electric-type moves boosted

    PowerAcc.PP12
  • user's Speed +1

    Power110Acc.100PP12
  • target on Electric Terrain: power ×2

    Power70Acc.100PP20
  • 10% chance: freeze · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • last move failed: power ×2

    Power75Acc.100PP12
    Contact
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • breaks the target's screens

    Power85Acc.100PP12
    ContactBite
  • target's last move: −4 PP

    PowerAcc.100PP12
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • Bite

    30% chance: flinch

    Power60Acc.100PP20
    ContactBite
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • 20% chance: target's Defense −1

    Power80Acc.100PP16
    ContactBite
  • target can't use the same move twice in a row

    PowerAcc.100PP16
  • confusion · target's Sp. Atk +1

    PowerAcc.100PP16
  • 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
  • target's Sp. Def −2

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

    Power50Acc.100PP12
    Contact
  • target already damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • user's Sp. Atk +2

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

    Power95Acc.100PP16
    Contact
  • target acts last this turn

    PowerAcc.100PP16
  • target's Sp. Atk −1

    Power55Acc.95PP16
    Sound
  • target's Attack/Sp. Atk −1 · user switches out

    PowerAcc.100PP20
    Sound
  • power +20 per stat boost on the user

    Power20Acc.100PP12
    Contact
  • stats lowered this turn: power ×2

    Power75Acc.100PP8
    Contact