Type defenses
Abilities
* Hidden ability
Learnable moves
- Power120Acc.75PP8Contact
30% chance: paralysis
Power85Acc.100PP16ContactStomprecoil 1/3 of damage dealt
Power120Acc.100PP16Contact[Priority -6] forces the target to switch out
Power—Acc.Sure-hitPP20Soundmust recharge next turn
Power150Acc.90PP8[Priority +1]
Power40Acc.100PP20ContactHP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute
Power—Acc.—PP1230% chance: flinch
Power50Acc.100PP16Sound[Priority +4] blocks moves this turn · 1/3 success if used in succession
Power—Acc.—PP8[Priority +4] survives this turn with 1 HP · 1/3 success in succession
Power—Acc.—PP12usable only while asleep · uses one of its other moves at random
Power—Acc.—PP12poisoned/paralyzed/burned: power ×2
Power70Acc.100PP20Contactcuts the target's HP down to the user's HP
Power—Acc.100PP8Contactuser's & allies' Attack +1
Power—Acc.—PP20Soundsteals the target's held item
Power60Acc.100PP20Contactmust recharge next turn
Power150Acc.90PP8Contactused right after another Round this turn: power ×2
Power60Acc.100PP16Sound10% chance: burn
Power75Acc.100PP16ContactPunch10% chance: burn
Power90Acc.100PP16traps 4–5 turns · loses 1/8 of max HP each turn
Power35Acc.85PP1610% chance: burn
Power110Acc.85PP8sun for 5 turns
Power—Acc.—PP810% chance: burn
Power95Acc.90PP12Windburn
Power—Acc.85PP16more power the more HP the user has (max 150)
Power150Acc.100PP8must recharge next turn
Power150Acc.90PP8user's Sp. Atk −2
Power130Acc.90PP810% chance: burn · recoil 1/3 of damage dealt
Power120Acc.100PP16Contact10% chance: burn · 10% chance: flinch
Power65Acc.95PP16ContactBite30% chance: burn
Power80Acc.100PP16user's Speed +1
Power50Acc.100PP20Contactburn
Power100Acc.50PP8target's Sp. Atk −1
Power75Acc.100PP12user loses its Fire type after use
Power130Acc.100PP8burn
Power70Acc.100PP8last move failed: power ×2
Power75Acc.100PP12Contactcharges one turn, fires the next · instant in sun
Power120Acc.100PP1210% chance: paralysis
Power75Acc.100PP16ContactPunchrecoil 1/4 of damage dealt
Power90Acc.100PP16Contactmore power the heavier the target (max 120)
Power—Acc.100PP20Contactmore power the less HP the user has (max 200)
Power—Acc.100PP16Contact[Priority -3] fails if the user takes damage this turn
Power150Acc.100PP20ContactPunchbreaks the target's screens
Power75Acc.100PP16Contact10% chance: target's Sp. Def −1
Power120Acc.70PP8Ball & bombalso hits targets underground
Power100Acc.100PP12turn 1: digs underground, evades · turn 2: attacks
Power80Acc.100PP12Contacttarget's Speed −1
Power60Acc.100PP20last move failed: power ×2
Power75Acc.100PP12Contact- Power60Acc.Sure-hitPP20ContactSlicing
sleeps 2 turns · fully restores HP and status
Power—Acc.—PP810% chance: flinch
Power80Acc.100PP20user's Sp. Atk/Sp. Def +1
Power—Acc.—PP2020% chance: flinch
Power80Acc.90PP16Contact30% chance: flinch
Power75Acc.90PP12fixed damage equal to the user's level
Power—Acc.100PP16confusion
Power—Acc.100PP12Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1
Power—Acc.—PP12target's last move: −4 PP
Power—Acc.100PP1220% chance: target's Sp. Def −1
Power80Acc.100PP16Ball & bomb- !
crit stage +1 (12.5%)
Power70Acc.100PP16ContactSlicing power ×2 vs a target with a status condition
Power65Acc.100PP12fails if the target holds no item
Power110Acc.90PP8- !
30% chance: burn · power ×2 vs a target with a status condition
Power65Acc.100PP16 more power the slower the user is than the target (max 150)
Power—Acc.100PP8ContactBall & bomb- !
30%→20%↓ chance: flinch
Power80Acc.100PP16Contact 10% chance: target's Attack −1
Power90Acc.90PP12Contact