Basic stats |
Health |
25 |
Attack |
35 |
Defense |
70 |
Sp. Atk |
95 |
Sp. Def |
55 |
Speed |
45 |
Moves learnt by level up
Click on a move to add it on a position in the generator
Name
|
Type
|
Cat.
|
Power
|
Acc.
|
PP
|
Lvl
|
Effect
|
Metal Sound
|
Steel |
Status |
0 |
85 |
40 |
1 |
Sharply lowers opponent's Special Defense. |
Tackle
|
Normal |
Physical |
50 |
100 |
35 |
1 |
|
Sonic Boom
|
Normal |
Special |
0 |
90 |
20 |
21 |
Always inflicts 20 HP. |
Thunder Shock
|
Electric |
Special |
40 |
100 |
30 |
25 |
May paralyze opponent. |
Spark
|
Electric |
Physical |
65 |
100 |
20 |
26 |
May paralyze opponent. |
Electro Ball
|
Electric |
Special |
0 |
100 |
10 |
27 |
The faster the user, the stronger the attack. |
Lock-On
|
Normal |
Status |
0 |
0 |
5 |
27 |
The next move the user uses is guaranteed to hit. |
Supersonic
|
Normal |
Status |
0 |
55 |
20 |
29 |
Confuses opponent. |
Magnet Bomb
|
Steel |
Physical |
60 |
0 |
20 |
30 |
Ignores Accuracy and Evasiveness. |
Thunder Wave
|
Electric |
Status |
0 |
100 |
20 |
35 |
Paralyzes opponent. |
Discharge
|
Electric |
Special |
80 |
100 |
15 |
38 |
May paralyze opponent. |
Swift
|
Normal |
Special |
60 |
0 |
20 |
41 |
Ignores Accuracy and Evasiveness. |
Mirror Shot
|
Steel |
Special |
65 |
85 |
10 |
43 |
May lower opponent's Accuracy. |
Zap Cannon
|
Electric |
Special |
120 |
50 |
5 |
45 |
Paralyzes opponent. |
Magnet Rise
|
Electric |
Status |
0 |
0 |
10 |
46 |
User becomes immune to Ground-type moves for 5 turns. |
Screech
|
Normal |
Status |
0 |
85 |
40 |
47 |
Sharply lowers opponent's Defense. |
Gyro Ball
|
Steel |
Physical |
0 |
100 |
5 |
49 |
The slower the opponent, the stronger the attack. |
Moves learnt by machine
Click on a move to add it on a position in the generator
Name
|
Type
|
Cat.
|
Power
|
Acc.
|
PP
|
TM/HM
|
Effect
|
Toxic
|
Poison |
Status |
0 |
90 |
10 |
TM06 |
Badly poisons opponent. |
Hidden Power
|
Normal |
Special |
60 |
100 |
15 |
TM10 |
Type and power depends on user's IVs. |
Sunny Day
|
Fire |
Status |
0 |
0 |
5 |
TM11 |
Makes it sunny for 5 turns. |
Light Screen
|
Psychic |
Status |
0 |
0 |
30 |
TM16 |
Halves damage from Special attacks for 5 turns. |
Protect
|
Normal |
Status |
0 |
0 |
10 |
TM17 |
User is not affected by opponent's move. |
Rain Dance
|
Water |
Status |
0 |
0 |
5 |
TM18 |
Makes it rain for 5 turns. |
Frustration
|
Normal |
Physical |
0 |
100 |
20 |
TM21 |
Power decreases with higher Happiness. |
Thunderbolt
|
Electric |
Special |
90 |
100 |
15 |
TM24 |
May paralyze opponent. |
Thunder
|
Electric |
Special |
110 |
70 |
10 |
TM25 |
May paralyze opponent. |
Return
|
Normal |
Physical |
0 |
100 |
20 |
TM27 |
Power increases with user's Happiness. |
Double Team
|
Normal |
Status |
0 |
0 |
15 |
TM32 |
Raises user's Evasiveness. |
Reflect
|
Psychic |
Status |
0 |
0 |
20 |
TM33 |
Halves damage from Physical attacks for 5 turns. |
Facade
|
Normal |
Physical |
70 |
100 |
20 |
TM42 |
Power doubles if user is burned, poisoned, or paralyzed. |
Rest
|
Psychic |
Status |
0 |
0 |
10 |
TM44 |
User sleeps for 2 turns, but user is fully healed. |
Round
|
Normal |
Special |
60 |
100 |
15 |
TM48 |
Power increases if teammates use it in the same turn. |
Charge Beam
|
Electric |
Special |
50 |
90 |
10 |
TM57 |
May raise user's Special Attack. |
Explosion
|
Normal |
Physical |
250 |
100 |
5 |
TM64 |
User faints. |
Flash
|
Normal |
Status |
0 |
100 |
20 |
TM70 |
Lowers opponent's Accuracy. |
Volt Switch
|
Electric |
Special |
70 |
100 |
20 |
TM72 |
User must switch out after attacking. |
Thunder Wave
|
|
Status |
0 |
100 |
20 |
TM73 |
Paralyzes opponent. |
Gyro Ball
|
|
Physical |
0 |
100 |
5 |
TM74 |
The slower the opponent, the stronger the attack. |
Psych Up
|
Normal |
Status |
0 |
0 |
10 |
TM77 |
Copies the opponent's stat changes. |
Swagger
|
Normal |
Status |
0 |
90 |
15 |
TM87 |
Opponent becomes confused, but its Attack is raised two stages. |
Sleep Talk
|
Normal |
Status |
0 |
0 |
10 |
TM88 |
User performs one of its own moves while sleeping. |
Substitute
|
Normal |
Status |
0 |
0 |
10 |
TM90 |
Uses HP to creates a decoy that takes hits. |
Flash Cannon
|
Steel |
Special |
80 |
100 |
10 |
TM91 |
May lower opponent's Special Defense. |
Wild Charge
|
Electric |
Physical |
90 |
100 |
15 |
TM93 |
User receives recoil damage. |