
Types:
Size:
0.51m, 60.51kgLevitate,
Heatproof,
Heavy Metal (H)
HP:
57
Attack:
24
Defense:
86
Sp.Atk:
24
Sp.Def:
86
Speed:
23
Total:
300
Name
Method
Level
Chance
Mt. Coronet - Route 207 Entrance
Walking
23
20%
Mt. Coronet - Tunnel to Route 211 Entrance
Walking
19
20%
Mt. Coronet - Route 216 Entrance
Walking
19
20%
Mt. Coronet - Route 211 Entrance
Walking
18
20%
Mt. Coronet - B1F
Walking
20
20%
Underground
Walking
30
NaN%
Wild Held Items:
5%: Metal Coat
Egg Groups:

Mineral
Gender ratio:
100% genderless
Catch Chance:
255
Name
Method
Level
Chance
Mt. Coronet - Route 207 Entrance
Walking
23
20%
Mt. Coronet - Tunnel to Route 211 Entrance
Walking
19
20%
Mt. Coronet - Route 216 Entrance
Walking
19
20%
Mt. Coronet - Route 211 Entrance
Walking
18
20%
Mt. Coronet - B1F
Walking
20
20%
Underground
Walking
30
NaN%
1
Confusion
Psychic

Power
50
Accuracy
100
PP
40
The target is hit by a weak telekinetic force. This may also confuse the target.
1
Tackle
Normal

Power
40
Accuracy
100
PP
56
A physical attack in which the user charges and slams into the target with its whole body.
1
Memento
Dark

Accuracy
100
PP
16
The user faints when using this move. In return, this harshly lowers the target’s Attack and Sp. Atk stats.
1
Teleport
Psychic

Accuracy
--
PP
32
The user switches places with another party Pokémon. It may also be used to warp to the last Pokémon Center visited. If a wild Pokémon uses this move, it flees.
5
Imprison
Psychic

Accuracy
--
PP
16
If opposing Pokémon know any move also known by the user, they are prevented from using it.
9
Confuse Ray
Ghost

Accuracy
100
PP
16
The target is exposed to a sinister ray that triggers confusion.
15
Hypnosis
Psychic

Accuracy
60
PP
32
The user employs hypnotic suggestion to make the target fall into a deep sleep.
17
Extrasensory
Psychic

Power
80
Accuracy
100
PP
32
The user attacks with an odd, unseeable power. This may also make the target flinch.
21
Feint Attack
Dark

Power
60
Accuracy
--
PP
32
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
23
Gyro Ball
Steel

Power
1
Accuracy
100
PP
8
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.
25
Iron Defense
Steel

Accuracy
--
PP
24
The user hardens its body’s surface like iron, sharply raising its Defense stat.
27
Zen Headbutt
Psychic

Power
80
Accuracy
90
PP
24
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
30
Safeguard
Normal

Accuracy
--
PP
40
The user creates a protective field that prevents status conditions for five turns.
32
Heavy Slam
Steel

Power
1
Accuracy
100
PP
16
The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power.
33
Flash Cannon
Steel

Power
80
Accuracy
100
PP
16
The user gathers all its light energy and releases it all at once. This may also lower the target’s Sp. Def stat.
36
Future Sight
Psychic

Power
120
Accuracy
100
PP
16
Two turns after this move is used, a hunk of psychic energy attacks the target.
39
Metal Sound
Steel

Accuracy
85
PP
64
A horrible sound like scraping metal harshly lowers the target’s Sp. Def stat.
42
Payback
Dark

Power
50
Accuracy
100
PP
16
The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Calm Mind
Psychic

Accuracy
--
PP
32
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Toxic
Poison

Accuracy
90
PP
16
A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Hidden Power
Normal

Power
60
Accuracy
100
PP
24
A unique attack that varies in type depending on the Pokémon using it.

Sunny Day
Fire

Accuracy
--
PP
8
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Light Screen
Psychic

Accuracy
--
PP
48
A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Protect
Normal

Accuracy
--
PP
16
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Rain Dance
Water

Accuracy
--
PP
8
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Safeguard
Normal

Accuracy
--
PP
40
The user creates a protective field that prevents status conditions for five turns.

Dream Eater
Psychic

Power
100
Accuracy
100
PP
24
The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Solar Beam
Grass

Power
120
Accuracy
100
PP
16
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Earthquake
Ground

Power
100
Accuracy
100
PP
16
The user sets off an earthquake that strikes every Pokémon around it.

Psychic
Psychic

Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Shadow Ball
Ghost

Power
80
Accuracy
100
PP
24
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Double Team
Normal

Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Reflect
Psychic

Accuracy
--
PP
32
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Sandstorm
Rock

Accuracy
--
PP
16
A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.

Rock Tomb
Rock

Power
60
Accuracy
95
PP
24
Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.

Facade
Normal

Power
70
Accuracy
100
PP
32
This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Rest
Psychic

Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Skill Swap
Psychic

Accuracy
--
PP
16
The user employs its psychic power to exchange Abilities with the target.

Endure
Normal

Accuracy
--
PP
16
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Payback
Dark

Power
50
Accuracy
100
PP
16
The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Recycle
Normal

Accuracy
--
PP
16
The user recycles a held item that has been used in battle so it can be used again.

Rock Polish
Rock

Accuracy
--
PP
32
The user polishes its body to reduce drag. This sharply raises the Speed stat.

Flash
Normal

Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.

Gyro Ball
Steel

Power
1
Accuracy
100
PP
8
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

Stealth Rock
Rock

Accuracy
--
PP
32
The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.

Psych Up
Normal

Accuracy
--
PP
16
The user hypnotizes itself into copying any stat change made by the target.

Rock Slide
Rock

Power
75
Accuracy
90
PP
16
Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Sleep Talk
Normal

Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.

Grass Knot
Grass

Power
1
Accuracy
100
PP
32
The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Swagger
Normal

Accuracy
85
PP
24
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Substitute
Normal

Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Flash Cannon
Steel

Power
80
Accuracy
100
PP
16
The user gathers all its light energy and releases it all at once. This may also lower the target’s Sp. Def stat.

Trick Room
Psychic

Accuracy
--
PP
8
The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Charge Beam
Electric

Power
50
Accuracy
90
PP
16
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Bulldoze
Ground

Power
60
Accuracy
100
PP
32
The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.
There are no moves here.
Snore
Normal

Power
50
Accuracy
100
PP
24
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Bulldoze
Ground

Power
60
Accuracy
100
PP
32
The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.
Ally Switch
Psychic

Accuracy
--
PP
24
The user teleports using a strange power and switches places with one of its allies.
Rollout
Rock

Power
30
Accuracy
90
PP
32
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
Self-Destruct
Normal

Power
200
Accuracy
100
PP
8
The user attacks everything around it by causing an explosion. The user faints upon using this move.
Signal Beam
Bug

Power
75
Accuracy
100
PP
24
The user attacks with a sinister beam of light. This may also confuse the target.
Ancient Power
Rock

Power
60
Accuracy
100
PP
8
The user attacks with a prehistoric power. This may also raise all the user’s stats at once.
Iron Defense
Steel

Accuracy
--
PP
24
The user hardens its body’s surface like iron, sharply raising its Defense stat.
Wonder Room
Psychic

Accuracy
--
PP
16
The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.
Trick
Psychic

Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
Gravity
Psychic

Accuracy
--
PP
8
This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.