
Base stats
HP70
Attack110
Defense70
Sp. Atk115
Sp. Def70
Speed90
Total525
Abilities
- Steadfast
If this Pokemon flinches, its Speed is raised by 1 stage.
- Inner Focus
This Pokemon cannot be made to flinch. Immune to Intimidate.
- Justified Hidden
This Pokemon's Attack is raised by 1 stage after it is damaged by a Dark-type move.
Learnable moves 83
| Move | Type | Class | Power | Acc | PP | Forms |
|---|---|---|---|---|---|---|
| Aerial Ace Never misses. | flying | physical | 60 | — | 20 | All |
| Agility Raises the user's Speed by 2 stages. | psychic | status | — | — | 30 | All |
| Aura Sphere Never misses. | fighting | special | 80 | — | 20 | All |
| Bite 30% chance to make the target flinch. | dark | physical | 60 | 100% | 25 | All |
| Blaze Kick 10% chance to burn the target. Critical hit ratio raised by 1. | fire | physical | 85 | 90% | 10 | All |
| Body Slam 30% chance to paralyze the target. | normal | physical | 85 | 100% | 15 | All |
| Bone Rush Hits 2 to 5 times. | ground | physical | 25 | 90% | 10 | All |
| Brick Break Destroys Reflect and Light Screen. | fighting | physical | 75 | 100% | 15 | All |
| Bulk Up Raises the user's Attack by 1 stage. Raises the user's Defense by 1 stage. | fighting | status | — | — | 20 | All |
| Bulldoze Lowers every other Pokémon's Speed by 1 stage. | ground | physical | 60 | 100% | 20 | All |
| Bullet Punch Priority +1: usually moves first. | steel | physical | 40 | 100% | 30 | All |
| Calm Mind Raises the user's Sp. Atk by 1 stage. Raises the user's Sp. Def by 1 stage. | psychic | status | — | — | 20 | All |
| Circle Throw Priority -6: usually moves last. | fighting | physical | 60 | 90% | 10 | All |
| Close Combat Lowers the user's Defense by 1 stage. Lowers the user's Sp. Def by 1 stage. | fighting | physical | 120 | 100% | 5 | All |
| Coaching Raises the user and its allies' Attack by 1 stage. Raises the user and its allies' Defense by 1 stage. | fighting | status | — | — | 10 | All |
| Copycat Uses the target’s last used move. | normal | status | — | — | 20 | All |
| Counter Priority -5: usually moves last. | fighting | physical | — | 100% | 20 | All |
| Cross Chop Critical hit ratio raised by 1. | fighting | physical | 100 | 80% | 5 | All |
| Crunch 20% chance to lower the target's Defense by 1 stage. | dark | physical | 80 | 100% | 15 | All |
| Dark Pulse 20% chance to make the target flinch. | dark | special | 80 | 100% | 15 | All |
| Detect Inflicts protect on the user. Priority +4: usually moves first. | fighting | status | — | — | 5 | All |
| Dig User digs underground, dodging all attacks, and hits next turn. | ground | physical | 80 | 100% | 10 | All |
| Dragon Pulse Inflicts regular damage with no additional effect. | dragon | special | 85 | 100% | 10 | All |
| Drain Punch User recovers 50% of the damage dealt. | fighting | physical | 75 | 100% | 10 | All |
| Earthquake Inflicts regular damage and can hit Dig users. | ground | physical | 100 | 100% | 10 | All |
| Endure Priority +4: usually moves first. | normal | status | — | — | 10 | All |
| Extreme Speed Priority +2: usually moves first. | normal | physical | 80 | 100% | 5 | All |
| Facade Power doubles if user is burned, paralyzed, or poisoned. | normal | physical | 70 | 100% | 20 | All |
| Feint Priority +2: usually moves first. | normal | physical | 30 | 100% | 10 | All |
| Final Gambit Inflicts damage equal to the user’s remaining HP. User faints. | fighting | special | — | 100% | 5 | All |
| Flash Cannon 10% chance to lower the target's Sp. Def by 1 stage. | steel | special | 80 | 100% | 10 | All |
| Fling Throws held item at the target; power depends on the item. | dark | physical | — | 100% | 10 | All |
| Focus Blast 10% chance to lower the target's Sp. Def by 1 stage. | fighting | special | 120 | 70% | 5 | All |
| Focus Energy Increases the user’s chance to score a critical hit. | normal | status | — | — | 30 | All |
| Focus Punch Priority -3: usually moves last. | fighting | physical | 150 | 100% | 20 | All |
| Giga Impact User foregoes its next turn to recharge. | normal | physical | 150 | 90% | 5 | All |
| Heal Pulse Heals the user for 50% of max HP. | psychic | status | — | — | 10 | All |
| Helping Hand Priority +5: usually moves first. | normal | status | — | — | 20 | All |
| High Jump Kick If the user misses, it takes half the damage it would have inflicted in recoil. | fighting | physical | 130 | 90% | 10 | All |
| Howl Raises the user and its allies' Attack by 1 stage. | normal | status | — | — | 40 | All |
| Hyper Beam User foregoes its next turn to recharge. | normal | special | 150 | 90% | 5 | All |
| Ice Punch 10% chance to freeze the target. | ice | physical | 75 | 100% | 15 | All |
| Iron Defense Raises the user's Defense by 2 stages. | steel | status | — | — | 15 | All |
| Iron Tail 30% chance to lower the target's Defense by 1 stage. | steel | physical | 100 | 75% | 15 | All |
| Life Dew Heals the user for 25% of max HP. | water | status | — | — | 10 | All |
| Low Kick Inflicts more damage to heavier targets, with a maximum of 120 power. | fighting | physical | — | 100% | 20 | All |
| Low Sweep Lowers the target's Speed by 1 stage. | fighting | physical | 65 | 100% | 20 | All |
| Mega Kick Inflicts regular damage with no additional effect. | normal | physical | 120 | 75% | 5 | All |
| Metal Sound Lowers the target's Sp. Def by 2 stages. | steel | status | — | 85% | 40 | All |
| Meteor Mash 20% chance to raise the user's Attack by 1 stage. | steel | physical | 90 | 90% | 10 | All |
| Nasty Plot Raises the user's Sp. Atk by 2 stages. | dark | status | — | — | 20 | All |
| Payback Power is doubled if the target has already moved this turn. | dark | physical | 50 | 100% | 10 | All |
| Poison Jab 30% chance to poison the target. | poison | physical | 80 | 100% | 20 | All |
| Protect Inflicts protect on the user. Priority +4: usually moves first. | normal | status | — | — | 10 | All |
| Psych Up Discards the user’s stat changes and copies the target’s. | normal | status | — | — | 10 | All |
| Psychic 10% chance to lower the target's Sp. Def by 1 stage. | psychic | special | 90 | 100% | 10 | All |
| Quick Attack Priority +1: usually moves first. | normal | physical | 40 | 100% | 30 | All |
| Quick Guard Priority +3: usually moves first. | fighting | status | — | — | 15 | All |
| Rain Dance Changes the weather to rain for five turns. | water | status | — | — | 5 | All |
| Rest User sleeps for two turns, completely healing itself. | psychic | status | — | — | 5 | All |
| Reversal Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | fighting | physical | — | 100% | 15 | All |
| Roar Forces the target out of battle. Priority -6: usually moves last. | normal | status | — | — | 20 | All |
| Rock Slide 30% chance to make opposing Pokémon flinch. | rock | physical | 75 | 90% | 10 | All |
| Rock Tomb Lowers the target's Speed by 1 stage. | rock | physical | 60 | 95% | 15 | All |
| Round Has double power if it’s used more than once per turn. | normal | special | 60 | 100% | 15 | All |
| Scary Face Lowers the target's Speed by 2 stages. | normal | status | — | 100% | 10 | All |
| Screech Lowers the target's Defense by 2 stages. | normal | status | — | 85% | 40 | All |
| Shadow Ball 20% chance to lower the target's Sp. Def by 1 stage. | ghost | special | 80 | 100% | 15 | All |
| Shadow Claw Critical hit ratio raised by 1. | ghost | physical | 70 | 100% | 15 | All |
| Sleep Talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | normal | status | — | — | 10 | All |
| Snore 30% chance to make the target flinch. | normal | special | 50 | 100% | 15 | All |
| Steel Beam Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. | steel | special | 140 | 95% | 5 | All |
| Stone Edge Critical hit ratio raised by 1. | rock | physical | 100 | 80% | 5 | All |
| Substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | normal | status | — | — | 10 | All |
| Sunny Day Changes the weather to sunny for five turns. | fire | status | — | — | 5 | All |
| Swords Dance Raises the user's Attack by 2 stages. | normal | status | — | — | 20 | All |
| Terrain Pulse If any terrain is active and the user is grounded, this moves power is doubled and changes type to match that terrains type. | normal | special | 50 | 100% | 10 | All |
| Thunder Punch 10% chance to paralyze the target. | electric | physical | 75 | 100% | 15 | All |
| Trailblaze | grass | physical | 50 | 100% | 20 | All |
| Upper Hand | fighting | physical | 65 | 100% | 15 | All |
| Vacuum Wave Priority +1: usually moves first. | fighting | special | 40 | 100% | 30 | All |
| Water Pulse 20% chance to confuse the target for 2 to 5 turns. | water | special | 60 | 100% | 20 | All |
| Zen Headbutt 20% chance to make the target flinch. | psychic | physical | 80 | 90% | 15 | All |


