klinklang

Stats

HP:

60

Attack:

100

Defense:

115

Sp. attack:

70

Sp. defense:

85

Speed:

90

Name

Type

Damage class

Accuracy

Power

PP

Effect

ally switch psychic status - - 15 User switches places with the friendly Pokémon opposite it.
assurance dark physical 100 60 10 Power is doubled if the target has already received damage this turn.
autotomize steel status - - 15 Raises the user's Speed by two stages and halves the user's weight.
bind normal physical 85 15 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
charge electric status - - 20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
charge beam electric special 90 50 10 Has a 70% chance to raise the user's Special Attack by one stage.
confide normal status - - 20 Lowers the target's Special Attack by one stage.
discharge electric special 100 80 15 Has a 30% chance to paralyze the target.
double team normal status - - 15 Raises the user's evasion by one stage.
electric terrain electric status - - 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
endure normal status - - 10 Prevents the user's HP from lowering below 1 this turn.
facade normal physical 100 70 20 Power doubles if user is burned, paralyzed, or poisoned.
flash cannon steel special 100 80 10 Has a 10% chance to lower the target's Special Defense by one stage.
frustration normal physical 100 - 20 Power increases as happiness decreases, up to a maximum of 102.
gear grind steel physical 85 50 15 Hits twice in one turn.
gear up steel status - - 20 Raises the Attack and Special Attack of all friendly Pokémon with plus or minus by one stage.
giga impact normal physical 90 150 5 User foregoes its next turn to recharge.
gravity psychic status - - 5 Disables moves and immunities that involve flying or levitating for five turns.
hidden power normal special 100 60 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
hyper beam normal special 90 150 5 User foregoes its next turn to recharge.
iron defense steel status - - 15 Raises the user's Defense by two stages.
lock on normal status - - 5 Ensures that the user's next move will hit the target.
magic coat psychic status - - 15 Reflects back the first effect move used on the user this turn.
magnet rise electric status - - 10 User is immune to Ground moves and effects for five turns.
magnetic flux electric status - - 20 Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage.
metal sound steel status 85 - 40 Lowers the target's Special Defense by two stages.
mirror shot steel special 85 65 10 Has a 30% chance to lower the target's accuracy by one stage.
power gem rock special 100 80 20 Inflicts regular damage with no additional effect.
protect normal status - - 10 Prevents any moves from hitting the user this turn.
recycle normal status - - 10 User recovers the item it last used up.
rest psychic status - - 5 User sleeps for two turns, completely healing itself.
return normal physical 100 - 20 Power increases with happiness, up to a maximum of 102.
rising voltage electric special 100 70 20 Inflicts regular damage with no additional effect.
rock polish rock status - - 20 Raises the user's Speed by two stages.
rock smash fighting physical 100 40 15 Has a 50% chance to lower the target's Defense by one stage.
round normal special 100 60 15 Has double power if it's used more than once per turn.
sandstorm rock status - - 10 Changes the weather to a sandstorm for five turns.
screech normal status 85 - 40 Lowers the target's Defense by two stages.
secret power normal physical 100 70 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
shift gear steel status - - 10 Raises the user's Attack by one stage and its Speed by two stages.
shock wave electric special - 60 20 Never misses.
signal beam bug special 100 75 15 Has a 10% chance to confuse the target.
sleep talk normal status - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
snore normal special 100 50 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
steel beam steel special 95 140 5 Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
steel roller steel physical 100 130 5 Inflicts regular damage with no additional effect.
substitute normal status - - 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
swagger normal status 85 - 15 Raises the target's Attack by two stages and confuses the target.
telekinesis psychic status - - 15 Moves have 100% accuracy against the target for three turns.
thunder electric special 70 110 10 Has a 30% chance to paralyze the target.
thunder shock electric special 100 40 30 Has a 10% chance to paralyze the target.
thunder wave electric status 90 - 20 Paralyzes the target.
thunderbolt electric special 100 90 15 Has a 10% chance to paralyze the target.
toxic poison status 90 - 10 Badly poisons the target, inflicting more damage every turn.
trick room psychic status - - 5 For five turns, slower Pokémon will act before faster Pokémon.
uproar normal special 100 90 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
vice grip normal physical 100 55 30 Inflicts regular damage with no additional effect.
volt switch electric special 100 70 20 User must switch out after attacking.
wild charge electric physical 100 90 15 User receives 1/4 the damage it inflicts in recoil.
zap cannon electric special 50 120 5 Has a 100% chance to paralyze the target.