Ninjask (Bug/Flying)136 HP, 110 Atk, 65 Def, 70 SpA, 70 Sdef, 170 Spe
Effective Stats: 0.58 physical, 0.61 magical, 1.70 speed
Special Ability – Speed Boost: At the end of every turn, Ninjask’s speed increases by 1 level
Sword Dance (30): Raises Attack by 2 levels
X-Scissor (15): 56 Bug type physical damage, 59 average damageDouble Team (15): Raises Evade by 1 level
Leech Life (15): 15 Bug type physical damage, heals user equal to half damage done, 15 average damage
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Agility (30): Raises users Speed by 2 levels
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Slash (20): 32 Normal type physical damage, 12.5% Critical hit rate, 36 avereage damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Fury Cutter (20): 8 Bug type physical damage, damage doubles each consecutive turn this is used successfully up to 5, 95% accuracy, 8 average damage
Mind Reader (5): Ensures that the next attack cannot miss
Fury Swipes (15): 9 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 28 average damage
Harden (30): Raises Defense by 1 level
Bug Bite (20): 43 Bug type physical damage, 45 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Scratch (35): 19 Normal type physical damage, 20 average damage
False Swipe (40): 19 Normal type Non-lethal physical damage, 20 average damage
Metal Claw (35): 24 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 24 average damage
Dig (10): 37 Ground type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 19 average damage
Mud-Slap (10): 7 Ground type special damage, lowers accuracy by 1 level, 7 average damage
Comments: He’s fast…very fast…so fast, Agility kind of serves NO PURPOSE ON HIM WHATSOEVER. Beyond speed though, he doesn’t have much else beyond an iffy buffing game due to durability.
Low MiddleShedinja (Ghost/Bug)1 HP, 110 Atk, 65 Def, 50 SpA, 50 Sdef, 60 Spe
Effective Stats: Irrelevant physical, Irrelevant magical, 0.68 speed
Special Ability – Wonderguard: Grants immunity to all damage (including 2ndary effects from moves that do damage, like Thundershock’s Paralysis) that doesn’t hit weakness. In Shedinja’s case, that is Fire, Dark, Ghost, Flying and Rock type damage. Instant Death and Status that do NOT do damage still work, and damage via stuff like Poison or Confusion can still be lethal.
NOTE: Due to the nature of Shedinja, I am NOT allowing him all of Nincada’s moves, only moves gotten before level 25. He can technically learn all of Nincada and most of Ninjask’s moves, however, he has actual limitations due to his nature, and just assume I made a judgment call that works best for him in the DL.
Shadow Sneak (30): 29 Ghost type physical damage, always goes first, 30 average damageSword Dance (30): Raises Attack by 2 levels
Confuse Ray (15): Adds Confusion
Heal Block (15): Target is unable to Heal for the next 5 turns, this does not effect passive healing like Regen effects
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Harden (30): Raises Defense by 1 level
Scratch (35): 19 Normal type physical damage, 20 average damage
Grudge (5): If user is killed the turn this is used, the target's last move is reduced to 0 PP
Leech Life (15): 15 Bug type physical damage, heals user equal to half damage done, 15 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Mind Reader (5): Ensures that the next attack cannot miss
Fury Swipes (15): 9 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 28 average damage
Shadow Ball (15): 26 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 27 average damage
Comments: Shedinja, Pokemon’s Answer to the Ogre Battle Undead. If you have the right attack, you win! If you don’t, you lose! Its that simple.
Indeterminate rank as a result.
Exploud (Normal)179 HP, 111 Atk, 83 Def, 111 SpA, 83 Sdef, 88 Spe
Effective Stats: 0.97 physical, 0.95 magical, 0.94 speed
Special Ability – Soundproof: Grants immunity to Sound based attacks like Hyper Voice
Rest (10): Full HP and status healing, puts user to sleep for two turns
Sleep Talk (10): Chooses one of the user’s other actions and uses that on the turn, can only be used while asleep
Hyper Beam (5): 104 Normal type special damage, user is forced to skip next turn if attack hits, 90% accuracy, 49 average damage
Hyper Voice (10): 62 Normal type special damage, 65 average damage-----
Roar (20): Forces opponent to Run/Swap, always goes last
Fire Fang (15): 31 Fire type physical damage, 10% chance of adding Burn, 10% Flinch, 95% accuracy, 31 average damage
Thunder Fang (15): 31 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 31 average damage
Ice Fang (15): 31 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 31 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Howl (40): Raises Attack by 1 level
Crunch (15): 38 Dark type physical damage, 20% chance of lowering defense 1 level, 40 average damage
Stomp (20): 45 Normal type physical damage, 30% Flinch, 47 average damage
Bite (25): 29 Dark type physical damage, 30% Flinch, 30 average damage
Pound (35): 29 Normal type physical damage, 30 average damage
Uproar (10): 36 Normal type special damage, user continues to use this move for the next 2 to 5 turns, free of PP costs, during which he is immune to the Sleep, wakes up sleeping targets, 38 average damage
Supersonic (20): Adds Confusion, 55% accuracy
Astonish (15): 15 Ghost type physical damage, 30% Flinch, 15 average damage
Comments: Oh look, a generic normal type who has one gimmick (Rest + Sleep Talk) and nothing really else!
High LightHariyama (Fighting)219 HP, 140 Atk, 80 Def, 60 SpA, 80 Sdef, 70 Spe
Effective Stats: 1.14 physical, 1.12 magical, 0.77 speed
Special Ability 1 - Thick Fat: Halves Fire and Ice damageSpecial Ability 1 - Guts: Attack raises by 50% if user has Poison, Burn or Paralyze status
Close Combat (5): 104 Fighting type physical damage, lowers Defense and Special Defense of user by 1 level each use, 110 average damageBelly Drum (10): Raises Attack by 6 levels, user receives damage equal to half their MHP, cannot be used if HP < 50%.
Fake Out (10): 24 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 25 average damage
Vital Throw (10): 62 Fighting type physical damage, (Cannot Miss), always goes last, 65 average damage
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%Dynamic Punch (5): 87 Fighting type physical damage, adds Confusion, 50% accuracy, 46 average damage
%Cross Chop (5): 87 Fighting type physical damage, 12.5% Critical Hit Rate, 80% accuracy, 78 average damage
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 19, 68.75% HP does 36, 35.42% does 70, 20.83% does 87, 10.42% does 130, 4.17% does 173
Endure (10): If User's HP is reduced to 0 the turn this is used, they are insured to survive with 1 HP, always goes first, chance of success halves on each consecutive turn
Seismic Toss (20): 50 Fighting type physical damage, ignores all modifiers and resistances barring immunity
Wake Up Slap (10): 53 Fighting type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 56 average damage
Force Palm (10): 53 Fighting type physical damage, 30% chance of adding paralysis, 56 average damage
Smelling Salt (10): 53 Fighting type physical damage, damage doubles it target is paralyzed, in which case, Paralysis is also lost, 56 average damage
Knock Off (20): 13 Dark type physical damage, removes held item from user if they have any, 13 average damage
Tackle (35): 21 Normal type physical damage, 95% accuracy, 21 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Sand Attack (15): Lowers Accuracy by 1 level
Whirlwind (20): Forces opponent to Run/Swap, always goes last
Arm Thrust (20): 15 Fighting type physical damage, hits 2 to 5 times, 55 average damage
Brine (10): 18 Water type special damage, damage doubles if target's HP is 50% of their max or less, 19 average damage
%Bullet Punch (30): 24 Steel type physical damage, always goes first, 25 average damage
Comments: Be thankful he’s slow, cause he WILL kill you on his second turn! Granted, he does sacrifice like all his durability in the process, but hush!
MiddleDelcatty (Normal)145 HP, 85 Atk, 85 Def, 75 SpA, 75 Sdef, 90 Spe
Effective Stats: 0.8 physical, 0.69 magical, 0.95 speed
Special Ability 1 - Cute Charm: 30% chance of adding "Attract" to opponent if Delcatty is hit with a contact move, assuming enemy is of opposite gender. Note that Delcatty is primarily femaleSpecial Ability 2 – Normalize: All attacks become Normal type, this will be factored in when relevant
Double Edge (15): 64 Normal type physical damage, 33% recoil, 45 average damageSing (15): Adds Sleep, 55% accuracy
Charm (20): Lowers Attack by 2 levels
Fake Out (10): 22 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 23 average damage
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Faint Attack (20): 22 Dark (33 Normal) type physical damage, cannot miss, 23 (35) average damage
Captivate (20): Lowers target's Special Attack by 2 levels if they are opposite Gender of user, see note about Delcatty being primarily female
Tail Whip (30): Lowers Defense by 1 level
Growl (40): Lowers Attack by 1 level
Attract (15): For the rest of the fight, the opponent will not act 50% of the time each turn if they are the opposite Gender of the user, otherwise this move fails. See note about Delcatty being primarily female
Copycat (20): User uses the target's last move
Doubleslap (10): 9 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 28 average damage
Assist (20): Uses a random move from a teammates skill set
Wake Up Slap (10): 22 Fighting (33 Normal) type physical damage, damage doubles it target is asleep, in which case, Sleep is also lost, 23 (35) average damage
Covet (40): 22 Normal type physical damage, steals opponent's held item, 23 average damage
Heal Bell (5): Full status healing
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Comments: Simply put, its stats suck too much to see any remote form of competence with a skillset like that.
LightSableye (Dark/Ghost)125 HP, 95 Atk, 95 Def, 85 SpA, 85 Sdef, 70 Spe
Effective Stats: 0.77 (Immune) physical, 0.68 magical, 0.77 speed
Special Ability 1 - Keen Eye: Grants immunity to accuracy lowering movesSpecial Ability 2 – Stall: Sableye always goes last
Confuse Ray (15): Adds Confusion
Fake Out (10): 17 Normal type physical damage, always goes first, 100% Flinch, fails if used on any turn besides the first, 18 average damage
Shadow Claw (15): 43 Ghost type physical damage, 12.5% Critical hit rate, 48 average damage
Night Shade (15): 50 Ghost type Special damage, ignores all modifiers-----
Mean Look (5): Target is unable to run or swap
Leer (30): Lowers Defense by 1 level
Scratch (35): 17 Normal type physical damage, 18 average damage
Shadow Ball (10): 43 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 45 average damage
Foresight (40): Insures the next attack will hit regardless of evasion or accuracy, also removes Normal and Fighting immunity on Ghost types
Astonish (15): 19 Ghost type physical damage, 30% Flinch, 20 average damage
Shadow Sneak (30): 25 Ghost type physical damage, always goes first, 26 average damage
Fury Swipes (15): 8 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 23 average damage
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Knock Off (20): 14 Dark type physical damage, removes held item from user if they have any, 14 average damage
Faint Attack (20): 37 Dark type physical damage, cannot miss, 39 average damage
Punishment (5): 31 Dark type physical damage, damage increases depending on how many stat modifier levels they have, where higher = better, this is the damage with no modifiers, 32 average damage
Zen Headbutt (15): 32 Psychic type physical damage, 20% Flinch, 90% accuracy, 30 average damage
Power Gem (20): 26 Rock type special damage, 27 average damage
Comments: About the best typing one can get, what with no weaknesses and physical immunity! His stats are a totally different story, and his skillset doesn’t make up for it!
MiddleMawile (Steel)125 HP, 105 Atk, 105 Def, 75 SpA, 75 Sdef, 70 Spe
Effective Stats: 0.85 (1.7) physical, 0.6 magical, 0.77 speed
Special Ability 1 - Hyper Cutter: Grants immunity to moves that lower the Attack stat
Special Ability 2 - Intimidate: Upon entering the fight, opponents Attack is lowered by 1 levelIron Head (15): 53 Steel type physical damage, 30% Flinch, 56 average damageStockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Faint Attack (20): 27 Dark type physical damage, cannot miss, 28 average damage
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Iron Defense (15): Raises Defense by 2 levels
Bite (25): 27 Dark type physical damage, 30% flinch, 28 average damage
Astonish (15): 14 Ghost type physical damage, 30% Flinch, 14 average damage
Vicegrip (30): 25 Normal type physical damage, 26 average damage
Sweet Scent (20): Lowers target's evasion by 1 level
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Crunch (15): 35 Dark type physical damage, 20% chance of lowering Defense by 1 level, 37 average damage
Sucker Punch (5): 35 Dark type physical damage, always goes first, fails if opponent is not using an attacking move, 37 average damage
Spit Up (10): 46 Normal type special damage for every Stock it has, resets Stock to 0, 48 average damage
Comments: Oh look, a tank with no real interesting strategies other than some shakey defensive game or something!
Low MiddleAggron (Rock/Steel)145 HP, 130 Atk, 200 Def, 80 SpA, 80 Sdef, 70 Spe
Effective Stats: 1.89 (7.56) physical, 0.74 magical, 0.77 speed
Special Ability 1 - Rock Head: User does not take recoil from attacks like Double Edge or Take DownSpecial Ability 2 – Sturdy: Grants Immunity to instant death
%
Head Smash (5): 120 Rock type physical damage, (50% Recoil), 80% accuracy, 102 (51) average damageMud Slap (20): 8 Ground type special damage, lowers accuracy by 1 level, 8 average damage
Metal Burst (10): Deals damage equal to 1.5x what he was dealt that turn, only works if user goes second
Iron Tail (15): 81 Steel type physical damage, 30% chance of lowering target’s defense by 1 level, 75% accuracy, 64 average damage
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Iron Head (15): 65 Steel type physical damage, 30% Flinch, 69 average damage
Iron Defense (15): Raises Defense by 2 levels
Double Edge (15): 65 Normal type physical damage, (33% recoil), 69 (46) average damage
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Roar (20): Forces opponent to Run/Swap, always goes last
Take Down (20): 49 Normal type physical damage, (25% recoil), 85% accuracy, 44 (33) average damage
Headbutt (15): 39 Normal type physical damage, 30% Flinch, 41 average damage
Metal Claw (35): 42 Steel type physical damage, 10% chance of raising users Attack by 10%, 95% accuracy, 42 average damage
Harden (30): Raises Defense by 1 level
Tackle (35): 20 Normal type physical damage, 95% accuracy, 20 average damage
Dragon Rush (10): 55 Dragon type physical damage, 20% Flinch, 75% accuracy, 43 average damage
Comments: Its God Damn Aggron; STAB Head Smash with Rock Head combo = lots of damage. Metal Burst means he can win slug fests too, and his physical durability is absurd. Speed holds him back though.
Low Heavy Medicham (Psychic/Fighting)135 HP, 80 Atk, 95 Def, 80 SpA, 95 Sdef, 100 Spe
Effective Stats: 0.84 physical, 0.82 magical, 1.05 speed
Special Ability – Pure Power: Medicham’s Attack stat is functionally doubled; this is already factored into damage when relevant
Recover (10): 50% Healing
Meditate (40): Raises Attack by 1 level
Hi Jump Kick (20): 100 Fighting type physical damage, 90% accuracy, user takes damage equal to ½ projected damage on a miss, capping at half user’s MHP, 90 net average damageReversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 22, 68.75% HP does 42, 35.42% does 81, 20.83% does 100, 10.42% does 148, 4.17% does 197
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%Psycho Cut (20): 70 Psychic type physical damage, 12.5% critical hit rate, 78 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Power Trick (10): User’s Attack and Defense stats are swapped
Psych Up (10): Users Modifiers become equal to that of the targets
Force Palm (10): 61 Fighting type physical damage, 30% chance of adding paralysis, 64 average damage
Feint (10): 34 Normal type physical damage, only works if the enemy is invincible, 36 average damage
Mind Reader (5): Ensures that the next attack cannot miss
Hidden Power (15): 24
?? type special damage, typing depends on users IVs, 25 average damage (damage increases by 50% if Psychic or Fighting type)
Detect (5): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Bide (10): User skips 2 to 3 turns, at the end of which, it does damage equal to double it has received
Fire Punch (15): 50 Fire type physical damage, 10% chance of inflicting Burn, 53 average damage
Thunder Punch (15): 50 Electric type physical damage, 10% chance of inflicting Paralysis, 53 average damage
Ice Punch (15): 50 Ice type physical damage, 10% chance of inflicting Freeze, 53 average damage
Confusion (25): 37 Psychic type special damage, 10% chance of adding Confusion, 39 average damage
Comments: Hits really hard, has healing, KILLS YOU if he’s at low health, and isn’t slow! Durability sucks, but he’s above “2HKOed by average” if barely, so
High MiddleManectric (Electric)145 HP, 95 Atk, 80 Def, 125 SpA, 80 Sdef, 125 Spe
Effective Stats: 0.73 physical, 0.72 magical, 1.28 speeed
Special Ability 1 - Static: 30% chance of adding Paralysis to opponent if Manectric is hit with a contact moveSpecial Ability 2 - Lightning Rod: All Electric damage in a team battle is aimed at Manectric
Thunder (10): 94 Electric type special damage, 30% chance of adding Paralysis, 70% accuracy, 69 average damageCharge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Thunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Spark (20): 40 Electric type physical damage, 30% chance of adding Paralysis, 42 average damage
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Discharge (15): 64 Electric type special damage, 30% chance of adding Paralysis, 68 average damage
Roar (20): Forces opponent to Run/Swap, always goes last
Thunder Fang (15): 40 Electric type physical damage, 10% chance of adding Paralysis, 10% Flinch, 95% accuracy, 40 average damage
Bite (25): 25 Dark type physical damage, 30% flinch, 26 average damage
Odor Sleuth (40): Insures the next attack will hit regardless of evasion or accuracy
Fire Fang (15): 27 Fire type physical damage, 10% chance of adding Burn, 10% flinch, 95% accuracy, 27 average damage
Quick Attack (30): 17 Normal type physical damage, always goes first, 18 average damage
Howl (40): Raises Attack by 1 level
Leer (30): Lowers Defense by 1 level
Tackle (35): 15 Normal type physical damage, 95% accuracy, 15 average damage
Comments: Fast, and not much else. Pretty stock Electric type in terms of how he’s built, so
MiddlePlusle (Electric)135 HP, 70 Atk, 60 Def, 105 Atk, 95 Sdef, 115 Spe
Effective Stats: 0.52 physical, 0.82 magical, 1.19 speed
Special Ability – Plus: Damage is raised by 50% when paired with someone who has the “Minus” skill
Thunder (10): 79 Electric type special damage, 30% chance of adding Paralysis, 70% accuracy, 58 average damageThunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Nasty Plot (20): Raises Special Attack by 2 levels
Swift (20): 27 Normal type special damage, cannot miss, 28 average damage
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Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Agility (30): Raises Speed by 2 levels
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Fake Tears (20): Lowers Special Defense by 2 levels
Copy cat (20): Copies the opponent's last move
Growl (40): Lowers Attack by 1 level
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Helping Hand (20): Boosts allies damage by 50%
Quick Attack (30): 13 Normal type physical damage, always goes first, 13 average damage
Spark (20): 31 Electric type physical damage, 30% chance of adding Paralysis, 32 average damage
Last Resort (5): 39 Normal type physical damage, usable only if user has used the other three moves on his current move set at least once, 41 average damage
Comments: You know, the skillset isn’t really that bad, and he’s even got good speed. The Durability, however, insures he’ll never really make much use of it.
High LightMinun (Electric)135 HP, 60 Atk, 70 Def, 95 Atk, 105 Sdef, 115 Spe
Effective Stats: 0.62 physical, 0.91 magical, 1.19 speed
Special Ability – Minus: Damage is raised by 50% when paired with someone who has the “Plus” skill
Thunder (10): 72 Electric type special damage, 30% chance of adding Paralysis, 70% accuracy, 53 average damageThunder Wave (20): Inflicts Paralysis, fails on those immune to electric attacks
Nasty Plot (20): Raises Special Attack by 2 levels
Swift (20): 25 Normal type special damage, cannot miss, 26 average damage
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Charge (20): Makes the next electric attack do double damage, raises Special Defense by 1 level
Agility (30): Raises Speed by 2 levels
Baton Pass (40): Hands all stat modifiers over to Pokemon of choice, forced Swap to that Pokemon
Fake Tears (20): Lowers Special Defense by 2 levels
Copy cat (20): Copies the opponent's last move
Growl (40): Lowers Attack by 1 level
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Helping Hand (20): Boosts allies damage by 50%
Quick Attack (30): 11 Normal type physical damage, always goes first, 11 average damage
Spark (20): 26 Electric type physical damage, 30% chance of adding Paralysis, 27 average damage
Charm (20): Lowers Attack by 2 levels
Trump Card (5): Does Normal type special damage that fluctuates based on PP remaining on this attack, cannot miss. At max PP, it does 17, at 4 PP it does 20, at 3 PP it does 25, 2 PP it does 32, at 1 PP it does 79
Comments: See Plusle, slightly better durability for slightly worse damage, and the addition of charm!
High LightVolbeat (Bug)140 HP, 93 Atk, 75 Def, 67 SpA, 95 Sdef, 105 Spe
Effective Stats: 0.71 physical, 0.88 magical, 1.09 speed
Special Ability 1 – Illuminate: Raises the Encounter Rate!
Special Ability 2 - Swarm: Bug attacks do 50% more damage if HP < 33%Tail Glow (20): Raises Special Attack by 2 levels
Moonlight (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Bug Buzz (10): 39 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 41 average damageConfuse Ray (15): Adds Confusion
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Flash (20): Lowers Accuracy by 1 level
Double Team (15): Raises Evade by 1 level
Signal Beam (15): 33 Bug type special damage, 10% chance of adding Confusion, 35 average damage
Helping Hand (20): Boosts allies damage by 50%
Protect (10): Grants invincibility for one turn, always goes first, chance of success is halved for every consecutive turn this is used.
Quick Attack (30): 17 Normal type physical damage, always goes first, 18 average damage
Tackle (35): 15 Normal type physical damage, 95% accuracy, 15 average damage
Zen Headbutt (15): 31 Psychic type physical damage, 20% Flinch, 90% accuracy, 29 average damage
Double-Edge (15): 47 Normal type physical damage, 33% recoil, 33 average damage
Comments: BUG PLUSLE describes him best, albeit not perfectly, but hush.
LightIllumise (Bug)140 HP, 67 Atk, 75 Def, 93 SpA, 95 Sdef, 105 Spe
Effective Stats: 0.68 physical, 0.85 magical, 1.09 speed
Special Ability 1 - Oblivious: Grants immunity to AttractSpecial Ability 2 - Tinted Lens: All attacks that are "Not Very Effective" have their power doubled
Bug Buzz (10): 53 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 56 average damageCharm (20): Lowers Attack by 2 levels
Moonlight (5): 50% Healing, 66% during Sunny day, 25% during any other weather effect
Flatter (15): Adds Confusion, raises Special Attack of Target by 2 levels
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Helping Hand (20): Boosts allies damage by 50%
Sweet Scent (20): Lowers target's evasion by 1 level
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Wish (10): User skips one turn, so that at the end of the next, they heal 50% of their HP. Note that this is NOT a charge time, as the user can still act on the follow up turn, just the move doesn't resolve until a turn later.
Tackle (35): 11 Normal type physical damage, 95% accuracy, 11 average damage
Quick Attack (30): 12 Normal type physical damage, always goes first, 12 average damage
Covet (40): 12 Normal type physical damage, steals opponent's held item, 12 average damage
Zen Headbutt (15): 23 Psychic type physical damage, 20% Flinch, 90% accuracy, 21 average damage
Comments: Volbeat with better damage and a considerably worse skillset! And no Tail Glow so the higher damage is superficial!
LightSwalot (Poison)175 HP, 93 Atk, 103 Def, 93 SpA, 103 Sdef, 75 Spe
Effective Stats: 1.17 physical, 1.15 magical, 0.82 speed
Special Ability 1 - Liquid Ooze: Draining based attacks have their effects reversed, so that Tentacruel heals from them and the enemy receives damageSpecial Ability 2 - Sticky Hold: Swalot cannot lose held items by means of Thief and ilk
Sludge Bomb (10): 59 Poison type special damage, 30% chance of inflicting Poison, 62 average damageStockpile (20): Raises Stock by 1, note that every level of Stock s equivalent to 1 level of Defense and Special Defense, maximum of 3 levels
Yawn (10): Puts target to sleep the turn after this hits; note that in game, if the user is faster, this kicks in after 2 of the enemies actions, where as if they are slower, its only after one; make of this as you will
Toxic (10): Adds a version of Poison status where damage increases each turn, 85% accuracy
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Swallow (10): Heals user equal to 25% HP per every stock it has, resets Stock to 0
Spit Up (10): 39 Normal type special damage for every Stock it has, resets Stock to 0, 41 average damage
Gunk Shot (5): 70 Poison type physical damage, 30% chance of adding Poison, 70% accuracy, 52 average damage
Gastro Acid (10): Cancels the effect of Target's special ability
Encore (10): Target is forced to use their last action for the next 2 to 6 turns
Body Slam (15): 33 Normal type physical damage, 30% chance of adding paralysis, 35 average damage
Pound (35): 17 Normal type physical damage, 18 average damage
Poison Gas (40): Adds Poison, 55% accuracy
Sludge (20): 39 Poison type special damage, 30% chance of inflicting Poison, 41 average damage
Amnesia (20): Raises Special Defense by 2 levels
%Acid Armor (40): Raises Defense by 2 Levels
Wring Out (5): 58 Normal type special damage, damage decreases linearly with target's HP, 61 average damage
Comments: Neat skillset, but as you may have guessed, low speed kind of kills its potential of going very far.
MiddleSharpedo (Water/Dark)145 HP, 140 Atk, 60 Def, 115 SpA, 60 Sdef, 115 Spe
Effective Stats: 0.57 physical, 0.56 magical, 1.46 speed
Special Ability – Rough Skin: Whenever Sharpedo is hit with a contact move, opponent takes damage equal to 25% of what was dealt to Sharpedo
Crunch (15): 70 Dark type physical damage, 20% chance of lowering defense 1 level, 74 average damageScreech (40): Lowers Defense by 2 levels, 85% accuracy
Agility (30): Raises Speed by 2 levels
Swagger (15): Adds Confusion, raises Target's attack by 2 levels, 90% accuracy
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Night Slash (20): 62 Dark type physical damage, 12.5% critical hit rate, 69 average damage
Skull Bash (15): 58 Normal type physical damage, raises defense by 1 level until damage is resolved, one turn charge time for the damage to resolve, 30 average damage
Taunt (20): Forces target to use direct damage moves only for the next 2 to 5 turns
Aqua Jet (30): 36 Water type physical damage, always goes first, 38 average damage
Slash (20): 42 Normal type physical damage, 12.5% critical hit rate, 47 average damage
Assurance (10): 44 Dark type physical damage, damage doubles if target received damage this turn prior to the attack, 46 average damage
Ice Fang (15): 39 Ice type physical damage, 10% chance of adding Freeze, 10% Flinch, 95% accuracy, 39 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Scary Face (10): Lowers Speed by 2 levels, 90% accuracy
Rage (20): 13 Normal type physical damage, users Attack raises by 1 level if attacked the same turn this is used, 13 average damage
Bite (25): 53 Dark type physical damage, 30% flinch, 56 average damage
Leer (30): Lowers Defense by 1 level
Feint (10): 30 Normal type physical damage, only works if the enemy is invincible, 31 average damage
Take Down (20): 53 Normal type physical damage, 25% recoil, 85% accuracy, 35 average damage
Comments: Ball Lightning who doesn’t hit QUITE hard enough to justify it. Rough Skin can help out against physical fighters and push him to a 2HKO, but otherwise, just falls a bit short.
LightWailord (Water)245 HP, 110 Atk, 65 Def, 110 SpA, 65 Sdef, 80 Spe
Effective Stats: 1.04 physical, 1.02 magical, 0.86 speed
Special Ability 1 - Oblivious: Grants immunity to AttractSpecial Ability 2 – Water Veil: Grants immunity to Burn status
Hydro Pump (5): 83 Water type special damage, 80% accuracy, 70 average damageRest (10): Full HP and status healing, puts user to sleep for two turns
Amnesia (20): Raises Special Defense by 2 levels
Brine (10): 45 Water type special damage, damage doubles if target's HP is 50% of their max or less, 47 average damage
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Water Spout (5): 103 Water type special damage, damage decreases linearly as users loses HP, 109 average damage
Bounce (5): 40 Flying type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 30% chance of adding Paralysis, 85% accuracy, 18 average damage
Dive (10): 56 Water type physical damage, user skips one turn, during which he is invincible (ala FF Jump), 29 average damage
Mist (30): Grants immunity to negative stat modifiers for 5 turns
Water Pulse (20): 43 Water type special damage, 20% chance of adding Confusion, 45 average damage
Whirlpool (15): 12 Water type special damage, target takes 6.25% damage equal to their MHP for the next 2 to 5 turns, 70% accuracy, 8 average damage
Astonish (15): 15 Ghost type physical damage, 30% Flinch, 15 average damage
Rollout (20): 15 Rock type physical damage, user is forced to use this for the following 4 turns after this is used or until he misses (whatever happens first), during which, on each turn, damage doubles compared to previous turn, 90% accuracy, 14 average damage
Growl (40): Lowers Attack by 1 level
Splash (40): Does absolutely nothing
Water Gun (25): 29 Water type special damage, 30 average damage
Comments: Massive HP is offset by low defenses, he’s slow, but hits…kind of ok? Rest + Amnesia makes him have an Anti-Mage game I guess.
Low Middle or something.
Camerupt (Ground/Fire)145 HP, 120 Atk, 90 Def, 125 SpA, 95 Sdef, 60 Spe
Effective Stats: 0.85 physical, 0.88 magical, 0.68 speed
Special Ability 1 – Magma Armor: Grants immunity to Freeze status
Special Ability 2 - Solid Rock: All Super Effective damage is lowered by 25%Earthquake (10): 75 Ground type physical damage, 79 average damage
Flamethrower (15): 75 Fire type special damage, 10% chance of inflicting Burn status, 79 average damageFissure (5): Instant Death, fails against those immune to Ground type damage, 30% accuracy
Amnesia (20): Raises Special Defense by 2 levels
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Earth Power (10): 70 Ground type special damage, 10% chance of lowering target's Special Defense by 1 level, 74 average damage
Rock Slide (10): 38 Rock type physical damage, 30% Flinch, 90% accuracy, 36 average damage
Lava Plume (15): 64 Fire type special damage, 30% chance of adding Burn, 68 average damage
Focus Energy (30): Increases Critical hit Rate by 2 domains
Take Down (20): 45 Normal type physical damage, 25% recoil, 85% accuracy, 39 average damage
Growl (40): Lowers Attack by 1 level
Tackle (35): 19 Normal type physical damage, 95% accuracy, 19 average damage
Ember (25); 33 Fire type special damage, 10% chance of adding burn, 35 average damage
Magnitude (30): Does random ground damage. 5% chance of 9 damage, 10% chance of 23 damage, 20% chance of 39 damage, 30% chance of 53 damage, 20% chance of 68 damage, 10% chance of 83 damage, 5% chance of 112 damage, 57 average damage.
Double Edge (15): 60 Normal type physical damage, 33% recoil, 42 average damage
Eruption (5): 117 Fire type special damage, damage decreases linearly as user's HP is lost, 124 average damage
Comment: Damage is alright, but everything else about him not so much. Sad, he’d be fun if he had durability or speed.
Light/Middle