Emolga (Electric/Flying)
130 HP, 95 Atk, 80 Def, 95 SpA, 80 SDef, 123 Spe
Durability: 0.64 Physical, 0.65 Special
Special Ability – Static: 30% chance of inflicting Paralysis if hit with a contact move
Discharge (15): 48 Electric type special damage, 30% Paralysis, 51 average damage
Acrobatics (15): 66 Flying type physical damage, 70 average damage
Agility (30): Raises Speed by 2 levels
Light Screen (30): Halves special damage for 5 turns
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Volt Switch (20): 43 Electric type physical damage, user is forced to swap out if applicable, 45 average damage
Encore (5): Target is forced to repeat last action for next 3 turns
Electro Ball (10): Does damage based on Speed of user relative to speed of target; if user is 4x faster or greater, it does 89, 3x faster does 71, 2x faster is 48, equal to target is 37, and slower than target is 25.
Shock Wave (20): 37 Electric type special damage, cannot miss, 39 average damage
Double Team (15): Raises Evade by 1 level
Pursuit (20): 17 Dark type physical damage, 18 average damage
Spark (20): 40 Electric type physical damage, 30% paralysis, 42 average damage
Tail Whip (30): Lowers Defense by 1 level
Quick Attack (30): 17 Normal Type physical damage, goes first, 18 average damage
Thundershock (30): 25 Electric type special damage, 10% paralysis, 26 average damage
Comments: Middling damage with bad durability, it’s only real saving grace is good speed and moves to compliment. Makes for Light champ material I suppose.
Escavalier (Bug/Steel)
145 HP, 155 Atk, 125 Def, 80 Def, 125 SDef, 40 Spe
Durability: 1.11 Physical, 1.13 Special
Special Ability 1 – Swarm: Bug damage increases by 50% if user’s HP < 33%
Special Ability 2 – Shell Armor: Immunity to Critical Hits
X-Scissor (15): 78 Bug type physical damage, 82 average damage
Sword Dance (30): Raises Attack by 2 levels
Scary Face (10): Lowers Speed by 2 levels
Giga Impact (5): 95 Normal type physical damage, 1 turn recharge if attack hits, 90% accuracy, 45 average damage
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Double-Edge (15): 77 Normal type physical damage, 33% recoil, 54 net average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given, (30% chance of Poison). 100% HP does 14, 68.75% HP does 26, 35.42% does 52, 20.83% does 64, 10.42% does 95, 4.17% does 134
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given, (30% chance of Poison). 100% HP does 14, 68.75% HP does 26, 35.42% does 52, 20.83% does 64, 10.42% does 95, 4.17% does 134
Take Down (20): 58 Normal type physical damage, 25% recoil, 85% accuracy, 39 net average damage
Fury Cutter (20): 21 Bug type physical damage, doubles damage on each consecutive use up to 5 times, 95% accuracy, 21 average damage
Endure (10): Insures Pokemon will survive next attack with 1 HP if fatal, always goes first, success rate halves with each consecutive use
Iron Defense (15): Raises Defense by 2 levels
Iron Head (15): 78 Steel type physical damage, 30% Flinch, 82 average damage
Slash (20): 45 Normal type physical damage, 12.5% Critical Hit rate, 50 average damage
Bug Buzz (10): 46 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 48 average damage
False Swipe (40): 26 Normal type physical damage, cannot kill, 27 average damage
Headbutt (15): 45 Normal type physical damage 30% Flinch, 47 average damage
Fury Attack (15): 11 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 27 average damage
Twineedle (20): 26 Bug type physical damage, hits twice, 20% Poison, 54 average damage
Quick Guard (15): User is immune to high priority attacks until end of turn, success rate halves for each consecutive use
Leer (30): Lowers Defense by 1 level
Peck (35): 23 Flying type physical damage, 24 average damage
Comments: Tanky, with tricks to help compensate for his middling damage, but that speed is really bad, to the point where even after a Scary Face, he’s still slower than the average opponent. Steel typing helps in a lot of cases, unless someone has Fire, then he cries a lot. Light/Middle
Amoongus (Poison/Grass)
189 HP, 105 Atk, 90 Def, 105 SpA, 100 SDef, 50 Spe
Durability: 1.04 Physical, 1.18 Special
Special Ability – Effect Spore: 10% chance of inflicting Poison, Paralysis or Sleep when hit with a contact move
Spore (15): Adds Sleep
Synthesis (5): 50% Healing, boosted to 66% during Sunny Weather, lowered to 25% during any other weather effect
Giga Drain (10): 50 Grass type special damage, heals user equal to half damage done, 53 average damage
Clear Smog (15): 34 Poison type special damage, dispels all stat changes, 36 average damage
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Rage Powder (20): Target is forced to attack only the user
Solar Beam (10): 79 Grass type special damage, 1 turn charge time, 41 average damage
Toxic (5): Adds Toxic status, 90% accuracy
Sweet Scent (20): Lowers Evasion by 1 level
Faint Attack (20): 26 Dark type physical damage, cannot miss, 27 average damage
Ingrain (20): Heals user for 6.25% MHP each turn
Mega Drain (15): 28 Grass type special damage, heals user equal to half damage done, 29 average damage
Bide (10): User skips the next two turns, at the end of which, it deals damage equal to double damage received during that time
Growth (40): Raises Attack and Special Attack by 1 level
Astonish (15): 14 Ghost type physical damage, 30% flinch, 14 average damage
Absorb (25): 15 Grass type special damage, heals user equal to half damage done, 15 average damage
Comments: Remember Parasect in Gen 1? Yeah, Amoongus is basically that all over again, with some slight differences though not enough to push him out of Light
Jellicent (Water/Ghost)
175 HP, 80 Atk, 90 Def, 105 SpA, 125 SDef, 80 Spe
Durability: 0.96 (Immune) Physical, 1.18 Special
Special Ability 1 – Water Absorb: Water type attacks heal user up to 25% their MHP
Special Ability 2 – Cursed Body: 30% chance of disabling the last attack if hit with a contact move
Special Ability 3 – Damp: Grants immunity to Selfdestruct and Explosion days,
Hydro Pump (5): 79 Water type special damage, 80% accuracy, 67 average damage
Recover (10): 50% Healing
Rain Dance (5): Causes Rain for 5 turns
Brine (10): 44 Water type special damage, damage doubles if target has HP =< 50%, 46 average damage
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Water Spout (5): 98 Water type special damage, damage decreases linearly as user’s HP goes down, 104 average damage
Wring Out (5): 52 Normal type special damage, damage decreases linearly as target’s HP goes down, 55 average damage
Hex (10): 34 Ghost type special damage, damage doubles if target is affected by a primary status, 36 average damage
Ominous Wind (5): 41 Ghost type special damage, 10% chance of raising all stats by 1 level, 43 average damage
Water Pulse (20): 41 Water type special damage, 20% confusion, 43 average damage
Bubblebeam (20): 44 Water type special damage, 10% chance of lowering Speed by 1 level, 46 average damage
Absorb (25): 10 Grass type special damage, heals user equal to half damage done, 10 average damage
Night Shade (15): 50 Ghost type special damage, ignores all modifiers including defense, cannot critical, 50 average damage
Water Sport (15): Lowers Fire damage by 50%
Bubble (30): 15 Water type special damage, 10% chance of lowering Speed by 1 level, 15 average damage
Comments: Any advantage it has from Ghost Typing, and good Special Durability is offset by poor speed and subpar damage. Light
Alomomola (Water)
240 HP, 95 Atk, 100 Def, 60 SpA, 65 SDef, 85 Spe
Durability: 1.47 Physical, 0.97 Special
Special Ability 1 – Healer: 30% chance of healing all status at the end of turn
Special Ability 2 – Hydration: All primary status effects recovered at end of turn during Rain
Hydro Pump (5): 46 Water type special damage, 80% accuracy, 39 average damage
Safeguard (25): Immunity to status effects for 5 turns
Brine (10): 26 Water type special damage, damage doubles if target has HP =< 50%, 27 average damage
Aqua Jet (20): 25 Water type physical damage, always goes first, 26 average damage
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Healing Wish (10): User sacrifices self, and the Pokemon that replaces it recovers all HP and status
Wide Guard (10): User and ally become immune to mutlitarget attacks, does not work in solo fights, success rate is halved each consecutive turn this is used
Helping Hand (20): Increases Ally’s damage by 50%
Wish (20): The turn after this is used, target heals 50% of the users MHP
Soak (20): Changes Target to a Water type
Wake-Up Slap (10): 24 Fighting type physical damage, 25 average damage
Water Pulse (20): 24 Water type special damage, 20% confusion, 25 average damage
Protect (10): Grants invincibility for 1 turn, always goes first, success rate halves on each consecutive use
Heal Pulse (10): 50% Healing for ally, cannot target self
Doubleslap (10): 7 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 19 average damage
Aqua Ring (20): User restores 1/16th of their MHP each turn
Water Sport (15): Lowers Fire damage by 50%
Pound (35): 15 Normal type physical damage, 15 average damage
Comments: Why does this thing exist? Huge sack of HP with no damage, speed or anything resembling a redeemable quality. Light
Galvantula (Bug/Electric)
145 HP, 97 Atk, 80 Def, 117 SpA, 80 SDef, 128 Spe
Durability:n 0.71 Physical, 0.72 Special
Special Ability 1 – Compoundeyes: Increases accuracy by 30%, this is already factored into averages
Special Ability 2 – Unnerve: Opponent cannot use held Berry items
Bug Buzz (10): 66 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 70 average damage
Agility (30): Raises Speed by 2 levels
Thunder Wave (20): Adds Paralysis, fails vs. Electric Immunity
Electro Ball (10): Does damage based on Speed of user relative to speed of target; if user is 4x faster or greater, it does 109, 3x faster does 88, 2x faster is 62, equal to target is 45, and slower than target is 31.
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Sucker Punch (5): 33 Dark type physical damage, always goes first, fails if target does not use a damage attack, 35 average damage
Discharge (15): 62 Electric type special damage, 30% paralysis, 65 average damage
Signal Beam (20): 56 Bug type special damage, 10% chance of adding confusion, 59 average damage
Slash (20): 29 Normal type physical damage, 12.5% Critical Hit rate, 32 average damage
Gastro Acid (10): Cancels the effect of target’s special ability
Bug Bite (20): 38 Bug type physical damage, 40 average damage
Electroweb (15): 41 Electric type special damage, lowers speed by 1 level, (95% accuracy), 43 (41) average damage
Fury Cutter (20): 14 Bug type physical damage, doubles damage on each consecutive use up to 5 times, (95% accuracy), 14 average damage
Screech (40): Lowers Defense by 2 levels, (85% accuracy)
Spider Web (10): Target is unable to run or swap
Leech Life (20): 14 Bug type physical damage, heals user equal to half damage done, 14 average damage
String Shot (40): Lowers Speed by 1 level, (95% accuracy)
Comments: Built heavily around his speed game, its strategy is open with Thunder Wave, use Agility a few times, then kill with full powered Electro Balls ideally on a double turn. High Middle
Ferrothorn (Grass/Steel)
149 HP, 114 Atk, 151 Def, 74 SpA, 136 SDef, 40 Spe
Durability: 1.37 (2.74) Physical, 1.26 Special
Special Ability – Iron Barbs: If hit with a contact move, opponent takes damage equal to 1/8th their MHP per hit.
Power Whip (10): 85 Grass type physical damage, 85% accuracy, 76 average damage
Gyro Ball (5): 46 Steel type physical damage, damage varies based on users and target’s speed relative to user’s, where-in faster target is compared to user, the better, damage fluctuates linearly, maximum damage of 106, 48 average damage; damage taken assumes 100 speed, which is roughly average
Curse (10): Raises Attack and Defense by 1 level, Lowers Speed by 1 level
Ingrain (20): Heals user for 6.25% MHP each turn
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Explosion (5): 117 Normal type physical damage, user Faints as a result of the attack, 124 average damage
Flash Cannon (10): 38 Steel type special damage, 10% chance of lowering Special Defense by 1 level, 40 average damage
Payback (10): 24 Dark type physical damage, damage doubles if user goes second, 25 average damage
Iron Head (15): 58 Steel type physical damage, 30% flinch, 61 average damage
Selfdestruct (5): 94 Normal type physical damage, user Faints as a result of the attack, 99 average damage
Mirror Shot (10): 31 Steel type special damage, 30% chance of lowering accuracy by 1 level, 85% accuracy, 27 average damage
Iron Defense (15): Raises Defense by 2 levels
Pin Missile (20): 8 Bug type physical damage, hits 2 to 5 times, 85% accuracy, 21 average damage
Metal Claw (35): 37 Steel type physical damage, 10% chance of raising attack by 1 level, 95% accuracy, 37 average damage
Rollout (20): 15 Rock type physical damage, used for 5 turns in a row, where each successive turn does double damage, 90% Accuracy, 14 average damage
Harden (30): Raises Defense by 1 level
Tackle (35): 24 Normal type physical damage, 25 average damage
Rock Climb (20): 43 Normal type physical damage, 20% Confusion, 85% accuracy, 38 average damage
Comments: Physical fighters will hate this guy unless they have Fire, especially if they rely on multi-hit attacks, other opponents will have to hope they can capitalize on his low speed well enough before he can build up Curse -> Gyro Ball combo, which is his bread and butter. I almost considered him for higher divisions until I remembered he’s status bait, so Middle
Klingklang (Steel)
135 HP, 120 Atk, 135 Def, 90 SpA, 105 SDef, 110 Spe
Durability: 1.11 (2.22) Physical, 0.88 Special
Special Ability 1 – Plus: Special Attacks do 50% more damage when paired with Minus
Special Ability 2 – Minus: Special Attacks do 50% more damage when paired with Plus
Gear Grind (15): 39 Steel type physical damage, hits twice, 85% accuracy, 70 average damage
Shift Gear (10): Raises Attack by 1 level and Speed by 2 levels
Zap Cannon (5): 45 Electric type special damage, Adds paralysis, 50% accuracy, 23 average damage
Mirror Shot (10): 38 Steel type special damage, 30% chance of lowering accuracy by 1 level, 85% accuracy, 34 average damage
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Hyper Beam (5): 56 Normal type special damage, 1 turn recharge if attack hits, 90% accuracy, 26 average damage
Lock-On (5): Insures next attack will hit
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Discharge (20): 30 Electric type special damage, 30% paralysis, 31 average damage
Screech (40): Lowers Defense by 2 levels, 85% accuracy
Autotomize (15): Raises Speed by 2 levels, lowers user’s weight
Charge Beam (10): 20 Electric type special damage, 70% chance of raising users Special Attack by 1 level, 90% accuracy, 19 average damage
Bind (20): 9 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 4 to 5 turns, 85% accuracy, 8 average damage
Thundershock (30): 16 Electric type special damage, 10% Paralysis, 17 average damage
Charge (20): Raises Special Defense by 1 level, Electric attacks used the following turn do double damage
Vicegrip (30): 28 Normal type physical damage, 29 average damage
Comments: It’s fast and physically tanky with a good typing for the most part. On top of that, Shift Gear is stupidly broken, allowing for an easy double turn KO strategy. Heavy
Eelektross (Electric)
160 HP, 135 Atk, 100 Def, 125 SpA, 100 SDef, 70 Spe
Durability: 0.98 Physical, 1.00 Special
Special Ability – Levitate: Grants Immunity to Ground attacks
Thunderbolt (15): 74 Electric type special damage, 10% Paralysis, 78 average damage
Thunder Wave (15): Adds Paralysis, fails vs. Electric Immunity
Thrash (10): 67 Normal type physical damage, used for 2-3 turns in a row, at the end of which, user becomes confused, 71 average damage
Acid Spray (20): 22 Poison type special damage, lowers Special Defense by 2 levels, 23 average damage
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Tackle (35): 29 Normal type physical damage, 30 average damage
Zap Cannon (5): 93 Electric type special damage, Adds Paralysis, 50% accuracy, 49 average damage
Gastro Acid (10): Cancels the effect of target’s special ability
Coil (20): Raises Attack, Defense and Accuracy by 1 level
Bind (20): 10 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 4 to 5 turns, 85% accuracy, 9 average damage
Charge Beam (10): 40 Electric type special damage, 70% chance of raising users Special Attack by 1 level, 90% accuracy, 38 average damage
Spark (20): 56 Eletric type physical damage, 30% Paralysis, 59 average damage
Crush Claw (10): 42 Normal type physical damage, 50% chance of lowering target’s Defense by 1 level, 95% accuracy, 42 average damage
Crunch (15): 45 Dark type physical damage, 20% chance of lowering Defense by 1 level, 47 average damage
Headbutt (15): 40 Normal type physical damage, 30% Flinch, 42 average damage
Acid (30): 22 Poison type special damage, 10% chance of lowering Special Defense by 1 levels, 23 average damage
Discharge (20): 63 Electric type special damage, 30% Paralysis, 66 average damage
Comments: The most notable thing about Eelektross is that it has literally no weaknesses whatsoever unless you can null out Levitate. Otherwise, it’s a fairly standard Pokemon with subpar speed holding it back, though Thunder Wave helps cover that. Middle
Beheeyem (Psychic)
150 HP, 95 Atk, 95 Def, 145 SpA, 115 SDef, 60 Spe
Durability: 0.87 Physical, 1.07 Special
Special Ability 1 - Telepathy: Allies will not be harmed by attacks that hit the entire field like Surf or Earthquake
Special Ability 2 – Synchronize: If user is hit with Paralyze, Burn, or Poison, the opponent receives the status if possible
Psychic (10): 81 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 86 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Recover (10): 50% Healing
Heal Block (15): Prevents target from healing for next 5 turns
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Wonder Room (10): Field Effect that swaps Defense and Special Defense of all viable targets for 5 turns
Synchronize (15): 64 Psychic type special damage, only hits those who share a typing with the user (Psychic in this case), 68 average damage
Guard Split (10): User swaps its Defense and Special Defense with that of the target’s
Power Split (10): User swaps its Attack and Special Attack with that of the target’s
Psych Up (10): Stat Modifiers of target are applied to user
Zen Headbutt (15): 48 Psychic type physical damage, 10% flinch, 90% accuracy, 45 average damage
Simple Beam (15): Changes target’s Special Ability to “Simple”
Imprison (10): Target cannot use any move the user knows
Hidden Power (15): Can do damage anywhere between 19 and 42 based on the users IVs, and can be any typing it pleases, also based on the same variables; raise damage by 50% if psychic typing. Interpret as you please
Headbutt (15): 28 Normal type physical damage, 30% Flinch, 29 average damage
Psybeam (20): 59 Psychic type special damage, 10% Confusion, 62 average damage
Miracle Eye (40): Sets target’s evasion modifiers to 0, Dark types lose immunity to Psychic damage
Growl (40): Lowers Attack by 1 level
Confusion (25): 46 Psychic type special damage, 10% Confusion, 48 average damage
Comments: Slow Psychic type with average damage and stuff to get past healing and limits, *yawn* Middle
Chandeleure (Fire/Ghost)
135 HP, 75 Atk, 110 Def, 165 SpA, 110 SDef, 100 Spe
Durability: 0.91 (Immune) Physical, 0.92 Special
Special Ability 1 – Flash Fire: Grants Fire Immunity, if hit with any Fire attack, even ones that don’t do damage, user’s Fire damage increases by 50%
Special Ability 2 – Flame Body: 30% chance of inflicting Burn if hit with a contact move
Confuse Ray (10): Adds Confusion
Shadow Ball (10): 82 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 87 average damage
Overheat (5): 143 Fire type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 136 average damage
Will-O-Wisp (5): Adds Burn, 75% accuracy
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Pain Split (20): Pain Split (20): Sets user’s and target’s HP to the average of both
Curse (10): Causes target to lose 25% of their MHP each turn, user takes damage equal to 50% of their MHP
Inferno (5): 102 Fire type special damage, adds Burn, 50% accuracy, 54 average damage
Memento (10): Lowers Attack and Special Attack by 2 levels, user dies as a result of the attack
Imprison (10): Target cannot use any move the user knows
Night Shade (15): 50 Ghost type special damage, ignores all modifiers including defense, cannot critical, 50 average damage
Fire Spin (15): 37 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 4 to 5 turns, 85% accuracy, 33 average damage
Minimize (20): Raises Evade by 1 level
Ember (25): 32 Fire type special damage, 10% Burn, 34 average damage
Astonish (15): 16 Ghost type physical damage, 30% flinch, 17 average damage
Hex (10): 52 Ghost type special damage, damage doubles if target is inflicted with a primary status, 54 average damage
Flame Burst (15): 72 Fire type special damage, 76 average damage
Smog (20): 15 Poison type special damage, 40% Poison, 70% accuracy, 11 average damage
Comments: Subpar durability though plenty of anti-physical tricks to compensate, and Shadow Ball + Overheat kills a lot outright, with a few other back up tricks. Losing Average Speed tiebreaks hurts though, so High Middle
Haxorus (Dragon)
151 HP, 167 Atk, 110 Def, 80 SpA, 90 SDef, 117 Spe
Durability: 1.01 Physical, 0.81 Special
Special Ability 1 – Mold Breaker: Ignores all abilities that would hinder attack’s affects
Special Ability 2 – Rivalry: Damage increases by 25% if Target and User’s gender are the same, decreases by 25% if different, and no effect if either is genderless; Haxorus has no gender bias.
Outrage (10): 124 Dragon type physical damage, used for 2-3 turns in a row, at the end of which, user becomes confused, 131 average damage
Dragon Dance (20): Raises Attack and Speed by 1 level
Scary Face (10): Lowers Speed by 2 levels
Guillotine (5): Instant Death, 30% accuracy, fails vs. Ghost types
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Dragon Pulse (10): 46 Dragon type special damage, 48 average damage
Giga Impact (5): 103 Normal Type physical damage, 1 turn recharge if attack hits, 90% accuracy, 49 average damage
Sword Dance (30): Raises Attack by 2 levels
Taunt (20): Target can only use direct attack moves for next 3 turns
Dragon Claw (15): 83 Dragon type physical damage, 88 average damage
False Swipe (40): 28 Normal type physical damage, cannot kill, 29 average damage
Slash (20): 49 Normal type physical damage, 12.5% Critical Hit rate, 55 average damage
Dual Chop (15): 43 Dragon type physical damage, hits twice 90% accuracy, 82 average damage
Dragon Rage (10): Does 40 damage, ignores all modifiers including defense
Assurance (10): 30 Dark type physical damage, damage doubles if target has taken damage in the turn already, 31 average damage
Leer (30): Lowers Defense by 1 level
Scratch (35): 28 Normal type physical damage, 29 average damage
Comments: Dragon Dance + Outrage with stupid good attack and decent speed. That’s really all this guy does and really all he needs like ever. Heavy
[u[Beartic (Ice)[/u]
170 HP, 130 Atk, 100 Def, 90 SpA, 100 SDef, 70 Spe
Durability: 1.04 Physical, 1.06 Special
Special Ability – Snow Cloak: Evasion increases by 1 level during Hail
Thrash (10): 64 Normal type physical damage, used for 2-3 turns in a row, at the end of which, user becomes confused, 68 average damage
Sheer Cold (5): Instant Death, 30% Hit Rate
Rest (10): Heals user of all HP and status, user inflicted with Sleep status for 2 turns
Swagger (15): Inflicts Confusion, raises target’s Attack by 2 levels, 90% accuracy
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Hail (5): Causes Hail for 5 turns
Icicle Crash (10): 69 Ice type physical damage, 30% Flinch, 90% accuracy, 65 average damage
Blizzard (5): 68 Ice type special damage, 10% Freeze, 70% accuracy, 50 average damage
Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given, (30% chance of Poison). 100% HP does 12, 68.75% HP does 22, 35.42% does 43, 20.83% does 54, 10.42% does 80, 4.17% does 107
Slash (20): 38 Normal type physical damage, 12.5% Critical Hit Rate, 42 average damage
Icy Wind (15): 32 Ice type special damage, lowers speed by 1 level, 95% accuracy, 32 average damage
Endure (10): Insures Pokemon will survive next attack with 1 HP if fatal, always goes first, success rate halves with each consecutive use
Brine (10): 25 Water type special damage, damage doubles if target has HP =< 50%, 28 average damage
Fury Swipes (15): 11 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 27 average damage
Bide (10): User skips the next two turns, at the end of which, it deals damage equal to double damage received during that time
Growl (40): Lowers Attack by 1 level
Powder Snow (25): 24 Ice type special damage, 10% Freeze, 25 average damage
Super Power (5): 64 Fighting type physical damage, lowers users Attack and Defense by 1 level, 68 average damage
Charm (20): Lowers Attack by 2 levels
Comments: Slow, subpar damage, weak to a common typing, durability isn’t anything special, has healing that costs him the next two turn…Light
Cryogonal (Ice)
145 HP, 70 Atk, 50 Def, 115 SpA, 155 SDef, 125 Spe
Durability: 0.44 Physical, 1.44 Special
Special Ability – Levitate: Grants Immunity to Ground attacks
Ice beam (10): 69 Ice type special damage, 10% Freeze, 73 average damage
Recover (10): 50% Healing
Sheer Cold (5): Instant Death, 30% Hit rate
Acid Armor (40): Raises Defense by 2 levels
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Night Slash (15): 21 Dark type physical damage, 12.5% Critical Hit rate, 23 average damage
Slash (20): 21 Normal type physical damage, 12.5% Critical Hit rate, 23 average damage
Rapid Spin (40): 7 Normal type physical damage, 7 average damage
Bind (20): 6 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 4 to 5 turns, 85% accuracy, 5 average damage
Ice Shard (30): 19 Ice type physical damage, always goes first, 20 average damage
Solar Beam (10): 67 Grass type special damage, 1 turn charge time, 35 average damage
Confuse Ray (10): Adds Confusion
Reflect (20): Halves physical damage for 5 turns
Light Screen (30): Halves special damage for 5 turns
Aurora Beam (20): 56 Ice type special damage, 10% chance of lowering Attack by 1 level, 59 average damage
Haze (30): Full dispel on all viable targets, user included
Mist (30): Users team becomes immune to stat lowering for 5 turns
Icy Wind (15): 47 Ice type special damage, lowers speed, 95% accuracy, 47 average damage
Sharpen (30): Raises Attack by 1 level
Comments: A lot more interesting than you’d think, so I’ll be brief. Spoils mages fairly well, laughable physical durability, but compensates due to good speed, healing, Acid Armor, and just enough damage to win if you don’t resist Ice. Middle/Heavy
Accelgor (Bug)
155 HP, 90 Atk, 60 Def, 120 SpA, 80 SDef, 165 Spe
Durability: 0.57 Physical, 0.77 Special
Special Ability 1 – Hydration: Heals user of All status at the end of each turn during Rain
Special Ability 2 – Sticky Hold: Prevents item from being stolen
Bug Buzz (10): 68 Bug type special damage, 10% chance of lowering Special Defense by 1 level, 72 average damage
Acid Armor (40): Raises Defense by 2 levels
Recover (10): 50% Healing
Agility (30): Raises Speed by 2 levels
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Guard Swap (10): User and Target swap Defense and Special Defense
Body Slam (15): 32 Normal type physical damage, 30% Paralysis, 34 average damage
Protect (10): Grants invincibility for 1 turn, always goes first, success rate halves on each consecutive use
Yawn (10): Target is inflicted with Sleep Status on the following turn
Curse (10): Raises Attack and Defense by 1 level, lowers Speed by 1 level
Bide (10): User skips the next two turns, at the end of which, it deals damage equal to double damage received during that time
Acid (30): 21 Poison type special damage, 10% chance of lowering Special Defense by 1 level, 22 average damage
Final Gambit (5): Does damage equal to user’s HP, user faints as a result of the attack
Power Swap (10): User and Target swap Attack and Special Attack stats
U-Turn (20): 41 Bug type physical damage, user is forced to swap out if applicable, 43 average damage
Giga Drain (10): 38 Grass type special damage, heals user equal to half damage done, 40 average damage
Me First (20): User uses the same attack as Target would use this turn, with damage increased by 50%, fails if user is slower than Target
Swift (20): 30 Normal type special damage, cannot miss, 31 average damage
Mega Drain (15): 21 Grass type special damage, heals user equal to half damage done, 22 average damage
Struggle Bug (20): 19 Bug type physical damage, lowers Special Attack by 1 level, 20 average damage
Quick Attack (30): 16 Normal type physical damage, always goes first, 17 average damage
Double Team (15): Raises Evade by 1 level
Acid (20): 21 Poison type special damage, lowers Special Defense by 2 levels, 22 average damage
Leech Life (15): 13 Bug type physical damage, heals user equal to half damage done, 13 average damage
Comments: Bad durability is its only real weakness aside from Fire…and its gets a bunch of moves like Guard Swap, Acid Armor and Struggle Bug to deal with it. Honestly, he’s a fine example of what happens when you give something with amazing speed a lot of tools to work with. Potential Heavy material.
Stunfisk (Ground/Electric)
184 HP, 86 Atk, 104 Def, 101 SpA, 119 SDef, 52 Spe
Durability: 1.17 Physical, 1.36 Special
Special Ability 1 – Limber: Grants Immunity to Paralysis
Special Ability 2 – Static: 30% chance of inflicting Paralysis if hit with a contact move
Thunderbolt (15): 61 Electric Type Special damage, 10% Paralysis, 64 average damage
Fissure (5): Instant Death, 30% success rate
Mud-Slap (20): 15 Ground type special damage, lowers Accuracy by 1 level, 15 average damage
Mud Shot (15): 36 Ground type special damage, lowers Speed by 1 level, 95% accuracy, 36 average damage
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Flail (15): Does Normal type physical damage based on HP loss, increases happen only at intervals given, (30% chance of Poison). 100% HP does 8, 68.75% HP does 15, 35.42% does 29, 20.83% does 36, 10.42% does 54, 4.17% does 71
Revenge (10): 23 Fighting type physical damage, damage doubles if user takes damage this turn, always goes last, 24 average damage
Muddy Water (15): 40 Water type special damage, 30% chance of lowering accuracy by 1 level, 85% accuracy, 36 average damage
Bounce (5): 31 Flying type physical damage, user forced to skip a turn during which they are invincible, 30% Paralysis, 85% accuracy, 27 average damage
Endure (10): Insures Pokemon will survive next attack with 1 HP if fatal, always goes first, success rate halves with each consecutive use
Discharge (20): 51 Electric type special damage, 30% Parlaysis, 54 average damage
Mud Bomb (10): 42 Ground type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 37 average damage
Camouflage (20): Changes user’s typing based on Terrain; in the case of Urban Terrain, that would be Normal type
Thundershock (30): 24 Electric type special damage, 10% Paralysis, 25 average damage
Mud Sport (15): Halves Electric Type damage
Bide (10): User skips the next two turns, at the end of which, it deals damage equal to double damage received during that time
Comments: Sort of the opposite of Accelgor, Stunfisk is slow, lacking damage, no decent ways to make up for its flaws, and its durability, while not bad, is nowhere near enough to compensate. Light
Mienshao (Fighting)
130 HP, 145 Atk, 80 Def, 115 SpA, 80 SDef, 125 Spe
Durability: 0.64 Physical, 0.65 Special
Special Ability 1 – Inner Focus: Grants Immunity to Flinch
Special Ability 2 – Regenerator: User heals 33% of their MHP every time they are swapped out of the battlefield
Hi Jump Kick (10): 117 Fighting type physical damage, user takes damage equal to half MHP if attack misses, 90% accuracy, 104 average damage
Fake Out (40): 25 Normal type damage, 100% Flinch, always goes first, only works on users first turn, 26 average damage
Aura Sphere (20): 65 Fighting type special damage, cannot miss, 69 average damage
Drain Punch (20): 68 Fighting type physical damage, heals user equal to half damage done, 72 average damage
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Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 21, 68.75% HP does 37, 35.42% does 73, 20.83% does 90, 10.42% does 134, 4.17% does 178
Bounce (5): 51 Flying type physical damage, user forced to skip a turn during which they are invincible, 30% Paralysis, 85% accuracy, 23 average damage
Wide Guard (10): User and ally become immune to mutlitarget attacks, does not work in solo fights, success rate is halved each consecutive turn this is used
U-Turn (20): 42 Bug type physical damage, user is forced to swap out if applicable, 44 average damage
Jump Kick (10): 90 Fighting type physical damage, user takes damage equal to half MHP if attack misses, 95% accuracy, 42 average damage
Force Palm (10): 55 Fighting type physical damage, 30% Paralysis, 58 average damage
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Swift (20): 29 Normal type special damage, cannot miss, 30 average damage
Doubleslap (10): 10 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 27 average damage
Detect (5): Grants invincibility for 1 turn, always goes first, success rate halves on each consecutive use
Meditate (40): Raises Attack by 1 level
Pound (35): 25 Normal type physical damage, 26 average damage
Comments: Typical Glass Cannon with a few back up tricks like minor parasitic healing, and some buffs should the situation arise. High Middle
Druddigon (Dragon)
152 HP, 140 Atk, 110 Def, 80 SpA, 110 SDef, 68 Spe
Durability: 1.02 Physical, 1.04 Special
Special Ability 1 – Sheer Force: Secondary Effects on attacks are removed in favor of a 33% damage bonus. This is already factored into damage when applicable
Special Ability 2 - Rough Skin: If hit with a contact move, opponent takes damage equal to 1/16th their MHP per hit.
Outrage (10): 104 Dragon type physical damage, used for 2-3 turns in a row, at the end of which, user becomes confused, 110 average damage
Scary Face (10): Lowers Speed by 2 levels
Hone Claws (15): Raises Attack and Accuracy by 1 level
Dragon Claw (15): 70 Dragon type physical damage, 74 average damage
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Superpower (5): 69 Fighting type physical damage, lowers Attack and Defense by 1 level, 73 average damage
Rock Climb (20): 52 (70) Normal type physical damage, 20% Confusion, 85% accuracy, 46 (63) average damage
Dragon Tail (10): 53 Dragon type physical damage, forces target to run or swap, always goes last, 90% accuracy, 50 average damage
Night Slash (15): 41 Dark type physical damage, 12.5% Critical Hit rate, 46 average damage
Revenge (10): 35 Fighting type physical damage, doubles damage if user takes damage this turn, always goes last, 37 average damage
Chip Away (20): 41 Normal type physical damage, ignores target’s stat modifiers, 43 average damage
Crunch (15): 47 (62) Dark type physical damage, 20% chance of lowering Defense by 1 level, 47 (65) average damage
Slash (20): 41 Normal type physical damage, 12.5% Critical Hit rate, 46 average damage
Dragon Rage (10): Does 40 damage, ignores all modifiers including defense
Bite (25): 35 (47) Dark type physical damage, 30% Flinch, 37 (49) average damage
Scratch (35): 24 Normal type physical damage, 25 average damage
Leer (30): Lowers Defense by 1 level
NOTE: Italicized attributes of attacks means they are removed if Sheer Force is used.
Comments: Well, good damage, Scary Face covers the speed woes somewhat, durability isn’t awful, finds a way to waste “Sheer Force”…Middle
Golurk (Ghost/Ground)
164 HP, 144 Atk, 100 Def, 75 SpA, 100 SDef, 75 Spe
Durability: 1.00 (Immune) Physical, 1.02 Special
Special Ability 1 – Iron Fist: Punching Attacks do 20% more damage, this is already factored into averages when applicable
Special Ability 2 – Klutz: Unable to hold non-experience related Items
Earthquake (10): 90 Ground type physical damage, 95 average damage
DynamicPunch (5): 72 (60) Fighting type physical damage, adds Confusion, 50% accuracy, 38 (31) average damage
Iron Defense (15): Raises Defense by 2 levels
Shadow Punch (20): 66 (55) Ghost type physical damage, cannot miss, 70 (58) average damage
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Focus Punch (5): 107 (89) Fighting type physical damage, always goes last, user flinches if they receive damage on the turn this move is used, 113 (94) average damage
Hammer Arm (10): 72 (60) Fighting type physical damage, lowers user’s Speed by 1 level, 90% accuracy, 68 (57) average damage
Heavy Slam (10): Does between 26 and 71 Steel type physical damage dependent on weight difference between user and target, where heavier target = less damage
Curse (10): Causes target to lose 25% of their MHP each turn, user takes damage equal to 50% of their MHP
Magnitude (30): Does random ground damage. 5% chance of 11 damage, 10% chance of 28 damage, 20% chance of 46 damage, 30% chance of 63 damage, 20% chance of 81 damage, 10% chance of 98 damage, 5% chance of 141 damage, 73 average damage
Night Shade (15): 50 Ghost type special damage, ignores all modifiers including defense, cannot critical, 50 average damage
Mega Punch (20): 58 (48) Normal type physical damage, 85% accuracy, 52 (43) average damage
Rollout (20): 19 Rock type physical damage, used for 5 turns in a row, where each successive turn does double damage, 90% Accuracy, 18 average damage
Defense Curl (30): Raises Defense by 1 level
Mud-Slap (10): 16 Ground type special damage, lowers Accuracy by 1 level, 17 average damage
Astonish (15): 28 Ghost type physical damage, 30% flinch, 29 average damage
Pound (35): 25 Normal type physical damage, 26 average damage
Comments: Slow, with middling damage and durability. Ghost typing is the only thing really saving him from being really bad. Low Middle
Bisharp (Steel/Dark)
140 HP, 145 Atk, 120 Def, 80 SpA, 90 SDef, 90 Spe
Durability: 1.03 (2.06) Physical, 0.78 Special
Special Ability 1 – Inner Focus: Grants Immunity to Flinch
Special Ability 2 – Defiant: User gets +2 Attack anytime it has its stats lowered; does not apply to self-inflicted stat downs
Iron Head (15): 73 Steel type physical damage, 30% Flinch, 77 average damage
Guillotine (5): Instant Death, 30% accuracy, fails vs. Ghost types
Metal Burst (10): Deals damage equal to 1.5x damage received, only works if user goes second
Swords Dance (30): Raises Attack by 2 levels
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Night Slash (15): 64 Dark type physical damage, 12.5% Critical Hit Rate, 72 average damage
Embargo (15): Prevents Item usage
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Assurance (10): 46 Dark type physical damage, damage doubles if target has taken damage in the turn already, 48 average damage
Slash (20): 42 Normal type physical damage, 12.5% Critical hit rate, 47 average damage
Metal Claw (35): 46 Steel type physical damage, 10% chance of raising user’s attack by 1 level, 95% accuracy, 46 average damage
Scary Face (10): Lowers Speed by 2 levels
Faint Attack (20): 55 Dark type physical damage, cannot miss, 58 average damage
Torment (15): Target is unable to use the same attack on consecutive turns
Fury Cutter (20): 13 Bug type physical damage, doubles damage on each consecutive use up to 5 times, 95% accuracy, 13 average damage
Leer (30): Lowers Defense by 1 level
Scratch (35): 25 Normal type physical damage, 26 average damage
Iron Defense (15): Raises Defense by 2 levels
Comments: Good at busting up healers and those with who has poor damage manipulation due to Metal Burst, alongside decent physical bulk. Special leaves a lot to be desired, and sub-par speed hurts. Middle
Bouffalant (Normal)
170 HP, 135 Atk, 115 Def, 60 SpA, 115 SDef, 75 Spe
Durability: 1.19 Physical, 1.22 Special
Special Ability 1 – Reckless: Recoil moves gain 20% damage, this is already factored into damage when necessary
Special Ability 2 - Sap Sipper: Grants Immunity to Grass damage, raises Attack by 1 level
Thrash (10): 101 Normal type physical damage, used for 2-3 turns in a row, at the end of which, user becomes confused, 107 average damage
Sword Dance (30): Raises Attack by 2 levels
Giga Impact (5): 125 Normal Type physical damage, 1 turn recharge if attack hits, 90% accuracy, 59 average damage
Scary Face (10): Lowers Speed by 2 levels
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Head Charge (15): 121 (101) Normal type physical damage, 25% recoil, 96 (80) net average damage
Reversal (15): Does Fighting type physical damage based on HP loss, increases happen only at intervals given. 100% HP does 12, 68.75% HP does 23, 35.42% does 45, 20.83% does 56, 10.42% does 83, 4.17% does 117
Mega Horn (10): 67 Bug type physical damage, 85% accuracy, 60 average damage
Focus Energy (30): Raises Critical hit rate by 2 levels
Revenge (10): 34 Fighting type physical damage, doubles damage if user takes damage this turn, always goes last, 36 average damage
Horn Attack (25): 56 Normal type physical damage, 59 average damage
Fury Attack (15): 11 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 39 average damage
Rage (20): 19 Normal type physical damage, user gets +1 to Attack if they are attacked the same turn this move is used, 20 average damage
Leer (30): Lowers Defense by 1 level
Pursuit (20): 23 Dark type physical damage, 24 average damage
Comments: He’s well suited for hitting hard and building up for the OHKO if not for the Speed woes. Middle
Braviary (Flying/Normal)
175 HP, 143 Atk, 95 Def, 77 SpA, 95 SDef, 100 Spe
Durability: 1.02 Physical, 1.04 Special
Special Ability 1 – Keen Eye: Grants immunity to accuracy modifiers
Special Ability 2 – Sheer Force: Secondary Effects on attacks are removed in favor of a 33% damage bonus. This is already factored into damage when applicable
Special Ability 3 – Defiant: User gets +2 Attack anytime it has its stats lowered; does not apply to self-inflicted stat downs
Thrash (10): 106 Normal type physical damage, used for 2-3 turns in a row, at the end of which, user becomes confused, 112 average damage
Tailwind (30): Doubles speed of user’s team for 5 turns
Scary Face (10): Lowers Speed by 2 levels
Crush Claw (10): 90 (67) Normal type physical damage, (50% chance of lowering target’s Defense by 1 level), 95% accuracy, 90 (67) average damage
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Brave Bird (15): 112 Flying type physical damage, 33% recoil, 75 net average damage
Whirlwind (20): Forces target to run or swap, always goes last
Super Power (5): 71 Fighting type physical damage, lowers users Attack and Defense by 1 level, 75 average damage
Sky Drop (10): 54 Flying type physical damage, 1 turn charge time, during which time the user and target cannot be attacked, target is unable to act during this time, 28 average damage
Air Slash (20): 50 (37) Flying type special damage, (30% Flinch,) 95% accuracy, 50 (37) average damage
Slash (20): 63 Normal type physical damage, 12.5% Critical Hit rate, 70 average damage
Defog (15): Lowers Evasion by 1 level, removes the effects of Light Screen and Reflect
Aerial Ace (20): 54 Flying type physical damage, cannot miss, 57 average damage
Wing Attack (35): 54 Flying type physical damage, 57 average damage
Hone Claws (15): Raises Attack and Accuracy by 1 level
Fury Attack (20): 15 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 39 average damage
Leer (30): Lowers Defense by 1 level
Peck (35): 33 Flying type physical damage, 35 average damage
Comments: Hits decently hard, and a speed game to compliment it, off averagish durability and speed. Low Heavy
Mandibuzz (Dark/Flying)
185 HP, 85 Atk, 125 Def, 75 SpA, 115 SDef, 100 Spe
Durability: 1.41 Physical, 1.32 Special
Special Ability 1 – Overcoat: Grants Immunity to Weather Damage
Special Ability 2 – Big Pecks: Grants Immunity to Defense Lowering Modifiers
Special Ability 3 – Weak Armor: For every damaging attack received, user gets -1 to Defense, and +1 to Speed
Brave Bird (15): 64 Flying type physical damage, 33% Recoil, 45 net average damage
Nasty Plot (20): Raises Special Attack by 2
Mirror Move (20): User uses the last move used by the target
Dark Pulse (15): 39 Dark type special damage, 20% Flinch, 41 average damage
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Whirlwind (20): Forces target to run or swap, always goes last
Bone Rush (10): 10 Ground type physical damage, hits 2 to 5 times, 90% accuracy, 27 average damage
Embargo (15): Prevents Item usage
Air Slash (20): 68 Flying type special damage, 30% Flinch, 95% accuracy, 68 average damage
Tailwind (30): Doubles speed of user’s team for 5 turns
Defog (15): Lowers Evasion by 1 level, removes the effects of Light Screen and Reflect
Punishment (5): 28 Dark type physical damage, gets 10-11 extra damage for every positive stat modifier the target has up to 7 times, 29 average damage
Faint Attack (20): 33 Dark type physical damage, cannot miss, 35 average damage
Flatter (10): Adds Confusion, raises target’s Special Attack by 2 levels
Pluck (20): 33 Flying type physical damage, 35 average damage
Fury Attack (15): 7 Normal type physical damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Leer (30): Lowers Defense by 1 level
Gust (35): 20 Flying type special damage, 21 average damage
Comments: Decent durability combined with ok speed and Nasty Plot does let it overcome its poor damage some. Mirror Move also lets it outlast stallers by stealing their tricks too. Middle
Heatmor (Fire)
160 HP, 117 Atk, 86 Def, 125 SpA, 86 SDef, 85 Spe
Durability: 0.84 physical, 0.86 special
Special Ability 1 – Gluttony: Consumes Berry at higher HP Threshold
Special Ability 2 – Flash Fire: Grants Fire Immunity, if hit with any Fire attack, even ones that don’t do damage, user’s Fire damage increases by 50%
Flamethrower (15): 74 Fire type special damage, 10% Burn, 78 average damage
Stockpile (20): Raises Defense and Special Defense by 1 level, raises Stock by 1, cannot be used if Stock is at 3
Swallow (10): Heals user based on stock, 25% at 1, 50% at 2, and 100% at 3, resets stock to 0
Inferno (5): 78 Fire type special damage, 50% accuracy, 41 average damage
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Spit Up (10): Does damage based on Stock at a rate of about 52 damage per stock
Amnesia (20): Raises Special Defense by 2 levels
Slash (20): 34 Normal type physical damage, 12.5% Critical hit rate, 38 average damage
Bug Bite (20): 30 Bug type physical damage, 31 average damage
Flame Burst (15): 55 Fire type special damage, 58 average damage
Snatch (10): User steals effects of any healing or stat buffing move and applies it to itself
Fire Spin (15): 29 Fire type special damage, target takes damage equal to 6.25% of their MHP for the next 4 to 5 turns, 85% accuracy, 26 average damage
Fury Swipes (15): 10 Normal type physical damage, hits 2 to 5 times, 80% accuracy, 24 average damage
Lick (30): 11 Ghost type physical damage, 30% Paralysis, 11 average damage
Odor Sleuth (40): Nulls out Evasion modifiers, also allows Normal and Fighting type moves to work on Ghost types.
Incinerate (15): 25 Fire type special damage, 26 average damage
Bind (20): 8 Normal type physical damage, target takes damage equal to 6.25% of their MHP for the next 4 to 5 turns, 85% accuracy, 7 average damage
Comments: Has a stalling game, but being slow and frail, this may not be enough. Light/Middle
Durant (Bug/Steel)
133 HP, 129 Atk, 132 Def, 68 SpA, 68 SDef, 129 Spe
Durability: 1.07 (2.14) Physical, 0.56 Special
Special Ability 1 – Hustle: Physical damage increased by 50%, but accuracy lowered by 20%
Special Ability 2 - Swarm: Bug damage increases by 50% if user’s HP < 33%
Iron Head (15): 98 (65) Steel type physical damage, 30% Flinch, 80% (100%) accuracy, 83 (69) average damage
Iron Defense (15): Raises Defense by 2 levels
Guillotine (5): Instant Death, 30% accuracy, fails vs. Ghost types
Agility (30): Raises Speed by 2 levels
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X-scissor (15): 98 (65) Bug type physical damage, 80% (100%) accuracy, 83 (69) average damage
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Entrainment (15): Changes target’s special ability to the User’s
Dig (10): 65 (43) Ground type physical damage, user forced to skip a turn during which they are invincible, 80% (100%) accuracy, 27 (22) average damage
Crunch (15): 65 (43) Dark type physical damage, 20% chance of lowering defense by 1 level, 80% (100%) accuracy, 55 (45) average damage
Bug Bite (20): 74 (49) Bug type physical damage, 62(52) average damage
Metal Claw (35): 68 (45) Steel type physical damage, 10% chance of raising user’s attack by 1 level, 76% (95%) accuracy, 54 (45) average damage
Bite (25): 49 (33) Dark type physical damage, 30% Flinch, 80% (100%) accuracy, 41 (35) average damage
Fury Cutter (20): 21 (18) Bug type physical damage, doubles damage on each consecutive use up to 5 times, 76% (95%) accuracy, (18) average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Vicegrip (30): 45 (30) Normal type physical damage, 80% (100%) accuracy, 38 (31) average damage
Comments: Shockingly competent, he’s a fast physical tank that boost both factors of himself. Downsides? Magic destroys him, especially if it’s Fire elemental. Some shade of Middle