Due to requests, I'm jumping right into Gen 6 here. I'll probably continue with Gen 6 until that's done since those are all the new duellers, then back pedal and work on older things in some order or another. I might even take REQUESTS!!! But without further ado, here's the first batch of Kalos Pokemon!
Chesnaught (Grass/Fighting)163 HP, 127 Atk, 142 Def, 94 SpA, 95 SDef, 84 Spe
Special Ability – Overgrow: Grass damage increases by 50% when HP =< 33%
Hidden Ability – Bulletproof: Grants Immunity to all Bullet and Bomb based attacks;
check here for what that includes.
Effective Stats: 1.41 physical, 0.94 magical, -0.56 speed
Hammer Arm (10): 79 Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 73 average damageBulk Up (20): Raises Attack and Defense by 1 level
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
Wood Hammer (15): 95 Grass type physical damage, 33% recoil, 64 net average damage
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Seed Bomb (15): 64 Grass type physical damage, 66 average damage
*Giga Impact (5): 78 Normal type physical damage, 1 turn recharge, 90% accuracy, 36 average damage
Spiky Shield (10): Invincibility for 1 turn, attack receives damage equal to 1/8th their MHP if attack has physical contact, +4 priority, success rate halves on each consecutive use
Pain Split (20): User and Target’s HP are set equal to the average of both
Body Slam (15): 45 Normal type physical damage, 30% paralysis, 46 average damage
Mud Shot (15): 22 Ground type special damage, Lowers Speed by 1 level, 95% accuracy, 21 average damage
Take Down (20): 48 Normal type physical damage, 25% Recoil, 85% accuracy, 31 net average damage
Needle Arm (15): 32 Bug type physical damage, 30% Flinch, 33 average damage
Pin Missile (20): 14 Bug type physical damage, hits 2 to 5 times, 39 average damage
Bite (25): 32 Dark type physical damage, 30% Flinch, 33 average damage
Rollout (20): 17 Rock type physical damage, damage doubles each consecutive turn, used 5 turns in a row unless it misses, 90% accuracy, 15 average damage
Vine Whip (25): 37 Grass type physical damage, 38 average damage
Growl (40): Lowers Attack by 1 level
Tackle (35): 27 Normal type physical damage, 27 average damage
Belly Drum (10): Raises Attack to +6, user loses half their MHP
Feint (10): 17 Normal type physical damage, ignores and dispels invincibility, +2 priority, 17 average damage
Frenzy Plant (5): 88 Grass type special damage, 1 turn recharge, 90% accuracy, 40 average damage
Grass Pledge (10): 48 Grass type special damage, 49 average damage
Comments: Pretty standard physical tank all things considered, with some modest tricks but nothing game-breaking.
MiddleDelphox (Fire/Psychic)150 HP, 89 Atk, 92 Def, 134 SpA, 120 SDef, 124 Spe
Special Ability – Blaze: Fire damage increases by 50% when HP =< 33%
Hidden Ability – Magician: If user deals damage to target, Held Item is stolen; fails if user already has a Held Item
Effective Stats: 0.84 Physical, 1.1 Magical, +0.85 Speed
Fire Blast (5): 92 Fire type special damage, 10% Burn, 85% accuracy, 80 average damageBlast Burn (5): 124 Fire type special damage, 1 turn recharge, 90% accuracy, 57 average damage
Light Screen (20): Halves Special Damage dealt to entire team for 5 turns
Will-o-Wisp (15): Adds Burn, 85% accuracy
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Flamethrower (15): 75 Fire type special damage, 10% Burn, 77 average damage
Psychic (10): 75 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 77 average damage
Future Sight (10): 100 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 103 average damage
Magic Room (10): Nulls the effects of all Held Items on battlefield for 5 turns
Sunny Day (5): Adds Sunny Day Weather for 5 turns
Mystical Fire (10): 55 Fire type special damage, lowers Special Attack by 1 level, 56 average damage
Psyshock (10): 67 Psychic type special damage, hits defense, 69 average damage
Psybeam (10): 55 Psychic type special damage, 10% Confusion, 56 average damage
Fire Spin (15): 31 Fire type special damage, target takes damage equal to 12.5% of their MHP per turn for the next 2 to 5 turns, 85% accuracy, 27 average damage
Flame Charge (20): 29 Fire type physical damage, raises speed by 1 level, 29 average damage
Howl (40): Raises Attack by 1 level
Scratch (35): 16 Normal type physical damage, 16 average damage
Tail Whip (30): Lowers Defense by 1 level
Ember (25): 35 Fire type special damage, 10% Burn, 36 average damage
Shadow Ball (10): 45 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 46 average damage
Switcheroo (10): User Trades its Held Item with target
Role Play (10): Changes User’s Special Ability to the Target’s
Fire Pledge (10): 67 Fire type special damage, 69 average damage
Comments: Good Speed, high level of versatility, and a finisher to compensate for its middling offense, Delphox can deal with most situations pretty well. Best Non-Mega starter in the DL? Very possible!
HeavyGreninja (Water/Dark)147 HP, 115 Atk, 87 Def, 123 SpA, 91 SDef, 142 Spe
Special Ability – Torrent: Water damage increases by 50% when HP =< 33%
Hidden Ability – Protean: User’s typing changes to that of the attack he is using, this change happens before damage is calculated (aka user functionally has a STAB on all attacks), and is retained until user’s next action. Due to the nature of this ability, I will be listing what type Non-Damage moves are
Effective Stats: 0.78 Physical, 0.81 Magical, +1.48 speed
Hydro Pump (5): 84 Water Type special damage, 80% accuracy, 69 average damageHydro Cannon (5): 114 Water type special damage, 1 turn recharge, 90% accuracy, 52 average damage
Night Slash (15): 51 Dark type physical damage, 12.5% critical hit rate, 54 average damage
Growl (40): Lowers Attack by 1 level, Normal Type
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Bounce (5): 41 (62) Flying type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 30% paralysis, 85% accuracy, 17 (27) average damage
Smack Down (15): 25 (37) Rock type physical damage, target loses Flying typing or Levitate if applicable until they leave battle, 25 (38) average damage
Fling (10): Deals damage based on item held, Dark Type
Round (15): 31 (46) Normal type special damage, 31 (47) average damage
Water Shuriken (20): 13 Water type physical damage, hits 2 to 5 times, +1 priority, 40 average damage
Haze (30): Dispels all stat changes for the entire field, Ice type
Double Team (15): Raises Evade by 1 level, Normal type
Extrasensory (20): 41 (62) Psychic type special damage, 10% Flinch, 42 (63) average damage
Substitute (10): User sacrifices 25% of their MHP to create a "substitute" with HP equal to that amount of HP lost. While the sub is up, the user is immune to all status, and any excess damage dealt to the sub beyond its HP is not carried over to the user. Instant Death acts just like lethal damage to the sub. If User's HP is equal to or below 25% his Maximum, then using Substitute is impossible. Note that if attack hits multiple times, then any hit done after the lethal damage hit DOES deal damage to the user (as in, the Sub dies to the previous hit.), and any status dealt BEFORE the Sub is used will still be active normally after the sub (so Poison damage still hits the user, if the Sub is out), Normal Type
Feint Attack (20): 44 Dark type physical damage, cannot miss, 45 average damage
Spikes (20): Entry Hazard that deals damage to opponents upon entrance based on MHP, 12.5% for 1 layer, 16.7% for 2 layers, and 25% for 3 layers, fails vs. those with Flying type or Levitate ability, Ground type
Shadow Sneak (30): 20 (30) Ghost type physical damage, +1 priority, 20 (30) average damage
Quick Attack (30): 20 (30) Normal type physical damage, +1 priority, 20 (30) average damage
Smokescreen (20): Lowers Accuracy by 1 level, Normal type
Water Pulse (20): 47 Water type special damage, 20% Confusion, 48 average damage
Lick (30): 15 (23) Ghost type physical damage, 30% Paralysis, 15 (23) average damage
Bubble (30): 32 Water type special damage, 10% chance of lowering Speed by 1 level, 33 average damage
Pound (35): 20 (30) Normal type physical damage, 20 (30) average damage
Mat Block (15): Protects user’s entire team from all damage for 1 turn, only works on user’s first turn, Fighting type
Role Play (10): Changes User’s Special Ability to the Target’s, Psychic type
Comments: Greninja has impressive speed, but is lacking in durability. Fights with him will end quickly one way or another.
Middle/HeavyDiggersby (Normal/Ground)160 HP, 76 (152) Atk, 97 Def, 70 SpA, 97 SDef, 98 Spe
Special Ability 1 – Pick Up: User randomly will get an item when battle ends
Special Ability 2 – Cheek Pouch: Heals 33% HP anytime user consumes a berryHidden Ability – Huge Power: Doubles user’s Attack; this is already factored in when applicable
Effective Stats: 0.94 physical, 0.94 magical, -0.07 speed
Earthquake (10): 48 (95) Ground type physical damage, 49 (97) average damageSwords Dance (20): Raises Attack by 2 levels
Super Fang (10): Halves CHP, 90% accuracy
Agility (30): Raises Speed by 2 level
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Hammer Arm (10): 32 {63} Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 29 {58} average damage
Facade (20): 35 (67) Normal type physical damage, damage doubles if user is inflicted with Paralysis, Burn or Poison, overrides Burn’s damage penalty, 36 (69) average damage
Bounce (5): 27 (54) Flying type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 30% paralysis, 85% accuracy, 11 (23) average damage
Dig (10): 39 (76) Ground type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 20 (39) average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 11 (21) damage at max HP to 95 (192) damage at 4% or less, damage altering at set intervals
Odor Sleuth (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Double Kick (30): 11 (20) Fighting type physical damage, hits twice, 22 (40) average damage
Mud Shot (15): 26 Ground type special damage, Lowers Speed by 1 level, 95% accuracy, 25 average damage
Take Down (20): 44 (85) Normal type physical damage, 25% Recoil, 85% accuracy, 28 (55) net average damage
Mud-Slap (20): 11 Ground type special damage, lowers Accuracy by 1 level, 11 average damage
Quick Attack (30): 21 (39) Normal type physical damage, +1 priority, 21 (40) average damage
Leer (30): Lowers Defense by 1 level
Tackle (35): 25 (48) Normal type physical damage, 25 (49) average damage
Bulldoze (20): 30 (58) Ground type physical damage, lowers Speed by 1 level, 30 (59) average damage
Rototiller (10): Raises Attack and Special Attack of all Grass types
Double Slap (10): 9 (16) Normal type physical damage, hits 2 to 5 times, 85% accuracy, 21 (42) average damage
Comments: At first glance, Diggersby looks pretty bad, but if you take a second glance, he’s got a surprising amount of variety thanks to good buffs, a limit move of sorts, and a gravity move. Still
Light but a surprisingly good one.
Talonflame (Fire/Flying)153 HP, 101 Atk, 91 Def, 94 SpA, 89 SDef, 146 Spe
Special Ability – Flame Body: 30% chance of inflicting Burn on opponent when hit by a contact move
Hidden Ability – Gale Wings: All Flying type moves get +1 Priority modifier
Effective Stats: 0.85 Physical, 0.83 Magical, +1.62 Speed
Acrobatics (15): 70 Flying type physical damage, 72 average damageGrowl (40): Lowers Attack by 1 level
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
Agility (30): Raises Speed by 2 level
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Flame Charge (20): 36 Fire type physical damage, raises Speed by 1 level, 37 average damage
Brave Bird (15): 76 Flying type physical damage, 33% recoil, 52 net average damage
Flare Blitz (15): 76 Fire type physical damage, 10% Burn, 33% recoil, 52 net average damage
Steel Wing (25): 30 Steel type physical damage, 10% chance of raising Defense by 1 level, 90% accuracy, 27 average damage
Tailwind (15): Doubles speed for entire team for 4 turns
Me First (20): Use attack used by Target against them with 50% more power, fails if user is slower or target uses a Non-damaging attack
Natural Gift (15): Varying effects based on what Berry is held; easier to look this up than me explain what each does, consumes berry in the process
Razor Wind (10): 32 Normal type special damage, 12.5% Critical Hit rate, 1 turn charge time, 17 average damage
Ember (25): 25 Fire type special damage, 10% Burn, 25 average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 10 damage at max HP to 85 damage at 4% or less, damage altering at set intervals
Peck (35): 24 Flying type physical damage, 24 average damage
Quick Attack (30): 18 Normal type physical damage, +1 Priority, 18 average damage
Tackle (35): 22 Normal type physical damage, 22 average damage
Comments: Extremely fast with the ability to boost it and healing, capable of hold its own despite its mediocre other stats.
Middle/HeavyVivillion (Bug/Flying)155 HP, 72 Atk, 70 Def, 110 SpA, 70 SDef, 109 Spe
Special Ability 1 – Shield Dust: Grants immunity to secondary effects on damage attacks
Special Ability 2 – Compound Eyes: Accuracy of all moves increased by 30%, this is already factored into listed hit ratesHidden Ability – Friend Guard: Allies receive 25% less damage in team battles
Effective Stats: 0.66 Physical, 0.66 Magical, +0.32 Speed
Hurricane (10): 76 Flying type Special Damage, 30% Confusion, 91% (70%)accuracy, 71 (54) average damageQuiver Dance (20): Raises Special Attack, Special Defense and Speed by 1 level
Safeguard (25): Grants immunity to status for entire team for 5 turns
Sleep Powder (15): Adds Sleep, 97.5% (75%) accuracy
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Supersonic (20): Adds Confusion, 71.5% (55%) accuracy
Powder (20): If target uses a Fire type move, the attack fails and the target receives 25% MHP in damage, PP will be consumed, +1 Priority
Bug Buzz (10): 62 Bug type special damage, 10% chance of lowering Special Attack by 1 level, 63 average damag
Aromatherapy (5): Full status healing for user’s team
Draining Kiss (10): 24 Fairy type special damage, heals user equal to 75% damage done, 24 average damage
Psybeam (20): 30 Psychic type special damage, 10% Confusion, 30 average damage
Poison Powder (35): Adds Poison, 97.5% (75%) accuracy
Stun Spore (30): Adds Paralysis, 97.5% (75%) accuracy
Harden (30): Raises Defense by 1 level
Struggle Bug (20): 36 Bug type special damage, lowers Special Attack by 1 level, 37 average damage
Gust (35): 29 Flying type special damage, 29 average damage
Light Screen (20): Halves Special Damage dealt to entire team for 5 turns
Protect (10): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Bug Bite (20): 28 Bug type physical damage, 28 average damage
Tackle (35): 16 Normal type physical damage, 16 average damage
Comments: If this looks like Butterfree+, that’s because it is. Has all of Butterfree’s Tricks, marginally better stats, and a few other things Butterfree doesn’t have. Not better enough to get out of
Light though.
Pyroar (Fire/Normal)161 HP, 88 Atk, 92 Def, 129 SpA, 86 SDef, 126 Spe
Special Ability 1 – Rivalry: Damage increases by 25% if opponent is same gender of user, and decreases by 25% if opponent is opposite gender as user. Pyroar is primarily female.
Special Ability 2 – Unnerve: Opponent cannot use berriesHidden Ability – Moxie: Raises User’s attack by 1 level for every foe he defeats
Effective Stats: 0.9 Physical, 0.84 Magical, +0.92 Speed
Flamethrower (15): 71 Fire type special damage, 10% Burn, 73 average damageHyper Beam (5): 117 Normal type special damage, 1 turn recharge, 90% accuracy, 54 average damage
Noble Roar (30): Lowers Attack and Special Attack by 1 level
Work Up (30): Raises Attack and special Attack by 1 level
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Hyper Voice (10): 71 Normal type special damage, 73 average damage
Overheat (5): 102 Fire type special damage, lowers user’s Special Attack by 2 levels, 90% accuracy, 94 average damage
Incinerate (15): 48 Fire type special damage, 49 average damage
Crunch (15): 30 Dark type physical damage, 20% chance of lowering Special Defense by 1 level, 30 average damage
Echoed Voice (15): 33 Normal type special damage, damage increases by about 30 points each consecutive use up to the 5th, 34 average damage
Endeavour (5): Target’s HP is set equal to user’s HP
Fire Fang (15): 37 Fire type physical damage, 10% Burn, 10% Flinch, 95% accuracy, 36 average damage
Headbutt (15): 40 Normal type physical damage, 30% Flinch, 41 average damage
Ember (25): 33 Fire type special damage, 10% Burn, 34 average damage
Leer (30): Lowers Defense by 1 level
Tackle (35): 29 Normal type physical damage, 29 average damage
Comments: Pyroar’s good at dealing with Healers thanks to buffs and Hyper Beam as a finisher, but otherwise unremarkable.
MiddleThe next Pokemon needs a bit of an explanation. Normally, Floette is the stage 2 Pokemon of Flabebe, and usually evolves into Florges, the fully evolved form. However, there is one exception to this: Floette on the Eternal Flower. This particular Floette is functionally an entirely different Pokemon as it has its own set of (much higher) base, gets a move that Floette normally doesn’t get, and is incapable of evolving or breeding. As a result, I am giving it its own entry here, but you will not see the basic Floette as there’s no reason to not evolve those into a Florges. Note that because Floette Eternal flower technically has never been released, it will not be factored into averages; it’s listed purely for completion reasons.
Floette-Eternal Flower (Fairy)149 HP, 85 Atk, 87 Def, 145 SpA, 148 SDef, 112 Spe
Special Ability – Flower Veil: Allied Grass types gain immunity to stat downs
Hidden Ability – Symbiosis: If ally consumes their held item, user transfers held item to ally
Effective Stats: 0.79 Physical, 1.34 Magical, +0.42 Speed
Moonblast (15): 86 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 88 average damageLight of Ruin (5): 126 Fairy type special damage, 33% recoil, 90% accuracy, 77 average damage
Misty Terrain (10): Creates Terrain that grants immunity to all status
Wish (10): Turn after this is used, the current Pokemon heals equal to 50% User’s MHP
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Grassy Terrain (10): 1/16th Regen for entire field, all Grass moves increased by 50%
Solar Beam (10): 72 Grass type special damage, 1 turn charge time, 38 average damage
Petal Dance (10): 72 Grass type special damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 74 average damage
Aromatherapy (5): Full Status Healing
Petal Blizzard (15): 32 Grass type physical damage, 33 average damage
Magical Leaf (20): 37 Grass type special damage, cannot miss, 38 average damage
Razor Leaf (25): 20 Grass type physical damage, 12.5% Critical Hit rate, 95% accuracy, 20 average damage
Lucky Chant (30): Target cannot critical hit for 5 turns
Fairy Wind (30): 37 Fairy type special damage, 38 average damage
Vine Whip (25): 17 Grass type physical damage, 17 average damage
Tackle (35): 17 Normal type physical damage, 17 average damage
Comments: Light on tricks, Floette’s game plan is simply hurl Moonblasts and finish with a Light of Ruin. Stats are probably good enough to make this work a decent amount of the time too.
Middle/HeavyFlorges (Fairy)153 HP, 85 Atk, 88 Def, 132 SpA, 174 SDef, 95 Spe
Special Ability – Flower Veil: Allied Grass types gain immunity to stat downs
Hidden Ability – Symbiosis: If ally consumes their held item, user transfers held item to ally
Effective Stats: 0.82 Physical, 1.62 Magical, -0.18 Speed
Moonblast (15): 78 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 80 average damageMisty Terrain (10): Creates Terrain that grants immunity to all status
Wish (10): Turn after this is used, the current Pokemon heals equal to 50% User’s MHP
Disarming Voice (15): 34 Fairy type special damage, cannot miss, 35 average damage
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Grassy Terrain (10): 1/16th Regen for entire field, all Grass moves increased by 50%
Solar Beam (10): 65 Grass type special damage, 1 turn charge time, 33 average damage
Petal Dance (10): 65 Grass type special damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 67 average damage
Aromatherapy (5): Full Status Healing
Petal Blizzard (15): 32 Grass type physical damage, 33 average damage
Magical Leaf (20): 34 Grass type special damage, cannot miss, 35 average damage
Razor Leaf (25): 20 Grass type physical damage, 12.5% Critical Hit rate, 95% accuracy, 20 average damage
Lucky Chant (30): Target cannot critical hit for 5 turns
Fairy Wind (30): 34 Fairy type special damage, 35 average damage
Vine Whip (25): 17 Grass type physical damage, 17 average damage
Tackle (35): 17 Normal type physical damage, 17 average damage
Flower Shield (10): Raises Defense of all Grass types by 1 level
Grass Knot (20): Deals between 12 and 67 Grass type special damage based on target’s weight, where heavier = more damage, 45 average damage against “average” weight
Comments: Slower and less damage but more durable than Floette-Eternal and lacks Light of Ruin, so overall losing trade.
MiddleGogoat (Grass)198 HP, 120 Atk, 82 Def, 117 SpA, 101 SDef, 88 Spe
Special Ability – Sap Sipper: If user is hit with a Grass type attack, user receives no damage and attack is increased by +1 level
Hidden Ability – Grass Pelt: Defense increases by 50% when fighting on Grass or if Grassy Terrain is in effect
Effective Stats: 0.99 Physical, 1.22 Magical, -0.42 Speed
Leaf Blade (15): 68 Grass type physical damage, 12.5% Critical hit rate, 72 average damage
Milk Drink (10): 50% Healing
Bulldoze (20): 30 Ground type physical damage, lowers Speed by 1 level, 30 average damage
Leech Seed (10): Pseudo-status where target loses 12.5% of their MHP every turn, and heals user for equal amounts, 90% accuracy
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Aerial Ace (20): 30 Flying type physical damage, cannot miss, 30 average damage
Earthquake (10): 50 Ground type physical damage, 51 average damage
Horn Leech (10): 57 Grass type physical damage, heals user equal to half damage done, 58 average damage
Double-Edge (15): 61 Normal type physical damage, 33% recoil, 40 net average damage
Bulk Up (20): Raises Attack and Defense by 1 level
Seed Bomb (20): 61 Grass type physical damage, 62 average damage
Take Down (20): 45 Normal type physical damage, 25% recoil, 85% accuracy, 29 net average damage
Synthesis (5): 50% Healing
Worry Seed (10): Target’s special ability becomes Insomnia
Razor Leaf (25): 42 Grass type physical damage, 12.5% Critical Hit rate, 95% accuracy, 42 average damage
Tail Whip (40): Lowers Defense by 1 level
Vine Whip (25): 35 Grass type physical damage, 36 average damage
Growth (20): Raises Attack and Special Attack by 1 level
Tackle (35): 26 Normal type physical damage, 26 average damage
Comments: More variety than you’d expect but its overall stats are kind of middling.
MiddlePangoro (Fighting/Dark)170 HP, 144 Atk, 98 Def, 89 SpA, 91 SDef, 78 Spe
Special Ability 1 – Iron Fist: Increases damage of punching moves by 20%, this is already factored into damage when necessarySpecial Ability 2 – Mold Breaker: Attacks ignore opponent’s special abilities
Hidden Ability – Scrappy: Normal and Fighting types attacks ignore immunities granted by Ghost Typing
Effective Stats: 1.01 physical, 0.94 Magical, -0.78 speed
Hammer Arm (10): 108 (90) Fighting type physical damage, lowers user’s speed by 1 level, 90% accuracy, 100 (83) average damageSky Uppercut (15): 92 (77) Fighting type physical damage, 90% accuracy, 85 (71) average damage
Crunch (15): 72 Dark type physical damage, 20% chance of lowering Defense by 1 level, 74 average damage
Work Up (30): Raises Attack and special Attack by 1 level
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*Low Sweep (20): 59 Fighting type physical damage, lower’s target’s speed by 1 level, 60 average damage
*Taunt (20): Forces target to use damage attacks for the next 3 turns
Parting Shot (10): Lowers Target’s Attack and Special Attack by 1 level, user swaps out as a result of the attack
Entrainment (15): Changes target’s special ability to be the same as the user’s
Body Slam (15): 52 Normal type physical damage, 30% paralysis, 53 average damage
Vital Throw (10): 63 Fighting type physical damage, cannot miss, -1 priority, 64 average damage
Circle Throw (10): 55 Fighting type physical damage, target is forced to run or swap, -6 priority, 51 average damage
Slash (20): 42 Normal type physical damage, 12.5% Critical Hit rate, 44 average damage
Comet Punch (15): 14 (10) Normal type physical damage, hits 2 to 5 times, 85% accuracy, 36 (27) average damage
Karate Chop (25): 46 Fighting type physical damage, 12.5% Critical Hit rate, 48 average damage
Arm Thrust (15): 15 Fighting type physical damage, hits 2 to 5 times, 46 average damage
Leer (30): Lowers Defense by 1 level
Tackle (35): 30 Normal type physical damage, 30 average damage
Comments: He’s slow, lacking in variety, average durability, and damage is just shy of 2HKO, seems like a textbook
Light brawler.
Meowstic (Psychic)149 HP, 68 Atk, 96 Def, 103 SpA, 101 SDef, 124 Spe
Special Ability 1 – Keen Eye: Grants immunity to accuracy lowering
Special Ability 2 – Infiltrator: All attacks ignore the effects of Reflect, Light Screen, Safeguard and SubstituteHidden Ability (Male) – Prankster: All non-damage attacks get +1 Priority
Hidden Ability (Female) – Competitive: Special Attack raises by 2 levels whenever a stat is lowered; does not apply to self-inflicted stat losses
Effective Stats: 0.87 Physical, 0.92 Magical, +0.85 Speed
NOTE: Meowstic is a unique Pokemon in that it’s moveset changes based on whether it’s Male or Female. Due to the fact that the stats are consistent and both share the important damage moves, I will be treating them as one Pokemon, and simply label what moves are restricted by gender. By default, I am assuming Meowstic is Male, since that’s theoverall better dueler.
Psychic (10): 59 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 60 average damageCharm (20): Lowers Attack by 2 levels, male only
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
Psyshock (20): 52 Psychic type special damage, hits defense, 53 average damage
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Quick Guard (15): Grants immunity to Increased Priority attacks for entire team for one turn, +3 Priority, success rate halves on each consecutive use, male only
Mean Look (5): Target is unable to run or swap, male only
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority, male only
Scratch (35): 12 Normal type physical damage, 12 average damage
Leer (30): Lowers Defense by 1 level
Confusion (25): 34 Psychic type special damage, 10% Confusion, 35 average damage
Psybeam (20): 43 Psychic type special damage, 10% Confusion, 44 average damage
Fake Out (10): 12 Normal type physical damage, +3 priority, 100% flinch, only works on user’s first turn, 12 average damage
Disarming Voice (15): 18 Fairy type special damage, cannot miss, 18 average damage
Miracle Eye (40): Target’s evasion reset to default, allows Psychic type moves to hit Dark types, male only
Reflect (30): Halves Physical Damage dealt to entire team for 5 turns
Role Play (10): Changes User’s Special Ability to the Target’s, male only
Imprison (10): Target cannot use any moves they share with the user
Sucker Punch (5): 23 Dark type physical damage, +1 priority, fails if target does not use a damaging attack this turn, 23 average damage
Misty Terrain (10): Creates Terrain that grants immunity to all status, and halves Dragon damage, male only
Stored Power (10): 15 Psychic type special damage, damage increases for every stat modifier user has, 15 average damage, female only
Me First (20): Use attack used by Target against them with 50% more power, fails if user is slower or target uses a Non-damaging attack, female only
Magical Leaf (20): 26 Grass type special damage, cannot miss, 26 average damage, female only
Covet (25): 18 Normal type physical damage, steals target’s held item if user has none, 18 average damage
Charge Beam (10): 22 Electric type special damage, 70% chance of raising Special Attack by 1 level, 90% accuracy, 20 average damage, female only
Shadow Ball (15): 35 Ghost type special damage, 20% chance of lowering Special Defense by 1 level, 36 average damage, female only
Extrasensory (20): 52 Psychic type special damage, 20% flinch, 53 average damage, female only
Signal Beam (15): 33 Bug type special damage, 10% Confusion, 34 average damage, female only
Future Sight (10): 77 Psychic type special damage, attack activates on 3rd turn after use, user can still act between usage and activation, 79 average damage, female only
Comments: With Light Screen and Charm, it can compensate for its low damage by increasing its longevity, should be enough for
Middle backed up by good speed.
Aegislash (Ghost/Steel)135 HP, 70 (170) Atk, 170 (70) Def, 70 (170) SpA, 70 (170) SDef, 80 Spe
Special Ability – Stance Change: Aegislash changes between Shield Forme and Sword Forme depending on actions. It starts every fight in Shield Forme (the first set of stats) until it uses an offensive action, which shifts to Sword Forme (the stats in parantheses). If uses the attack “King’s Shield”, it goes back into Shield Forme. Since Aegislash cannot attack directly unless it is in Sword Forme, it’s Shield Forme offensive stats are mostly redundant, hence only one damage value will be listed
Effective Stats: 1.4 (Immune) (0.58 (Immune)) physical, 1.4 (0.58) magical, -0.78 Speed
Iron Head (15): 85 Steel type physical damage, 30% flinch, 87 average damageSwords Dance (20): Raises Attack by 2 levels
Automize (15): Raises Speed by 2 levels
Iron Defense (30): Raises Defense by 2 levels
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King’s Shield (10): Damage Immunity for 1 turn, attacker loses -1 Attack if using a contact move, +4 priority, success rate halves on each consecutive use
Sacred Sword (15): 63 Fighting type physical damage, ignores defensive modifiers, 64 average damage
Aerial Ace (20): 43 Flying type physical damage, cannot miss, 44 average damage
Head Smash (5): 105 Rock type physical damage, 50% Recoil, 80% accuracy, 43 net average damage
Power Trick (10): Swap’s users Attack and Defense stats
Night Slash (15): 50 Dark type physical damage, 12.5% critical hit rate, 53 average damage
Slash (20): 50 Normal type physical damage, 12.5% critical hit rate, 53 average damage
Shadow Sneak (30): 44 Ghost type physical damage, +1 priority, 45 average damage
Pursuit (20): 29 Dark type physical damage, 29 average damage
Fury Cutter (20): 29 Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 29 average damage
Tackle (35): 36 Normal type physical damage, 37 average damage
Metal Sound (40): Lowers Special Defense by 2 levels, 85% accuracy
Retaliate (5): 50 Normal type physical damage, damage doubles if used right after ally has fainted, 53 average damage
Comments: For a Pokemon with a complicated special ability, his strategy is quite simple though still effective. He starts in Shield Forme, uses this opportunity to buff a lot, and then tries to finish it fast. Between the durability and the excellent Ghost/Steel typing, he can probably get away with this in
HeavyAromatisse (Fairy)176 HP, 92 Atk, 92 Def, 119 SpA, 108 SDef, 49 Spe
Special Ability – Healer: 30% chance of healing user of all status every turn
Hidden Ability – Aroma Veil: Protects Allies from Taunt, Torment, Encore, Disable, Heal Block, and Attract
Effective Stats: 0.99 Physical, 1.17 Magical, -1.8 Speed
Moonblast (15): 71 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 73 average damageCharm (20): Lowers Attack by 2 levels
Calm Mind (20): Raises Special Attack and Special Defense by 1 level
Sweet Kiss (10): Adds Confusion, 75% accuracy
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Psych Up (10): Copies stat changes of target
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Disarming Voice (15): 31 Fairy type special damage, cannot miss, 31 average damage
Psychic (10): 45 Psychic type special damage, 10% chance of lowering Special Defense by 1 level, 46 average damage
Skill Swap (10): User changes their Special Ability with that of the Target’s
Misty Terrain (10): Creates Terrain that grants immunity to all status, and halves Dragon damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 9 damage at max HP to 76 damage at 4% or less, damage altering at set intervals
Attract (20): Inflicts Attract status on target if they are opposite Gender of the user; Aromatisse has no gender bias
Draining Kiss (10): 38 Fairy type special damage, heals user equal to 75% damage done, 39 average damage
Echoed Voice (15): 21 Normal type special damage, damage increases by about 20 points each consecutive use up to the 5th, 21 average damage
Odor Sleuth (40): Target’s evasion reset to default, allows Normal and Fighting type moves to hit Ghost types
Fairy Wind (30): 31 Fairy type special damage, 31 average damage
Sweet Scent (20): Lowers Evasion by 1 level
Heal Pulse (10): Heals Ally equal to half user’s Max HP
Aromatic Mist (20): Raises Special Defense of ally by 1 level
Comments: Meant to be a team player, Aromatisse is not very interesting in the DL, having a few buffs, damage and shakey status. That wouldn’t be so bad if it didn’t have such low speed.
LightSlurpuff (Fairy)157 HP, 100 Atk, 106 Def, 105 SpA, 95 SDef, 92 Spe
Special Ability – Sweet Veil: Prevents Sleep status for all fighters
Hidden Ability – Unburden: User’s speed doubles when held item is consumed
Effective Stats: 1.01 physical, 0.91 magical, -0.28 Spe
Play Rough (10): 57 Fairy type physical damage, 10% chance of lowering attack by 1 level, 90% accuracy, 52 average damageCotton Guard (10): Raises Defense by 2 levels
Cotton Spore (40): Lowers Target’s speed by 2 levels
Light Screen (30): Halves Special Damage dealt to entire team for 5 turns
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*Safeguard (25): Grants immunity to status for entire team for 5 turns
Wish (10): Turn after this is used, the current Pokemon heals equal to 50% User’s MHP
Energy Ball (10): 40 Grass type special damage, 10% chance of lowering Special Defense by 1 level, 41 average damage
Draining Kiss (10): 34 Fairy type special damage, heals user equal to 75% damage done, 35 average damage
Aromatherapy (5): Full Status Healing
Endeavour (5): Target’s HP is set equal to user’s HP
Round (15): 27 Normal type special damage, 27 average damage
Fake Tears (20): Lowers Special Defense by 2 levels
Play Nice (20): Lowers Attack by 1 level
Fairy Wind (30): 28 Fairy type special damage, 28 average damage
Tackle (35): 22 Normal type physical damage, 22 average damage
Sweet Scent (20): Lowers Evasion by 1 level
Comments: It can buff both defenses, lower speed, and do crap damage. Really nothing to write home about at all,
LightMalamar (Psychic/Dark161 HP, 112 Atk, 108 Def, 88 SpA, 95 SDef, 93 Spe
Special Ability 1 – Contrary: Stat Modifiers on user are inverted, this is factored in when applicableSpecial Ability 2 – Suction Cups: Grants immunity to forced swap moves like Roar
Hidden Ability – Infiltrator: All attacks ignore the effects of Reflect, Light Screen, Safeguard and Substitute
Effective Stats: 1.19 Physical, 1.05 Magical, -0.25 Speed
Foul Play (15): 66 Dark type physical damage, damage based off target’s Attack as opposed to user’s, damage here assumes 110 Attack (roughly average), 68 average damageLight Screen (30): Halves Special Damage dealt to entire team for 5 turns
Super Power (5): 56 Fighting type physical damage, raises (lowers) Attack and Defense by 1 level, 57 average damage
Hypnosis (20): Adds Sleep, 60% accuracy
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Night Slash (15): 50 Dark Type physical damage, 12.5% critical hit rate, 53 average damage
Psycho Cut (20): 50 Psychic Type physical damage, 12.5% critical hit rate, 53 average damage
Slash (20): 33 Normal Type physical damage, 12.5% critical hit rate, 35 average damage
Pluck (20): 29 Flying type physical damage, 29 average damage
Payback (10): 36 Dark type physical damage, damage doubles if user acts second, 37 average damage
Switcheroo (10): User trades items with the target
Psybeam (10): 37 Psychic type special damage, 10% Confusion, 38 average damage
Topsy-Turvy (20): Inverts all stat modifiers on the field
Psywave (15): Deals damage ranging from 25 to 75, ignores all modifiers including defense, 50 average damage
Swagger (15): Adds Confusion, raises target’s attack by 2 levels, 90% accuracy
Reflect (20): Halves Physical Damage dealt to entire team for 5 turns
Constrict (35): 6 Normal type physical damage, 10% chance of lowering speed by 1 level, 6 average damage
Peck (35): 17 Flying type physical damage, 17 average damage
Tackle (35): 24 Normal type physical damage, 24 average damage
Reversal (15): Fighting type physical Damage that fluctuates based on HP, ranging from 10 damage at max HP to 92 damage at 4% or less, damage altering at set intervals
Comments: Rather solid all things considered. A bit slow, but between the numerous options it has including a damage attack that buffs Defense and Attack, immunity to those who rely on stat debuffs (and lack stat buffs), and even some status.
High MiddleBarbaracle (Water/Rock)147 HP, 125 Atk, 135 Def, 74 SpA, 106 SDef, 88 Spe
Special Ability 1 - Tough Claws: Raises damage of contact moves by 33%. This is already factored into averages when appropriateSpecial Ability 2 – Sniper: Raises damage of critical hits to 2.25x damage
Hidden Ability – Pickpocket: Steal opponents Held Item when using a contact move
Effective Stats: 1.21(2.42) Physical, 0.95 Magical, -0.42 Speed
Razor Shell (10): 71 (59) Water type physical damage, 50% chance of lowering Defense by 1 level, 95% accuracy, 69 (58 w/ Sniper) (57 w/ Pickpocket) average damageShell Smash (15): Raises Attack, Special Attack and Speed by 2 levels, lowers Defense and Special Defense by 1 level
Mud-Slap (10): 7 Ground type special damage, lowers accuracy by 1 level, 7 average damage
Stone Edge (5): 52 Rock type physical damage, 12.5% Critical Hit Rate, 80% accuracy, 44 (45 w/ Sniper) average damage
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Skull Bash (10): 89 (67) Normal type physical damage, 2 turn charge time, Defense raised by 1 level during first turn, 45 (35 w/ Sniper) (34 w/ Pickpocket) average damage
Cross Chop (5): 69 (52) Fighting type physical damage, 12.5% Critical Hit Rate, 80% accuracy, 58 (45 w/ Sniper)(44 w/ Pickpocket) average damage
Night Slash (15): 49 (37) Dark type physical damage, 12.5% Critical hit rate, 53 (40 w/ Sniper) (39 w/ Pickpocket) average damage
Fury Cutter (20): 29 (21) Bug type physical damage, damage doubles on consecutive uses up to 5 times, 95% accuracy, 28 (21) average damage
Hone Claws (15): Raises Attack and Accuracy by 1 level
Ancient Power (5): 29 Rock type special damage, 10% chance of raising all stats by 1 level, 29 (30 w/ Sniper) average damage
Rock Polish (20): Raises Agility by 2 levels
Clamp (15): 35 (29) Water type physical damage, target takes damage equal to 12.5% of their MHP per turn for the next 4 to 5 turns, 85% accuracy, 30 (25) average damage
Slash (20): 49 (37) Normal type physical damage, 12.5% Critical hit rate, 53 (40 w/ Sniper) (39 w/ Pickpocket) average damage
Fury Swipes (15): 14 (10)Normal type physical damage, hits 2 to 5 times, 80% accuracy, 33 (24) average damage
Withdraw (40): Raises Defense by 1 level
Water Gun (25): 20 Water type special damage, 20 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Scratch (35): 29 (22) Normal type physical damage, 29 (23 w/ Sniper) (22 w/ Pickpocket) average damage
Comments: Physical tank utterly saved by the existence of Shell Smash, letting him buff to crazy high offense. Defensive fighters despise him, but those with actual offense pose legitimate threats, especially lightning mages.
Light/MiddleDragalge (Dragon/Poison)140 HP, 95 Atk, 110 Def, 117 SpA, 143 SDef, 64 Spe
Special Ability 1 – Poison Point: 30% chance of poisoning opponent if hit with a contact moveSpecial Ability 2 – Poison Touch: All contact moves have a 30% chance of poisoning the target
Hidden Ability – Adaptability: STAB bonus increases from 1.5x to 2x.
Effective Stats: 0.94 Physical, 1.22 Magical, -1.27 Speed
Sludge Bomb (5): 66 (90) Poison Type special damage, 30% Poison, 68 (88) average damageToxic (10): Adds Toxic status, cannot miss
Dragon Pulse (10): 63 (84) Dragon type special damage, 64(86) average damage
Acid (30): 31 (41) Poison type special damage, 10% chance of lowering Special Defense by 1 level, 31 (42) average damage
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Twister (20): 31 (41) Dragon type special damage, 20% Flinch, 31 (42) average damage
Dragon Tail (10): 37 (49) Dragon type physical damage, target is forced to run or swap, -6 priority, 90% accuracy, 34 (45) average damage
Hydro Pump (5): 53 Water type special damage, 80% accuracy, 43 average damage
Aqua Tail (10): 36 Water type physical damage, 90% accuracy, 33 average damage
Double Team (10): Raises Evade by 1 level
Water Pulse (20): 30 Water type special damage, 20% Confusion, 30 average damage
Poison Tail (25): 31 (42) Poison type physical damage, 12.5% Critical hit rate, 10% Poison, 32 (44) average damage
Camouflage (20): Changes user’s typing based on the environment
Bubble (30): 20 Water type special damage, 10% chance of lowering speed by 1 level, 20 average damage
Water Gun (25): 20 Water type special damage, 20 average damage
Tail Whip (30): Lowers Defense by 1 level
Feint Attack (20): 24 Dark type physical damage, cannot miss, 24 average damage
Smokescreen (20): Lowers Accuracy by 1 level
Tackle (35): 21 Normal type physical damage, 21 average damage
Comments: Very slow, and outside of impressive special durability, it’s really got very little worth noting. Waste of a unique typing.
LightClawitzer (Water)146 HP, 93 Atk, 108 Def, 140 SpA, 109 SDef, 79 Spe
Special Ability – Mega Launcher: Pulse and Aura moves increased by 50%, already factored into damage when applicable
Effective Stats: 0.96 Physical, 0.97 Magical, -0.74 Speed
Water Pulse (20): 80 Water type special damage, 20% Confusion, 82 average damageAura Sphere (20): 70 Fighting type special damage, cannot miss, 72 average damage
Crab Hammer (10): 59 Water type physical damage, 12.5% Critical hit rate, 56 average damage
Swords Dance (20): Raises Attack by 2 levels
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Dragon Pulse (10): 75 Dragon type special damage, 77 average damage
Dark Pulse (15): 70 Dark type special damage, 20% Flinch, 72 average damage
Muddy Water (10): 79 Water type special damage, 30% chance of lowering Accuracy by 1 level, 85% accuracy, 69 average damage
Aqua Jet (20): 25 Water type physical damage, +1 Priority, 25 average damage
Smack Down (15): 20 Rock type physical damage, target loses Flying typing or Levitate if applicable until they leave battle, 20 average damage
Bubble Beam (20): 58 Water type special damage, 10% chance of lowering Speed by 1 level, 59 average damage
Flail (15): Normal type physical Damage that fluctuates based on HP, ranging from 9 damage at max HP to 77 damage at 4% or less, damage altering at set intervals
Vice Grip (30): 22 Normal type physical damage, 22 average damage
Bubble (30): 36 Water type special damage, 10% chance of lowering Speed by 1 level, 37 average damage
Water Sport (15): Halves Fire Damage
Water Gun (25): 36 Water type special damage, 37 average damage
Splash (40): Does absolutely nothing
Heal Pulse (10): Heals Ally equal to 75% user’s Max HP
Comments: Average damage, average durability, bad speed, no redeeming tricks…yep,
LightHeliolisk (Electric/Normal)137 HP, 75 Atk, 72 Def, 129 SpA, 114 SDef, 129 Spe
Special Ability 1 – Dry Skin: User restores 25% of their MHP if hit with a Water attack, receives 25% more damage from Fire, heals 12.5% MHP per turn during Rain, and lose 12.5% HP per turn during Sunny Day
Special Ability 2 – Sand Veil: Users Evade raises by 1 level during Sandstorm
Hidden Ability – Solar Power: Special Attack increase by 50% during Sunny Day, but loses 12.5% MHP per turn
Effective Stats: 0.6 physical, 0.92 magical, +1.02 Speed
Thunderbolt (15): 73 Electric type special damage, 10% Paralysis, 75 average damageThunder Wave (20): Adds Paralysis, fails vs. those immune to Electric
Parabolic Charge (20): 41 Electric type special damage, heals user equal to half damage done, 42 average damage
Charge (20): Raises Special Defense by 1 level, damage doubles next turn if attack is Electric typed
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Volt Switch (20): 57 Electric type special damage, user forced to swap as a result of the attack, 58 average damage
Bulldoze (20): 20 Ground type physical damage, lowers target’s speed by 1 level, 20 average damage
Mud-Slap (10): 12 Ground type special damage, lowers target’s accuracy by 1 level, 12 average damage
Thundershock (30): 34 Electric type special damage, 10% paralysis, 35 average damage
Tail Whip (30): Lowers Defense by 1 level
Pound (35): 20 Normal type physical damage, 20 average damage
Thunder (10): 88 Electric type special damage, 30% paralysis, 70% accuracy, 63 average damage
Quick Attack (30): 20 Normal type physical damage, +1 Priority, 20 average damage
Razor Wind (10): 65 Normal type special damage, 12.5% Critical Hit Rate, 1 turn charge time, 34 average damage
Electrify (20): Changes the typing of target’s next attack into Electric
Eerie Impulse (15): Lowers Special Attack by 2 levels
Comments: It’s got good speed and Thunder Wave to compliment, but otherwise unremarkable and rolls over to Lightning resistance.
LightTyrantrum (Rock/Dragon)157 HP, 141 Atk, 139 Def, 89 SpA, 79 SDef, 91 Spe
Special Ability – Strong Jaw: Biting Attacks do 50% more damage; this is already factored into damage when applicable
Hidden Ability – Rock Head: Grants immunity to recoil damage
Effective Stats: 1.33 (2.66) physical, 0.75 magical, -1.02 speed
Crunch (15): 71 (48) Dark type physical damage, 20% chance of lowering Defense by 1 level, 73 (49) average damageCharm (20): Lowers Attack by 2 levels
Head Smash (5): 131 Rock type physical damage, 50% recoil, 80% accuracy, 54 (108) average damage
Horn Drill (5): Instant Death, 30% accuracy
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*Giga Impact (5): 87 Normal type physical damage, 1 turn recharge, 90% accuracy, 40 average damage
Rock Slide (10): 66 Rock type physical damage, 10% Flinch, 90% accuracy, 61 average damage
Tail Whip (30): Lowers Defense by 1 level
Earthquake (10): 58 Ground type physical damage, 59 average damage
Outrage (10): 70 Normal type physical damage, uses for 2 to 3 turns in a row, at the end of which they are confused, 72 average damage
Dragon Claw (15): 71 Dragon type physical damage, 73 average damage
Dragon Tail (10): 54 Dragon type physical damage, forces target to run or swap, -6 Priority, 90% accuracy, 50 average damage
Ancient Power (5): 35 Rock type special damage, 10% chance of raising all stats by 1 level, 36 average damage
Bite (25): 54 (36) Dark type physical damage, 30% flinch, 55 (37) average damage
Bide (10): User skips next two turns, at the end of which, they will do twice as much Normal type damage as they received during that phase, +1 priority
Stomp (20): 38 Normal type physical damage, 30% flinch, 39 average damage
Roar (20): Forces target to run or swap, cannot miss, -6 priority
Tackle (35): 30 Normal type physical damage, 30 average damage
Comments: Slow Physical tank who has a nice finisher offset his modest damage. Middle.
Aurorus (Ice/Rock)198 HP, 97 Atk, 92 SDef, 119 SpA, 112 SDef,
Special Ability – Refrigerate: Normal type attacks are boosted by 30% and become Ice type, this is already factored into averages when applicable
Hidden Ability – Snow Warning: Automatically activates Hail weather
Effective Stats: 1.11 (2.22) Physical, 1.25 Magical, -0.78 Speed
Ice Beam (10): 67 Ice type special damage, 10% Freeze, 69 average damageLight Screen (30): Halves Special Damage dealt to entire team for 5 turns
Thunder Wave (20): Adds paralysis, fails vs. those immune to Electric
Hyper Beam (5): 144 (74) Ice (Normal) type special damage, 1 turn recharge, 90% accuracy, 66 (34) average damage
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Freeze-Dry (20): 53 Ice type special damage, hits weakness on Water types, 10% Freeze, 54 average damage
*Blizzard (5): 82 Ice type special damage, 10% Freeze, 70% accuracy (cannot miss), 59 (84) average damage
#Nature Power (20): 78 (40) Ice (Normal) type special damage, 20% chance of inflicting one of Burn, Paralysis or Freeze, 80 (41) average damage
Encore (5): Forces target to use their last attack for the next 5 turns
Hail (5): Causes Hail weather for 5 turns
Avalanche (20): 38 Ice type physical damage, damage doubles if user takes damage on same turn this is used, -4 priority, 39 average damage
Round (15): 59 (30) Normal type special damage, 61 (30) average damage
Ancient Power (5): 46 Rock type special damage, 10% chance of raising all stats by 1 level, 47 average damage
Aurora Beam (20): 49 Ice type special damage, 10% chance of lowering Attack by 1 level, 50 average damage
Mist (30): Grants immunity to stat downs for 5 turns
Take Down (20): 76 (39) Ice (Normal) type physical damage, 25% recoil, 85% accuracy, 49 (25) net average damage
Icy Wind (15): 42 Ice type special damage, 95% accuracy, 41 average damage
Rock Throw (15): 32 Rock type physical damage, 90% accuracy, 30 average damage
Powder Snow (25): 31 Ice type special damage, 20% Freeze, 31 average damage
Growl (40): Lowers Attack by 1 level
#Nature Power’s effects vary based on terrain, using a different attack depending where the fight takes place. This assumes Urban Terrain, thus it uses Tri-Attack. If you take a different view, please consult
this link right here for how the move works. Due to it’s questionable nature, I opted to NOT put it on Aurorus’ default moveset despite it being it’s best damage.
Comments: Somewhat better than you’d think, Aurorus’ main failing is his low speed, but it compensates that nicely with good durability and Thunder Wave, complimented by a nice strong finisher in Hyper Beam, though it really hates Ice resistance.
Middle/HeavySylveon (Fairy)170 HP, 85 Atk, 85 Def, 130 SpA, 150 SDef, 80 Spe
Special Ability – Cute Charm: 30% chance of inflicting Attract on opponent when hit by a contact move
Hidden Ability – Pixilate: Normal type attacks are boosted by 30% and become Fairy type
Effective Stats: 0.88 physical, 1.55 magical, -0.71 speed
Moonblast (15): 77 Fairy type special damage, 30% chance of lowering Special Attack by 1 level, 79 average damageLight Screen (30): Halves Special Damage dealt to entire team for 5 turns
Charm (20): Lowers Attack by 2 levels
Draining Kiss (10): 42 Fairy type special damage, heals user equal to 75% damage done, 43 average damage
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Trump Card (5): Normal (Fairy) Type special damage that ranges from 22 (44) to 110 (214) based on this attack’s remaining PP, where lower = more damage
Double-Edge (15): 44 (86) Normal (Fairy) type physical damage, 33% recoil, 57 average damage
Baton Pass (40): User swaps out, passing along stat changes to whoever replaces him
Take Down (20): 34 (67) Normal (Fairy) type physical damage, 25% recoil, 85% accuracy, 21 (43) average damage
Covet (25): 22 (43) Normal (Fairy) type physical damage, steals target’s held item if user has none, 22 (44) average damage
Refresh (20): Full Status Healing
Bite (20): 22 Dark type physical damage, 30% Flinch, 22 average damage
Baby-Doll Eyes (30): Lowers Attack by 1 level, +1 priority
Growl (40): Lowers Attack by 1 level
Psych Up (10): Copies stat changes of target
Last Resort (5): 50 (97) Normal (Fairy) type physical damage, can only be used after the other 3 attacks are used at least once, 51 (100) average damage
Misty Terrain (10): Creates Terrain that grants immunity to all status, and halves Dragon damage
Skill Swap (10): User changes their Special Ability with that of the Target’s
Swift (20): 33 (65) Normal type special damage, cannot miss, 34 (67) average damage
Quick Attack (30): 15 (30) Normal (Fairy) type physical damage, +1 priority, 15 (30) average damage
Fairy Wind (30): 34 Fairy type special damage, 35 average damage
Sand-Attack (15): Lowers Accuracy by 1 level
Helping Hand (20): Increases an ally’s damage by 50%, +5 priority
Tackle (35): 19 (37) Normal (Fairy) type physical damage, 19 (38) average damage
Tail Whip (30): Lowers Defense by 1 level
Disarming Voice (15): 34 Fairy type special damage, cannot miss, 35 average damage
Comments: Can play defensively to some degree, but unremarkable otherwise despite the large move-set.
MiddleHawlucha (Fighting/Flying)153 HP, 112 Atk, 95 Def, 94 SpA, 83 SDef, 138 Spe
Special Ability 1 – Limber: Grants Immunity to ParalysisSpecial Ability 2 – Unburden: When the user's item is consumed, its speed doubles until it leaves combat
Hidden Ability - Mold Breaker: Attacks ignore opponent’s special abilities
Effective Durability: 0.88 Physical, 0.87 Magical, +1.34 Speed
High Jump Kick (10): 91 Fighting type physical damage, user takes 50% MHP in damage if attack misses, 90% accuracy, 79 average damageSwords Dance (30): Raises Attack by 2 levels
Feather Dance (15): Lowers Attack by 2 levels
Roost (10): 50% Healing, user loses Flying typing for rest of turn if faster
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Sky Drop (10): 43 Flying type physical damage, 1 turn charge time, during which, target cannot act, 22 average damage
Sky Attack (5): 97 Flying type physical damage, 30% Flinch, 12.5% Critical Hit rate, 1 turn charge time, 90% accuracy, 46 average damage
Endeavour (5): Target’s HP is set equal to user’s HP
Bounce (5): 60 Flying type physical damage, one turn charge time, during which user cannot be damaged ala FF Jump, 30% paralysis, 85% accuracy, 26 average damage
Flying Press (10): 57 Flying/Fighting physical damage, 95% accuracy, 55 average damage
Fling (10): Deals damage based on item held, Dark Type
Encore (5): Forces target to use their last attack for the next 5 turns
Aerial Ace (20): 43 Flying type physical damage, cannot miss, 44 average damage
Wing Attack (35): 43 Flying type physical damage, 44 average damage
Karate Chop (25): 36 Fighting type physical damage, 12.5% Critical hit rate, 38 average damage
Hone Claws (15): Raises Attack and Accuracy by 1 level
Tackle (35): 24 Normal type physical damage, 24 average damage
Detect (5): Invincibility for 1 turn, +4 priority, success rate halves on each consecutive use
Comments: Good speed with Roost and Feather Dance helps offset the iffy durability, Swords Dance allows it to set up for real damage, so covers it’s bases well.
High Middle