Onix (Ground/Rock)
HP 110, Atk 65, Def 180, Spd 90, Spc 50
Critical rate: 14%
Durability: 1.28 (2.55) physical, 0.35 magical
Slam (20): 22 damage (Normal, 75% hit), avg 18.
Bind (20): 6 damage (Normal, 75% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 18 if enemy is faster, 72 if enemy is slower barring PP limitations.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Harden (30): Raises Defence by +50% of base value (max 6 times).
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Rage (20): 6 damage (Normal), avg 7. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 24 damage. USELESS.
Rock Throw (15): 22 damage (Rock, 65% hit), avg 16.
Tackle (35): 11 damage (Normal, 95% hit), avg 12.
Comments: Onix is about as offensively inept as you can get. 18 damage? He's lucky he has a Bind attack which he can spam to get a bit more damage out... but only against attackers slower than him, which isn't that many people. His Screech will probably see lots of use, so he can get his damage into the average range after a couple hits with it. Um... he has excellent physical durability, and takes magic... well, he doesn't, unless it's Lightning. Light; that insane physical resistance keeps him from Puny.
Hypno (Psychic)
HP 160, Atk 93, Def 90, Spd 87, Spc 135
Critical rate: 13%
Durability: 0.93 physical, 1.39 magical
Psychic (10): 76 damage (Psychic), avg 86. 30% chance of lowering target's Special by 1/3 (stackable at fading effect, 6 times).
Hypnosis (20): 60% chance of inflicting Sleep.
Dream Eater (15): 84 damage (Psychic), avg 95. For each 2 damage this attack deals, attacker regains 1 HP. This attack always fails unless the target is asleep.
Headbutt (15): 28 damage (Normal), avg 32. If target is slower than attacker, 30% chance to make target lose a turn.
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Meditate (40): Raises Attack by +50% of base value (max 6 times).
Poison Gas (40): 55% chance of inflicting Poison.
Confusion (25): 43 damage (Psychic), avg 49. 10% chance of inflicting Confuse.
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Pound (35): 17 damage (Normal), avg 19.
Comments: Pretty solid on damage and magical durability, and some weak status. Dream Eater is pretty nasty on paper, but in practice if he can put an opponent to sleep he'd probably win with Pyschic anyway, and getting that opponent to sleep in the first place is the problem. Being on the slow side of things hurts, too. Middle.
Kingler (Water)
HP 130, Atk 150, Def 135, Spd 95, Spc 70
Critical rate: 15%
Durability: 1.13 physical, 0.59 magical
Crabhammer (10): 40 damage (Water, 85% hit, 100% crit), avg 68.
Stomp (20): 41 damage (Normal), avg 47. If target is slower than attacker, 30% chance to make target lose a turn.
Guillotine (5): 30% chance of inflicting Instant Death. Targets faster than the attacker are immune.
Harden (30): Raises Defence by +50% of base value (max 6 times).
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Vicegrip (30): 35 damage (Normal), avg 40.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Bubble (30): 11 damage (Water), avg 13. 10% chance of lowering target's Speed by 1/3 (stackable at fading effect, 6 times).
Comments: Crabhammer. The most powerful drawback-free attack in the game. Pity it runs off a stat of 70, which keeps the damage only a bit above average. Besides that, Kingler is very vulnerable to magic (though pretty good against physicals with Harden thrown in) and is neither fast nor durable enough to give his instant death or flinching attacks a chance to be useful. Low Middle, I guess.
Electrode (Electric)
HP 135, Atk 70, Def 90, Spd 160, Spc 100
Critical rate: 27%
Durability: 0.78 physical, 0.87 magical
Swift (20): 19 damage (Normal), avg 24. Ignores attacker's accuracy and target's evade, can hit airborne (e.g. using Fly) targets.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Sonicboom (20): 90% chance of inflicting fixed 20 damage, ignores all modifiers.
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Explosion (5): 98 damage (Normal), avg 124. Attacker is KOed upon using this.
Selfdestruct (5): 76 damage (Normal), avg 97. Attacker is KOed upon using this.
Tackle (35): 11 damage (Normal, 95% hit), avg 13.
Comments: Game-best speed, and not much else. Damage is near the bottom of the chart, isn't great at taking physicals (Light Screen remedies any magical woes). In a team setting, Screech + Explosion should kill things. Outside that? It takes him five turns to kill with Screech and Swift, on average, which is pretty awful. The extreme speed does make that not as bad as it looks, though, and after three Screeches he should overwhelm most healers, so there are definitely worse duellers... in Light.
Exeggutor (Grass/Psychic)
HP 170, Atk 115, Def 105, Spd 75, Spc 145
Critical rate: 11%
Durability: 1.26 physical, 1.59 magical
Solarbeam (10): Requires one-round charge time before use. 108 damage (Grass), avg 60.
Reflect (20): Give self Reflect status (halves physical damage sustained for rest of battle).
Sleep Powder (15): 75% chance of inflicting Sleep.
Leech Seed (10): 90% chance of inflicting Leech Seed. Leech Seed causes the target to lose 1/16 maxHP after each turn, draining it to the Pokemon who used Leech Seed.
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Egg Bomb (10): 48 damage (Normal, 75% hit), avg 40.
Poisonpowder (35): 75% chance of inflicting Poison.
Stun Spore (30): 75% chance of inflicting Paralyse.
Stomp (20): 31 damage (Normal), avg 34. If target is slower than attacker, 30% chance to make target lose a turn.
Hypnosis (20): 60% chance of inflicting Sleep.
Barrage (20): 8 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 26.
Comments: Interesting chap, Exeggutor. Loads of durability particularly after Reflect, and good damage that comes out... well, very slowly. Has three status attacks at his disposal, too. He really does miss his Psychic TM from in-game (can't think of a better candidate for the move than a Psychic-type with 145 Special...), but as is, he's a Middle, and an off-the-beaten-track one at that.
Marowak (Ground)
HP 135, Atk 100, Def 130, Spd 65, Spc 70
Critical rate: 9%
Durability: 1.13 physical, 0.61 magical
Boomerang (10): 33 damage (Ground, 90% hit), hits twice, avg 65.
Thrash (20): 38 damage (Normal), avg 41. This attack will be used on two or three consecutive turns, during which time no new actions may be taken. Afterwards, the attacker becomes Confused. This particular Pokemon does 15 damage to itself 50% of the time instead of attacking for one to four rounds.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
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Rage (20): 9 damage (Normal), avg 10. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 36 damage. USELESS.
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Headbutt (15): 30 damage (Normal), avg 33. If target is slower than attacker, 30% chance to make target lose a turn.
Bone Club (20): 42 damage (Ground, 85% hit), avg 39. If target is slower than attacker, 10% chance to make target lose a turn.
Comments: Average damage-dealer who is slow and dies fast to non-Lightning magic. Not a good setup. Light.
Hitmonlee (Fighting)
HP 125, Atk 140, Def 73, Spd 107, Spc 55
Critical rate: 17%
Durability: 0.59 physical, 0.44 magical
Hi Jump Kick (20): 75 damage (Fighting, 90% hit), avg 79. Attacker sustains 1 damage if this attack misses.
Meditate (40): Raises Attack by +50% of base value (max 6 times).
Rolling Kick (15): 53 damage (Fighting, 85% hit), avg 53. If target is slower than attacker, 30% chance to make target lose a turn.
Double Kick (30): 28 damage (Fighting), hits twice, avg 66.
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Mega Kick (5): 69 damage (Normal, 75% hit), avg 61.
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Jump Kick (25): 62 damage (Fighting, 95% hit), avg 69. Attacker sustains 1/8 max HP in damage if this attack misses (15, in this Pokemon's case).
Comments: Pretty good damage, above average speed, and dies to a sneeze. Can boost his power (ha, like he'll live long enough for that to matter) and cause flinching, but those pathetic durability scores consign him to Light.
Hitmonchan (Fighting)
HP 125, Atk 125, Def 99, Spd 96, Spc 55
Critical rate: 15%
Durability: 0.80 physical, 0.44 magical
Mega Punch (20): 43 damage (Normal, 85% hit), avg 42.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Counter (20): If during the past turn the Counterer sustained a Normal physical attack, deal damage equal to double that attack back at the original attacker. Counterer gives up speed advantage if he previously had it.
Ice Punch (15): 19 damage (Ice), avg 22. 10% chance of inflicting Freeze.
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Thunderpunch (15): 19 damage (Electric), avg 22. 10% chance of inflicting Paralyse.
Fire Punch (15): 19 damage (Fire), avg 22. 10% chance of inflicting Burn.
Comet Punch (15): 10 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 34.
Comments: Bad damage AND bad staying power! And below average speed! But hey, if he actually survives a decent physical attack, which will take off most of his HP, he can send it back and hope for a OHKO... Mind, all that amounts to is a crappy Limit break that only works to certain kinds of attacks. His other option is to try for his godly magic-typed punch attacks and their 10% status odds! Maybe Thunderpunch will tickle the likes of Demi. Or not. Light.
Lickitung (Normal)
HP 165, Atk 75, Def 95, Spd 50, Spc 80
Critical rate: 6%
Durability: 1.01 physical, 0.85 magical
Stomp (20): 31 damage (Normal), avg 33. If target is slower than attacker, 30% chance to make target lose a turn.
Supersonic (20): 55% chance of inflicting Confuse.
Screech (40): 85% chance of lowering target's Defence by 1/2 (stackable at fading effect, 3 times).
Defense Curl (40): Raises Defence by +50% of base value (max 6 times).
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Slam (20): 39 damage (Normal, 75% hit), avg 31.
Disable (20): 55% chance of selecting an opponent's move at random, and sealing it for 2 to 5 turns, randomly.
Wrap (20): 8 damage (Normal, 85% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 25 if enemy is faster, 168 if enemy is slower barring PP limitations.
Comments: First things first, ignore Wrap's estimated damage if the enemy is slower, since that won't happen. Lickitung is just as slow as Snorlax, without a fraction of anything that makes Snorlax good. His damage sucks, his durability is actually subpar, and there's no way he will stick around long enough to use his stat alterers with no way to heal. He's relying on a 55% chance of Confuse, which is a finicky status itself, to save him? Not a chance. If there's a Puny fully-evolved Pokemon, Lickitung may be it. Can't we all shed a tear for the long-tounged one?
Weezing (Poison)
HP 140, Atk 110, Def 140, Spd 80, Spc 105
Critical rate: 12%
Durability: 1.26 physical, 0.95 magical
Sludge (20): 45 damage (Poison), avg 50. 30% chance of inflicting Poison.
Smokescreen (20): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Haze (30): Dispels everyone present, removing all stat boosts, stat breaks, and positive status. It also heals all status for enemies, but not for oneself.
Tackle (35): 17 damage (Normal, 95% hit), avg 18.
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Explosion (5): 154 damage (Normal), avg 172. Attacker is KOed upon using this.
Selfdestruct (5): 118 damage (Normal), avg 132. Attacker is KOed upon using this.
Smog (20): 15 damage (Poison, 70% hit), avg 12. 40% chance of inflicting Poison.
Comments: Poor damage, poor speed, above average defence, no real skillset worth noting... yeah, best thing this guy can do is blow up, and even then he's not that special at that. Light.
Rhydon (Ground/Rock)
HP 180, Atk 150, Def 140, Spd 65, Spc 60
Critical rate: 9%
Durability: 1.63 (3.25) physical, 0.70 magical
Stomp (20): 41 damage (Normal), avg 45. If target is slower than attacker, 30% chance to make target lose a turn.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Take Down (20): 56 damage (Normal, 85% hit), avg 52. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 39.
Horn Drill (5): 30% chance of inflicting Instant Death. Targets faster than the attacker are immune.
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Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Fury Attack (20): 10 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 32.
Horn Attack (25): 41 damage (Normal), avg 45.
Comments: He's like an alternate version of Golem... except sadly, he doesn't get a single strong go-to attack learned naturally. No Earthquake, no Dig, not even Rock Slide... so all that's left is bad damage, speed, and magic defence. He'll beat some pure fighters thanks to his ridiculous physical durability, best in the entire game... but that's about it. Light.
Chansey (Normal)
HP 325, Atk 25, Def 25, Spd 70, Spc 125
Critical rate: 10%
Durability: 0.52 physical, 2.62 magical (!!!)
Double-Edge (15): 18 damage (Normal), avg 20. Attacker sustains damage equal to 25% of the damage dealt. Overall net avg 15.
Softboiled (10): Heals 50% of max HP.
Minimize (20): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
Defense Curl (40): Raises Defence by +50% of base value (max 6 times).
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Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Egg Bomb (10): 18 damage (Normal, 75% hit), avg 15.
Growl (40): Lowers target's Attack by 1/3 (stackable at fading effect, 6 times).
Sing (15): 55% chance of inflicting Sleep.
Double Slap (10): 4 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 13.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Pound (35): 8 damage (Normal), avg 9.
Comments: One of the most unusual Pokemon out there. Take a moment to look at his stats. HP exceeds 2x average. Attack and Defence are 1/4 average. Physical durability is outdone only by Dugtrio and Jynx at the bottom of the chart, while magical durability blows away Mewtwo's for #1 at the top. So how does Chansey play? He tanks, using Softboiled for healing, and tries to stay alive with Minimize and Defense Curl, or Light Screen against mages (ha, like he needs MORE magic defence...). Too slow to pull this off against any fighter worth his salt, and he can run out of MP... but if he doesn't, the opponent is in for an extremely slow, painful death. The ~5 damage recoil from Double-Edge is something Chansey will barely feel with his monster HP, and that's good, since his damage with that attack is still at the bottom of the chart. Ouch. Chansey has lots of different moves with potential uses... the four listed as defaults, Light Screen, Growl, Sing, Tail Whip, so he can customise for each fight. In the end... I have to conclude Chansey is Light. Too slow, fears physicals like little else, and as for mages... well, a good status attack puts his healing game away.
Tangela (Grass)
HP 140, Atk 75, Def 135, Spd 80, Spc 120
Critical rate: 12%
Durability: 1.22 physical, 1.08 magical
Vine Whip (10): 28 damage (Grass), avg 31.
Bind (20): 6 damage (Normal, 75% hit). This damage is dealt on 2 to 5 consecutive turns, at random. Opponent loses a turn during this, including the turn at the end of the attack if the attacker is faster. Damage averages 18 if enemy is faster, 71 if enemy is slower barring PP limitations.
Stun Spore (30): 75% chance of inflicting Paralyse.
Sleep Powder (15): 75% chance of inflicting Sleep.
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Growth (40): Raises Special by +50% of base value (max 6 times).
Slam (20): 26 damage (Normal, 75% hit), avg 22.
Poisonpowder (35): 75% chance of inflicting Poison.
Absorb (20): 17 damage (Grass), avg 19. For each 2 damage this attack deals, attacker regains 1 HP.
Constrict (35): 5 damage (Normal), avg 6. 10% chance of lowering target's Speed by 1/3 (stackable at fading effect, 6 times).
Comments: Victreebel who trades some speed and a lot of damage for... a little extra defence. Best bet is to Stun Spore then try for Bind? Don't count on that going very far. The other strategy is Sleep, Growth, and Vine Whip... but Sleep is likely to wear off before Tangela can finish the job, and there's the matter of Sleep hitting in the first place... yikes. The scrub Grass in this setting; Light.
Kangaskhan (Normal)
HP 180, Atk 115, Def 100, Spd 110, Spc 60
Critical rate: 18%
Durability: 1.16 physical, 0.70 magical
Dizzy Punch (10): 51 damage (Normal), avg 60.
Bite (25): 44 damage (Normal), avg 52. If target is slower than attacker, 30% chance to make target lose a turn.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Mega Punch (20): 58 damage (Normal, 85% hit), avg 58.
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Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Rage (20): 17 damage (Normal), avg 20. Once used, this attack will be used for no PP cost on every subsequent round until attacker is KOed. During this time, whenever the opponent deals damage to the Rager, the latter's Attack is raised by 50% of base value (max 6 times). At maximum power this does 68 damage. USELESS.
Comet Punch (15): 15 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 53.
Comments: A version of Dodrio who trades speed and power for some physical durability. Hard to see him coming out ahead there, seeing as this gives him no advantage against mages over Dodrio... except Ice and Lightning, which he's not weak to unlike the bird. Points for him. Then again, he's vulnerable to Earth. And doesn't have Agility. Methinks he loses this war, but not by enough to send him down a full division. Low Middle.
Seadra (Water)
HP 130, Atk 85, Def 115, Spd 105, Spc 115
Critical rate: 17%
Durability: 0.96 physical, 0.96 magical
Hydro Pump (5): 86 damage (Water, 80% hit), avg 80.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Smokescreen (20): Lowers target's Accuracy by 1/3 (stackable at fading effect, 6 times).
Bubble (30): 17 damage (Water), avg 20. 10% chance of lowering target's Speed by 1/3 (stackable at fading effect, 6 times).
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Water Gun (25): 31 damage (Water), avg 36.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Comments: Leer on a pure mage. That's bright. Otherwise, Seadra's about as bland as you could hope for... good Water magic, and fairly average otherwise. Oh, and Agility and Smokescreen, which may see some use. Middle.
Seaking (Water)
HP 155, Atk 112, Def 85, Spd 88, Spc 100
Critical rate: 13%
Durability: 0.85 physical, 1.00 magical
Waterfall (15): 51 damage (Water), avg 58.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Horn Drill (5): 30% chance of inflicting Instant Death. Targets faster than the attacker are immune.
Supersonic (20): 55% chance of inflicting Confuse.
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Fury Attack (20): 8 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 27.
Horn Attack (25): 31 damage (Normal), avg 35.
Tail Whip (40): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Peck (35): 18 damage (Flying), avg 20.
Comments: Below average in defence, speed, damage... what does this guy do? Well, he can use Agility, and try his luck with his weak Confuse and Instant Death (and sadly, he's one of the best instant death attackers in this game due to Agility >_<). But he shouldn't count on getting far with that strategy. Light.
Starmie (Water/Psychic)
HP 135, Atk 95, Def 105, Spd 135, Spc 120
Critical rate: 22%
Durability: 0.91 physical, 1.05 magical
Hydro Pump (5): 90 damage (Water, 80% hit), avg 88.
Recover (20): Heals 50% of max HP.
Minimize (20): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
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Swift (20): 25 damage (Normal), avg 31. Ignores attacker's accuracy and target's evade, can hit airborne (e.g. using Fly) targets.
Harden (30): Raises Defence by +50% of base value (max 6 times).
Water Gun (25): 31 damage (Water), avg 38.
Tackle (35): 15 damage (Normal, 95% hit), avg 17.
Comments: Plays a nasty healing game akin to Chansey's, only with the stats to back it up (not to mention double the uses of healing). Tanking out with Light Screen, Harden, and Minimize will win many battles that Starmie doesn't just take in a slugfest, and with such high speed and damage, slugfests are well within the Death Star's grasp. Heavy.
Mr. Mime (Psychic)
HP 115, Atk 65, Def 85, Spd 110, Spc 120
Critical rate: 18%
Durability: 0.63 physical, 0.89 magical
Confusion (25): 39 damage (Psychic), avg 46. 10% chance of inflicting Confuse.
Barrier (30): Raises Defence by +100% of base value (max 3 times).
Light Screen (30): Give self Light Screen status (halves magic damage sustained for rest of battle).
Substitute (10): Attacker loses HP equal to 1/4 of its max, and creates a Substitute with that many HPs. This Sub will take damage for its creator until it is KOed (and any damage from the KOing attack will NOT overflow), and also protects its creator for all stat breaks and negative status effects EXCEPT Sleep and Paralyse (these exceptions are glitches). Suicidal attacks used against the Sub do not kill their user as they usually would. Instant death attacks used against the Sub will KO it but not its creator. The Sub does not guard against self-inflicted (e.g. due to Confuse) damage or status. The Sub will take all damage from a multi-hit attack even if the first hit would be enough to KO.
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Meditate (40): Raises Attack by +50% of base value (max 6 times).
Double Slap (10): 6 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 21.
Comments: Substitute wins the award for longest. Move description. EVAR. But... it's still a situational duelling tactic, maybe against a VP mage, or a really, really weak status attacker? Besides that, all Mr. Mime has to offer is damage on the weak side of things, and defence boosters, which it needs given its poor initial durability. Light.
Scyther (Bug/Flying)
HP 145, Atk 130, Def 100, Spd 125, Spc 75
Critical rate: 21%
Durability: 0.94 physical, 0.70 magical
Slash (20): 39 damage (Normal, 100% crit), avg 78.
Agility (30): Raises Speed by +100% of base value (max 3 times).
Double Team (15): Raises Evasion to 1/3 for all attacks (stackable at fading effect, 6 times).
Wing Attack (35): 31 damage (Flying), avg 38.
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Swords Dance (30): Raises Attack by +100% of base value (max 3 times).
Focus Energy (30): Is supposed to multiply critical hit rate by 4. However, it is glitched and has no useful effect.
Leer (30): Lowers target's Defence by 1/3 (stackable at fading effect, 6 times).
Quick Attack (30): 22 damage (Normal), avg 27. Attacker gains initiative during round Quick Attack is used.
Comments: A Slasher. Time to compare with Persian. Lower speed. Marginally less damage. Less magical durability, doubly so when you consider it's weak to ALL THREE of the big elements (Fire, Ice, Lightning). Better physical durability. Agility to give it loads of speed, in exchange for... Bite? Double Team in exchange for Growl? Good trades. Still, that horrible elemental magic weakness is insurmountable, so he comes off worse than Persian. Low Middle.
Jynx (Ice/Psychic)
HP 140, Atk 70, Def 55, Spd 115, Spc 115
Critical rate: 19%
Durability: 0.50 physical, 1.04 magical
Blizzard (5): 86 damage (Ice, 90% hit), avg 92. 10% chance of inflicting Freeze.
Lovely Kiss (10): 75% chance of inflicting Sleep.
Body Slam (15): 26 damage (Normal), avg 31. 30% chance of inflicting Paralyse.
Ice Punch (15): 54 damage (Ice), avg 64. 10% chance of inflicting Freeze.
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Thrash (20): 27 damage (Normal), avg 32. This attack will be used on two or three consecutive turns, during which time no new actions may be taken. Afterwards, the attacker becomes Confused. This particular Pokemon does 24 damage to itself 50% of the time instead of attacking for one to four rounds.
Double Slap (10): 6 damage (Normal, 85% hit), hits 2 to 5 times at random, avg 21.
Lick (30): 7 damage (Ghost), avg 8. 30% chance of inflicting Paralyse.
Pound (35): 13 damage (Normal), avg 15.
Comments: Decent speed, good damage, reasonably accurate status, solid magic defence... but... the defence is just so bad. I still think she's far too scary for Light, though, so Middle.
And that's 60...