Sharpedo (Water/Dark)
145 HP, 140 Atk, 60 Def, 115 SpA, 60 SpD, 115 Spe
Durability: 0.56 physical, 0.56 magical
Special Ability - Rough Skin: If hit with a Contact class attack, then opponent
receives damage equal to 1/16th of their MHP
Crunch (15): 58 Dark type damage, 20% chance of lowering opponent's Special
Defense by 33%, stackable up to 6 times, 61 average damage
Scary Face (10): Lowers opponent's speed by 50%, stackable up to 3 times, 90%
accuracy
Agility (30): Raises speed by 100%, stackable up to 3 times
Swagger (15): Confuses opponent, and doubles opponents attack, counts as +2 to
their Attack Modifier, 90% accuracy
-----
Slash (20): 42 Normal type damage, 25% Critical hit rate, 52 average damage
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Focus Energy (30): Raises Critical hit rate to 12.5%
Rage (20): 13 Normal type damage, for each hit that deals damage between using
Rage and his next turn, attack is raised by 50%, 13 average damage
Bite (25): 44 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 46 average damage
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Taunt (20): Forces opponent to use only moves that only do damage next turn
Skull Bash (15): 58 Normal type damage, 1 turn charge time, during which, the
users defense is raised by 50%, 30 average damage
Comments: Sharpedo's got excellent speed, alright damage, and a nice speed game
to play with, along with Swagger to screw over mages. What doesn't Sharpedo
have? Durability. Takes Magic slightly better than Kongol, and physicals only
slightly better than Luc...due to that, he won't have time to properly apply his
speed game. What a waste of a nifty skillset. Low Middle.
Wailord (Water)
245 HP, 110 Atk, 65 Def, 110 SpA, 65 SpD, 80 Spe
Durability: 1.03 physical, 1.03 magical
Special Ability 1 - Oblivious: Grants immunity to Attract status
Special Ability 2 - Water Veil: Grants immunity to Burn Status
Hydropump (5): 83 Water type damage, 80% accuracy, 70 average damage
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
Water Spout (5): 103 Water type damage, damage decreases linearly as HP goes
down, 109 average damage, assuming max HP
-----
Splash (40): 100% Instant death, never fails, ignores immunity, always goes
first! *Shot*
Rollout (20): 15 Rock type damage, user is forced to use this move for 5 turns
or until it misses, each turn damage doubles exponentially, 90% accuracy, NOT
GOING TO GET AVERAGE DAMAGE
Water Gun (25): 29 Water type damage, 30 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Water Pulse (20): 43 Water type damage, 20% chance of inflicting confusion, 45
average damage
Mist (30): Grants immunity to stat downs used by the opponent
Whirlpool (15): 12 Water type damage, opponent then takes 1/16th of their MHP in
damage each subsequent turn for the next 2-5 turns, 8 average damage
Astonish (15): 15 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 15 average
damage
Comments: When you first see the HP, you'd immediately think this guy is a
massive tank. However, due to his other defensive stats, he's fairly average at
taking hits. Sluggish, with good damage, and a few tricks, probably ends up in
Middle somewhere.
Camerupt (Ground/Fire)
145 HP, 120 Atk, 90 Def, 125 SpA, 95 SpD, 60 Spe
Durability: 0.85 physical, 0.88 magical
Special Ability - Magma Armor: Grants immunity to the Freeze status
Flamethrower (15): 75 Fire type damage, 10% chance of inflicting Burn status, 79 average damage
Earthquake (10): 75 Ground type damage, 79 average damage
Fissure (5): Instant Death, 30% accuracy, varies upon target's level (higher level = lower chance of success), misses fliers
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
-----
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Focus Energy (30): Raises Critical hit rate to 12.5%
Take Down (20): 45 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 32 net average damage
Double-Edge (15): 60 Normal type damage, does damage to user equal to 25% damage
done, 47 net average damage
Eruption (5): 117 Fire type damage, damage decreases linearly as HP goes down,
124 average damage
Ember (25): 33 Fire type damage, 10% chance of inflicting Burn status, 35 average damage
Magnitude (30): Does random ground damage. 5% chance of 9 damage, 10% chance of 23 damage, 20% chance of 39 damage, 30% chance of 53 damage, 20% chance of 68 damage, 10% chance of 93 damage, 5% chance of 112 damage, 58 average damage.
Tackle (35): 19 Normal type damage, 95% accuracy, 19 average damage
Rock Slide (10): 38 Rock type damage, 30% chance of causing opponent to
flinch if they are slower, 90% accuracy, 35 average damage
Comments: Being one of the ONLY Pokemon (if not THE only) to not only have good damage both Magically and Physically, but they're IDENTICAL, Camerupt stands out for that reason alone, especially since neither move has a downside (Flamethrower wins for more PP and Burn only), really. This somewhat insures good damage no matter who he faces. Fissures helps against Healers, and Amnesia helps against mages. Good typage too by DL standards (his main flaw, Water, isn't common, and he immunes Lightning and Resists Fire.) Probably a Middle; the speed really sinks him.
Torkoal (Fire)
145 HP, 105 Atk, 160 Def, 105 SpA, 90 SpD, 40 Spe
Durability: 1.50 physical, 0.85 magical
Special Ability - White Smoke: Grants immunity to stat downs used by the opponent
Flamethrower (15): 62 Fire type damage, 10% chance of inflicting Burn status, 65 average damage
Body Slam (15): 38 Normal type damage, 30% chance of adding paralysis, 40
average damage
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Smokescreen (20): Lowers opponents accuracy by 33%, stackable up to 6 times
-----
Iron Defense (15): Raises defense by 100%, stackable up to 3 times
Smog (20): 10 Poison type damage, 40% chance of inflicting poison status, 70% accuracy, 7 average damage
Ember (25): 28 Fire type damage, 10% chance to inflict burn status, 29 average damage
Heat Wave (10): 67 Fire type damage, 10% chance of inflicting burn status, 90% accuracy, 63 average damage
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 11, 68.75% HP does 20, 35.42% does 38, 20.83% does
48, 10.42% does 71, 4.17% does 94
Curse (10): Raises Attack and Defense by 50%, lowers Speed by 33%, stackable up
to 6 times
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Fire Spin (15): 11 Fire type damage, does damage equal to 1/16th of opponents
Max HP for 2-5 turns, 70% accuracy, 8 average damage
Comments: Tankish mage, not much else to say. Decent defensive game, but SLOW AS HELL. High Light
Grumpig (Psychic)
155 HP, 65 Atk, 85 Def, 110 SpA, 130 SpD, 100 Spe
Durability: 0.85 physical, 1.30 magical
Special Ability 1 - Thick Fat: Halves all Fire and Ice damage
Special Ability 2 - Own Tempo: Grants immunity to Confusion status
Psychic (10): 62 Psychic type damage, 10% chance of lowering Special Attack by 33%, stackable up to 6 times, 65 average damage
Confuse Ray (10): Adds confusion status
Psych Up (10): Raises users stat modifiers to be equal that of the opponent
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Splash (40): ...I think we know this move by now
Snore (15): 12 Normal type damage, can only be used if user is asleep, otherwise, automatically fails, 12 average damage
Psywave (15): Does random non typed damage between 25 to 75, 80% accuracy, 40 average damage
Odor Sleuth (40): Users attacks will all ignore accuracy modifiers
Psybeam (20): 45 Psychic type damage, 10% chance of adding confusion status, 47
average damage
Magic Coat (15): If user is hit with a status effect the turn this is used, then the attack is reflected back at the opponent, and the user remains untouched, always goes first
Bounce (5): 24 Flying type damage, user is forced to skip first turn, during which it cannot be attacked ala Final Fantasy Jump, 85% accuracy, 10 average damage
Comments: All I can say is, compare Grumpig to Gardevoir, and you have to wonder WHY he exists. Its not even a "Hypno vs. Alakazam" contest which was original battle of pure psychics like RBY had; it's a pure slaughter here. Middle I guess.
Spinda (Normal)
135 HP, 80 Atk, 80 Def, 80 SpA, 80 SpD, 80 Spe
Durability: 0.70 physical, 0.70 magical
Special Ability - Own Tempo: Grants immunity to Confusion status
Double-Edge (15): 61 Normal type damage, does damage to user equal to 25% damage done, 48 net average damage
Teeter Dance (20): Adds confusion status
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 13, 68.75% HP does 24, 35.42% does 45, 20.83% does
55, 10.42% does 81, 4.17% does 108
Hypnosis (20): Inflicts Sleep status, 60% accuracy
-----
Tackle (35): 19 Normal type damage, 95% accuracy, 19 average damage
Faint Attack (20): 21 Dark Type damage, cannot miss, 22 average damage
Psybeam (20): 22 Psychic type damage, 10% chance of adding confusion status, 23
average damage
Dizzy Punch (10): 36 Normal type damage, 20% chance of inflicting confusion, 38 average damage
Uproar (10): 26 Normal type damage, forced to be used for 2 to 5 turns, during which user cannot be hit with Sleep status, 27 average damage
Thrash (20): 45 Normal type damage, used for 2 to 3 turns, at the end of which, user is confused, 48 average damage
Psych Up (10): Raises users stat modifiers to be equal that of the opponent
Comments: Bad stats, unreliable status overall, pretty much spells out a textbook Light if you ask me.
Flygon (Ground/Dragon)
155 HP, 120 Atk, 100 Def, 100 SpA, 100 SpD, 120 Spe
Durability: 1.00 physical, 1.20 magical
Special Ability - Levitate: Grants Immunity to Ground type attacks
Dragonbreath (15): 39 Dragon type damage, 30% chance of adding paralysis, 41
average damage
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
Hyper Beam (5): 75 Normal type damage, user skips next turn if move hits, 90%
accuracy, 35 average damage
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
-----
Dig (10): 45 Ground type damage, user is forced to skip turn, at which point they cannot be hit, ala Final Fantasy Jump, 85% accuracy, 28 average damage
Sandstorm (5): Causes a Weather effect where at the end of every turn, both Pokemon lose 1/16th of their MHP, unless they are Ground, Rock or Steel type, lasts 5 turns
Bite (25): 26 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 27 average damage
Faint Attack (20): 26 Dark Type damage, cannot miss, 27 average damage
Sand Tomb (15): 12 Ground type damage, opponent takes 1/16th of their MHP in damage for 2 to 5 turns after this is used, 8 average damage
Crunch (15): 34 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 36 average damage
Comments: Good speed, but not much else, albeit, doesn't have many flaws besides 4x damage from Ice, Middle
Cacturn (Grass/Dark)
145 HP, 135 Atk, 80 Def, 135 SpA, 80 SpD, 75 Spe
Durability: 0.75 physical, 0.75 magical
Special Ability - Sand Veil: Raises evasion when Sand Storm weather effect is activated. Also, grants immunity to damage done by the Sand Storm Weather effect.
Faint Attack (20): 51 Dark type damage, cannot miss, 54 average damage
Sand Storm (10): Causes a weather effect where every turn, for the next 5 turns,
the opponent takes 1/16th MHP damage, unless they are Rock, Ground or Steel
Type.
Sand Attack (15): Lowers target's accuracy by 33%, stackable up to 6 times
Cottom Spore (40): Lowers target's speed by 50%, stackable up to 3 times, 85% accuracy
-----
Needle Arm (15): 51 Grass type damage, 30% chance of causing opponent to flinch if they are slower, 54 average damage
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
Leech Seed (10): Inflicts a status where enemy takes damage equal to 1/8th of
their MHP, and heals user for that amount, does NOT count as a status in the
traditional sense (ala confusion), 90% accuracy
Ingrain (20): User recovers 1/16th of their MHP each turn, ala Regen status,
user cannot be swapped out
Absorb (20): 18 Grass type damage, heals user for 50% damage done, 19 average
damage
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Poison Sting (35): 9 Poison type damage, 30% chance to add poison status, 9
average damage
Revenge (10): 34 Fighting type damage, does double damage if user takes damage the turn this was used, always goes last, 36 average damage
Destiny Bond (5): If user is defeated by opponent's next attack, then the opponent is defeated as well
Pin Missile (20): 9 Bug type damage, hits 2 to 5 times, 85% accuracy, 28 average damage
Comments: Slow and lacking in durability, as well as low damage, and no real stellar tricks. Textbook Light
Altaria (Flying/Dragon)
150 HP, 90 Atk, 110 Def, 90 SpA, 125 SpD, 100 Spe
Durability: 1.06 physical, 1.21 magical
Special Ability - Natural Cure: Recovers from status upon swapping
Sky Attack (5): 79 Flying type damage, requires one turn to charge, 90% accuracy, 37 average damage
Dragon Dance (20): Increases Speed and Attack by 50%, stackable up to 6 times
Sing (15): Adds sleep status, 55% accuracy
Safeguard (5): Grants immunity to all status besides Instant Death for 5 turns
-----
Dragonbreath (20): 34 Dragon type damage, 30% chance of inflicting paralysis, 36 average damage
Take Down (20): 34 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 23 net average damage
Astonish (15): 12 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 12 average damage
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
Mist (30): Makes user immune to all stat modifiers used by the opponent
Refresh (20): Heals user from all status effects
Peck (35): 20 Flying type damage, 21 average damage
Perish Song (5): 3 turns after this move is used, if the user and the opponent are still active, both will automatically faint
Fury Attack (20): 6 Normal type damage, hits 2 to 5 times, 85% accuracy, 18 average damage
Comments: Strategy is probably best to put enemy to sleep (or Safeguard first), Dragon Dance a bunch, then Sky Attack and hope that OHKOs. Unfortunatly, Sing isn't reliable enough for this to really go far. Light
Zangoose (Normal)
148 HP, 135 Atk, 80 Def, 80 SpA, 80 SpD, 110 Spe
Durability: 0.76 physical, 0.76 magical
Special Ability - Immunity: Grants immunity to the Poison (and Toxic) status.
Slash (20): 59 Normal type damage, 25% Critical hit rate, 73 average damage
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Detect (5): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
-----
Crush Claw (10): 64 Normal type damage, 50% chance of lowering target's defense by 33%, stackable up to 6 times, 90% accuracy, 61 average damage
Fury Cutter (20): 6 Bug type damage, damage doubles each consecutive successful hit up to the 5th use, 95% accuracy, 6 average damage
Scratch (35): 34 Normal type damage, 36 average damage
Taunt (20): Forces opponent to use only moves that only do damage next turn
Quick Attack (30): 34 Normal type damage, always goes first, 36 average damage
False Swipe (40): 34 Normal type NON LETHAL damage, 36 average damage
Pursuit (20): 15 Dark type damage, deals double damage if opponent was swapped in this turn, 15 average damage
Comments: Good speed, and somewhat anti healer with Sword Dance and defense lowers. Granted, the defenses are a bit suspect, so he likely won't get more than one turn to really use Sword Dance and such. Good are murdering Healers, and otherwise is forced into a straight slugfest. Light/Middle
Seviper (Poison)
148 HP, 120 Atk, 80 Def, 120 SpA, 80 SpD, 85 Spe
Durability: 0.76 physical, 0.76 magical
Special Ability - Shed Skin: 30% chance of removing any status effect at the end of each turn
Poison Tail (25): 39 Poison type damage, 25% Critical Hit rate, 10% chance of inflicting poison status, 48 average damage
Glare (30): Adds paralysis, 75% accuracy
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Swagger (15): Confuses opponent, and doubles opponents attack, counts as +2 to
their Attack Modifier, 90% accuracy
-----
Poison Fang (40): 39 Poison type damage, 30% chance of inflicting "Toxic" status, 41 average damage
Haze (30): Dispels all stat modifiers on both the user and the opponent
Lick (30): 11 Ghost type damage, 30% chance of inflicting paralysis, 11 average damage
Wrap (20): 8 Normal type damage, opponent receives 1/16th of their MHP in damage for the next 2 to 5 turns, 85% accuracy, 7 average damage
Bite (25): 31 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 32 average damage
Crunch (15): 41 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 43 average damage
Comments: A bit of a status whore, but nothing more. Light
Lunatone (Rock/Psychic)
145 HP, 75 Atk, 85 Def, 115 SpA, 105 SpD, 90 Spe
Durability: 0.79 (1.58) physical, 0.98 magical
Special Ability - Levitate: Grants immunity to Ground type attacks
Psychic (10): 65 Psychic type damage, 10% chance of lowering targets special
defense, 69 average damage
Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Hypnosis (20): Inflicts Sleep status, 60% accuracy
Future Sight (15): 39 Non typed special damage, move is used 3 turns after it is
set, NOT a charge time, more like a time bomb, as user can still act during the
3 turns after it, 90% accuracy, 37 average damage
-----
Confusion (25): 37 Psychic type damage, 10% chance of adding confusion status,
39 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Tackle (35): 12 Normal type damage, 95% accuracy, 13 average damage
Psywave (15): Does random damage between 25 to 75, 80% accuracy, 40 average
Damage
Rock Throw (15): 25 Rock type damage, 90% accuracy, 23 average damage
Explosion (5): 78 Normal type damage, user faints as a result of the attack, 83
average damage
Comments: Decent physical durability, passable damage, and an excellent defensive buffer. A bit slow, though, Hypnosis helps compensate for that. High Middle
Solrock (Rock/Psychic)
145 HP, 115 Atk, 105 Def, 75 SpA, 85 SpD, 90 Spe
Durability: 0.98 (1.96) physical, 0.79 magical
Special Ability - Levitate: Grants Immunity to Ground type attacks
Rock Slide (10): 54 Rock type damage, 30% chance of causing opponent to
flinch if they are slower, 90% accuracy, 51 average damage
Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Confusion (25): 25 Psychic type damage, 10% chance of adding confusion status,
26 average damage
Fire Spin (15): 6 Fire type damage, does damage equal to 1/16th of opponents
Max HP for 2-5 turns, 70% accuracy, 4 average damage
-----
Rock Throw (15): 40 Rock type damage, 90% accuracy, 38 average damage
Psywave (15): Does random damage between 25 to 75, 80% accuracy, 40 average
Damage
Solarbeam (10): 38 Grass type damage, requires one turn to charge, 20 average damage
Explosion (5): 118 Normal type damage, user faints as a result of the attack, 125 average damage
Tackle (35): 18 Normal type damage, 95% accuracy, 18 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Comments: Fighter version of Lunatone. Better physical durability, but suspect Magic durability (instead of average) in return. Lacks Hypnosis too, and its damage is worse. Clearly the inferior of the two. Middle
Whiscash (Water/Ground)
185 HP, 98 Atk, 93 Def, 96 SpA, 91 SpD, 80 Spe
Durability: 1.11 physical, 1.09 magical
Special Ability - Oblivious: Grants immunity to Attract status
Earthquake (10): 62 Ground type damage, 65 average damage
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Fissure (5): Instant Death, 30% accuracy
Rest (10): Fully heals HP and Status, user gets sleep status for 2 turns
-----
Mud Sport (15): LOWERS DAMAGE DONE BY ELECTRICAL ATTACKS! ON A GROUND TYPE!!!
Water Sport (15): Lowers damage done by Fire type attacks by 50%
Tickle (20): Lowers targets Attack and Defense by 33%, stackable up to 6 times
Mud-Slap (10): 14 Ground type damage, lowers targets accuracy by 33%, stackable up to 6 times, 14 average damage
Future Sight (15): 32 Non typed special damage, move is used 3 turns after it is
set, NOT a charge time, more like a time bomb, as user can still act during the
3 turns after it, 90% accuracy, 30 average damage
Water Gun (25): 37 Water type damage, 39 average damage
Snore (15): 15 Normal type damage, can only be used if user is asleep, otherwise, automatically fails, 16 average damage
Magnitude (30): Does random ground damage. 5% chance of 8 damage, 10% chance of 19 damage, 20% chance of 31 damage, 30% chance of 44 damage, 20% chance of 56 damage, 10% chance of 68 damage, 5% chance of 92 damage, 46 average damage.
Comments: Gen 3's answer to Quagsire, basically. Solid skillset, but nerfed by being slow. Good typage albeit. Middle
Crawdaunt (Water/Dark)
138 HP, 140 Atk, 105 Def, 110 SpA, 75 SpD, 75 Spe
Durability: 0.93 physical, 0.67 magical
Special Ability 1 - Hyper Cutter: Grants immunity to modifiers that Lower Attack
Special Ability 2 - Shell Armor: Grants immunity to critical hits
Crabhammer (10): 62 Water type damage, 25% critical hit rate, 85% accuracy, 65 average damage
Crunch (15): 56 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 59 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Guillotine (5): Instant Death, 30% accuracy
-----
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Taunt (20): Forces opponent to use only moves that only do damage next turn
Knock Off (20): 15 Dark type damage, opponent drops their equipped item (make of
that as you will), 15 average damage
Vicegrip (30): 32 Normal type damage, 34 average damage
Bubblebeam (20): 45 Water type damage, 10% chance of lowering speed by 33%,
stackable up to 6 times, 47 average damage
Bubble (30): 15 Water type damage, 10% chance of lowering speed by 33%,
stackable up to 6 times, 15 average damage
Comments: Averagish damage, bad speed, and bad overall durability make a pretty badly thought out Pokemon. Massive Attack…on a Water/Dark Type? With no decent physical moves to work from? And they give him Sword Dance too. High Light
Claydol (Ground/Psychic)
135 HP, 90 Atk, 125 Def, 90 SpA, 140 SpD, 95 Spe
Durability: 1.09 physical, 1.22 magical
Special Ability - Levitate: Grants immunity to Ground type attacks
Psybeam (20): 37 Psychic type damage, 10% chance of adding confusion status, 39 average damage
Cosmic Power (20): Raises Defense and Special Defense by 50%, stackable up to 6 times
Mud Slap (10): 12 Ground type damage, lowers accuracy by 33%, stackable up to 6
times, 12 average damage
Hyper Beam (5): 56 Normal type damage, user skips next turn if move hits, 90%
accuracy, 26 average damage
-----
Confusion (25): 29 Psychic type damage, 10% chance of adding confusion status,
30 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Ancient Power (5): 23 Rock type damage, 10% chance to raise all stats besides
HP, 24 average damage
Rock Tomb (10): 19 Rock type damage, lowers targets speed by 33%, stackable up to 6 times, 80% accuracy, 16 average damage
Sand Storm (10): Causes a weather effect where every turn, for the next 5 turns,
the opponent takes 1/16th MHP damage, unless they are Rock, Ground or Steel
Type.
Teleport (20): Allows user to escape battle 100% of the time!!!
Rapid Spin (40): 9 Normal type damage, breaks out of trap affects (like Wrap) and Leech Seed status, 9 average damage
Explosion (5): 93 Normal type damage, user faints as a result of the attack,
98 average damage
Self Destruct (5): 75 Normal type damage, user faints as a result of the attack, 79 average damage
Comments: Claydol has a nifty tanking game, with good durability and Cosmic Power to back it up, as well as Mud Slap thrown in the mix. What does he lack? Damage. It'll take a while for him to kill stuff, even with Hyper Beam as a finisher. Doesn't help he's below average speed either. Middle
Cradily (Rock/Grass)
161 HP, 101 Atk, 117 Def, 101 SpA, 127 SpD, 63 Spe
Durability: 1.21 (2.42) physical, 1.32 magical
Special Ability - Suction Cups: Grants immunity to Roar and Whirlwind
Ancient Power (5): 39 Rock type damage, 10% chance to raise all stats besides
HP, 41 average damage
Amnesia (20): Raises Special defense by 100%, stackable up to 3 times
Confuse Ray (15): Adds Confusion status
Ingrain (20): User recovers 1/16th of their MHP each turn, ala Regen status,
user cannot be swapped out
-----
Astonish (15): 14 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 14 average
damage
Constrict (35): 6 Normal type damage, 10% chance of lowering target's speed by 33%, stackable up to 6 times, 6 average damage
Acid (30): 18 Poison type damage, 10% chance of lowering target's defense by 33%, stackable up to 6 times, 19 average damage
Stockpile (10): Adds 1 to "Stock", stackable up to 3 times
Spit Up (10): Does damage based on how much "Stock" it has, does 43 damage per
each stock, 44 on average (meaning it does 0 with no Stock, and 129 w/ 3 Stock),
stock returns to 0 at the end of this attack
Swallow (10): Heals HP based on current stock, at the end of the move, Stock
returns to 0. If Stock is 0, then attack fails, if Stock is 1, 25% Healing, if
Stock is 2, 50% healing, if Stock is 3, 100% healing.
Comments: Another Tank dueller, only this one is somewhat more durable, especially baring the Rock type, and even slower. Amnesia makes him a pain to kill, combined with his already high physical resistance, and Confuse Ray can be used to be annoying. Granted, his damage is a bit lacking. Middle
Armaldo (Rock/Bug)
150 HP, 145 Atk, 120 Def, 90 SpA, 100 SpD, 65 Spe
Physical: 1.16 (2.32) physical, 0.97 magical
Special Ability - Battle Armor: Grants immunity to critical hits
Rock Blast (10): 23 Rock type damage, hits 2 to 5 times, 80% accuracy, 68 average damage
Slash (20): 43 Normal type damage, 25% critical hit rate, 53 average damage
Harden (30): Raises defense by 50%, stackable up to 6 times
Mud Sport (15): Halves damage done by electrical attacks
-----
Metal Claw (35): 31 Steel type damage, 10% chance of raising attack by 50%, stackable up to 6 times, 95% accuracy, 31 average damage
Scratch (35): 25 Normal type damage, 26 average damage
Water Gun (25): 16 Water type damage, 17 average damage
Fury Cutter (20): 11 Bug type damage, doubles damage on each consecutive hit, up to the 5th hit, 95% accuracy, 11 average damage
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Ancient Power (5): 56 Rock type damage, 10% chance to raise all stats besides
HP, 59 average damage
Comments: Since he's a rock type, he can tank…and that's really all he can do. Totally lacking on variety in the skillset, damage isn't that special, and he's slow. Middle only due to the physical durability.
Milotic (Water)
170 HP, 80 Atk, 99 Def, 120 SpA, 145 SpD, 101 Spe
Durability: 1.08 physical, 1.59 magical
Special Ability - Magical Scale: Defense raises by 50% if Milotic is inflicted with a status, counts as +1 to defense modifiers
Hydropump (5): 90 Water type damage, 80% accuracy, 76 average damage
Recover (20): 50% healing
Safeguard (5): Grants immunity to status for 5 turns
Rain Dance (5): Creates a Weather Effect where water damage is increased by 50%, Fire damage is halved, and Thunder hits 100% of the time and ignore evasion/accuracy modifiers, lasts 5 turns
-----
Water Sport (15): Halves damage done by Fire attacks
Water Pulse (20): 45 Water type damage, 20% chance to inflict confusion, 47 average damage
Refresh (20): Heals user from all status effects
Water Gun (25): 31 Water type damage, 32 average damage
Twister (20): 21 Dragon type damage, does double damage if target is using Fly or Bounce, 20% chance of causing Flinch if target is slower, 22 average damage
Wrap (20): 6 Normal type damage, does damage equal to 1/16th of their MHP each turn for the next 2 to 5 turns, 85% accuracy, 5 average damage
Attract (10): If opponent is opposite Gender, there will by a 50% chance of them
not attacking after this move is applied
Tackle (35): 13 Normal type damage, 95% accuracy, 13 average damage
Splash (40): …I am not hyping this move again…
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 9, 68.75% HP does 16, 35.42% does 30, 20.83% does
37, 10.42% does 54, 4.17% does 67
Comments: Good damage, Rain Dance to boost it, excellent at tanking magic, Recover and Safeguard…only real flaw is its damage is all water reliant, and it only has 5 shots of its big damage. Heavy
Milotic's got an unevolved form that people demanded be brought up, so…
Feebas (Water)
95 HP, 35 Atk, 40 Def, 30 SpA, 75 SpD, 100 Spe
Durability: 0.25 physical, 0.46 magical
Special Ability - Swift Swim: Doubles speed in Rain Dance weather effect, this counts as +2 to Speed modifier
Tackle (35): 6 Normal type damage, 95% hit rate, 6 average damage
Splash (40): You should now what this does by now >_>
Flail (15): Does Normal type damage based on HP loss, increases happen only at
intervals given. 100% HP does 5, 68.75% HP does 8, 35.42% does 14, 20.83% does
17, 10.42% does 25, 4.17% does 32
Comments: Well, he's got AVERAGE SPEED, as well as the SAME TYPAGE AS THE FAMOUS KYOGRE! Winning Godlike! …ok, seriously, this guy is just Magikarp who takes physicals worse but magic better. Puny
Castform (Normal)
145 HP, 90 Atk, 90 Def, 90 SpA, 90 SpD, 90 Spe
Durability: 0.84 physical, 0.84 magical
Special Ability - Forecast: Typage changes based on current weather condition. Sunnyday yields Fire type, Rain Dance yields Water Type, and Hail yields Ice type. If no Weather effect is in place, then he retains his Normal type.
Weatherball (10): 29 Normal type damage, type of damage changes during weather effects. Under Rain Dance, its Water type damage, under Sunnyday, its Fire type damage, under Hail, its Ice type damage. Given Castform's special ability Forecast, damage will never change (type resistances aside), as his type changes to the same as Weatherball's. 31 average damage (47 damage if under Sunnyday or Rain Dance)
Sunnyday (5): Adds a weather effect that halves all Water damage, adds 50% to
Fire damage, and makes Solar Beam be able to be used instantly, lasts for 5
turns.
Hail (5): Adds a weather effect that does 1/16th MHP to all targets each turn, unless they are an Ice type
Rain Dance (5): Adds a weather effect that halves all Fire damage, adds 50% to
Water damage, and makes Thunder have perfect accuracy and ignore evade, lasts
for 5 turns.
-----
Tackle (35): 20 Normal type damage (14 after a Weather Effect), 95% accuracy, 20 average damage (14 after a Weather Effect)
Ember (30): 16 Fire type damage (36 under Sunnyday, 8 under Rain Dance), 10% chance of inflicting Burn status, 17 average damage (38 under Sunnyday, 8 under Rain Dance)
Water Gun (25): 16 Water type damage (36 under Rain Dance, 8 under Sunnyday), 17 average damage (38 under Rain Dance, 8 under Sunnyday)
Power Snow (25): 16 Ice type damage (24 under Hail), 17 average damage (25 under Hail)
Comments: Interesting Pokemon. He has the ability to change his type on a whim, and even increase his damage if its Fire or Water he prefers. His problem? His stats are trashy; every one of them is 10 below average. Can't really see him getting out of Light, what wasted potential for such a neat concept.
Kecleon (Normal)
135 HP, 110 Atk, 90 Def, 80 SpA, 140 SpD, 60 Spe
Durability: 0.78 physical, 1.22 magical
Special Ability - Color Change: Type changes depending on what kind of attack Kecleon is hit with. For example, if Kecleon is hit with Ember, then his type changes to Fire type.
(For my own sanity, I'm assuming he's his default type, Normal, for all damages. Obviously, alter damage's accordingly after he's been attacked)
Slash (20): 48 Normal type damage, 25% critical hit rate, 60 average damage
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Lick (30): 10 Ghost type damage, 30% chance of inflicting paralysis, 10 average damage
Ancient Power (5): 29 Rock type damage, 10% chance to raise all stats besides
HP, 30 average damage
-----
Scratch (35): 29 Normal type damage, 30 average damage
Astonish (15): 15 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 15 average
damage
Tail Whip (30): Lowers Defense by 33%, stackable up to 6 times
Bind (10): 12 Normal type damage, target takes 1/16th of their MHP each turn for the next 2 to 5 turns, 75% accuracy, 9 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)
Fury Swipes (15): 14 Normal type damage, hits 2 to 5 times, 80% accuracy, 41 average damage
Thief (10): 11 Dark type damage, user steals targets item if he has none equipped, take this as you will, 11 average damage
Faint Attack (20): 16 Dark Type damage, cannot miss, 17 average damage
Psybeam (20): 18 Psychic type damage, 10% chance of adding confusion status, 19 average damage
Comments: Kecleon's are one of the more annoying enemies in game, only cause of Color Change; the move that means you can't spam your stronger special attacks at them since they'll just resist it next turn. This is a nifty trait in the DL…or would be if it didn't hurt their average damage, which is backed up by very restricted skills. High Light, I guess.
Banette (Ghost)
139 HP, 135 Atk, 85 Def, 103 SpA, 83 SpD, 85 Spe
Durability: 0.76 (Immune) physical, 0.74 magical
Special Ability - Insomnia: Grants immunity to Sleep status.
Shadowball (15): 68 Ghost type damage, 20% chance of lowering target's SpD by 33%, stackable up to 6 times, 72 average damage
Will-o-Wisp (5): Adds Burn status, 75% hit rate
Screech (40): Lowers defense by 50%, 85% hit rate, stackable up to 3 times
Night Shade (15): 50 Ghost type damage, Ignores Defense and all other damage modifiers, 50 average damage.
-----
Spite (10): Target's PP is lowered by 2-5 of the last move they used.
Grudge (5): If user faints the same turn this is used by a direct attack from the opponent, then the PP of the opponent's move reduces to 0. WORTHLESS, in a duel.
Curse (10): Halves users HP to add a status that does 1/4th MHP in damage each turn ala poison. This does not count as a status in the traditional sense, like Confusion.
Snatch (10): 6 Dark type damage, if opponent uses a move that boosts itself, then the user of Snatch goes first that turn, and cancels opponents turn, and uses the move instead of Snatch, 6 average damage.
Knock Off (20): 10 Dark type damage, opponent drops their equipped item (make of
that as you will), 10 average damage
Faint Attack (20): 27 Dark Type damage, cannot miss, 28 average damage
Comments: Being a Ghost type, its immune to physicals, which is always nifty. Decent damage, Will-o-wisp can be annoying as a status, and Snatch can be a neat trick depending on opponent. Pity its not good against Mages, and its slow. Middle
Dusclops (Ghost)
115 HP, 90 Atk, 150 Def, 80 SpA, 150 SpD, 45 Spe
Durability: 1.11 (immune) physical, 1.11 magical
Special Ability - Pressure: All attacks use 2 PP a turn instead of 1.
Night Shade (15): 50 Ghost type damage, Ignores Defense and all other damage modifiers, 50 average damage.
Confuse Ray (15): Adds confusion
Will-o-Wisp (5): Adds Burn status, 75% hit rate
Disable (20): Opponent can't use the last move they used for 2 to 5 turns, 55% accuracy
-----
Shadowpunch (20): 34 Ghost type damage, cannot miss, 36 average damage
Bind (10): 12 Normal type damage, target takes 1/16th of their MHP each turn for the next 2 to 5 turns, 75% accuracy, 9 average damage
Curse (10): Halves users HP to add a status that does 1/4th MHP in damage each turn ala poison. This does not count as a status in the traditional sense, like Confusion.
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Future Sight (15): 28 Non typed special damage, move is used 3 turns after it is
set, NOT a charge time, more like a time bomb, as user can still act during the
3 turns after it, 90% accuracy, 26 average damage
Mean Look (5): Target is unable to swap out. IN A DUEL.
Pursuit (20): 15 Dark type damage, does doubles damage if opponent swaps, 15
average damage
Astonish (15): 12 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 12 average
damage
Comments: Being a Ghost type, he's immune to physicals. Confuse Ray and Will-o-wisp are decent status options, and Disable can be used to screw up one trick ponies. Damage is a bit lacking, as is the speed. Middle
Tropius (Grass/Flying)
174 HP, 88 Atk, 103 Def, 92 SpA, 107 SpD, 71 Spe
Durability: 1.16 physical, 1.20 magical
Special Ability - Chlorophyll: Raises speed by 100% during Sunnyday Weather effect, this is considered +2 to Speed Modifier
Razor Leaf (25): 33 Grass type damage, 25% Critical hit rate, 95% accuracy, 39 average damage
Synthesis (5): 50% Healing, 25% under any weather effect besides Sunnyday, in which case, its 100%
Body Slam (15): 31 Normal type damage, 30% chance of adding paralysis, 32 average damage
Growth (40): Raises Special Attack by 50%, stackable up to 6 times
-----
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Gust (35): 23 Flying type damage, 24 average damage
Whirlwind (20): Switches opponent to a random one Pokemon on their team...IN A
DUEL! Always goes last.
Sweet Scent (30): Lowers opponents evade by 33%, stackable up to 6 times
Stomp (20): 24 Normal type damage, 30% chance of causing opponent to flinch if they are slower, 25 average damage
Magical Leaf (20): 36 Grass type damage, cannot miss, 38 average damage
Solar Beam (10): 69 Grass type damage, one turn charge time, 36 average damage
Comments: You know it's sad when you require 3 Growths to make your Solar Beam OHKO something. Anyway, a bit sluggish, decent durability, some healing, and unimpressive damage. Oh, and takes 4x damage from Ice, and has a blatant Fire weakness too, winning combo there for these purposes. Light/Middle
Chimecho (Psychic)
140 HP, 70 Atk, 90 Def, 115 SpA, 100 SpD, 85 Spe
Durability: 0.81 physical, 0.90 magical
Special Ability - Levitate: Grants immunity to Ground type attacks
Psychic (10): 65 Psychic type damage, 10% chance of lowering SpD by 33%, stackable up to 6 times, 69 average damage
Safeguard (5): Grants immunity to all status besides Instant Death for 5 turns
Yawn (10): Once opponent is hit with this move, they will be inflicted with
Sleep status the following turn, similar to an Air Anchor effect. Note that the
way this works in game is its always at the END of the turn after this is used
(meaning if the opponent is slower, they get 2 turns after this move is used, in
game), take this as you will.
Growl (40): Lowers target's attack by 33%, stackable up to 6 times
-----
Heal Bell (5): Full status healing
Wrap (20): 6 Normal type damage, opponent receives 1/16th of their MHP in damage for the next 2 to 5 turns, 85% accuracy, 5 average damage
Astonish (15): 10 Ghost type damage, 30% chance of causing opponent to flinch if
they are slower, doubles damage if opponent has used "Minimize," 10 average
damage
Take Down (20): 27 Normal type damage, 85% accuracy, does damage to user equal
to 25% damage done, 18 net average damage
Double-Edge (15): 35 Normal type damage, does damage to user equal to 25% damage
done, 27 net average damage
Uproar (10): 16 Normal type damage, user is forced to use this move for 2-5
turns, during which time, he is immune to sleep, 17 average damage
Confusion (25): 37 Psychic type damage, 10% chance of inflicting confusion, 39 average damage
Psywave (15): Does random damage between 25 to 75, 80% accuracy, 40 average
damage
Comments: Passable damage, some tricks in Safeguard and Yawn, but otherwise unimpressive overall. Yet another Middle
Absol (Dark)
140 HP, 150 Atk, 80 Def, 95 SpA, 80 SpD, 95 Spe
Durability: 0.72 physical, 0.72 magical
Special Ability - Pressure: Doubles the amount of PP used
Slash (20): 44 Normal type damage, 25% Critical hit rate, 55 average damage
Double Team (15): Raises Evade by 33%, stackable up to 6 times
Sword Dance (30): Raises Attack by 100%, stackable up to 3 times
Bite (25): 37 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 39 average damage
-----
Future Sight (15): 32 Non typed special damage, move is used 3 turns after it is
set, NOT a charge time, more like a time bomb, as user can still act during the
3 turns after it, 90% accuracy, 30 average damage
Scratch (35): 26 Normal type damage, 27 average damage
Quick Attack (30): 26 Normal type damage, goes first, 27 average damage
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Razor Wind (10): 50 Normal type damage, one turn charge time, 26 average damage
Taunt (20): Forces opponent to use only moves that only do damage next turn
Perish Song (5): 3 turns after this move is used, if the user and the opponent are still active, both will automatically faint
Comments: Frail, nonstellar damage, and slow, winning combo right there. Double Team and Sword Dance are meant to save it…but they kind of don't when the thing in question lacks speed or durability to use it. Light
Glalie (Ice)
155 HP, 100 Atk, 100 Def, 100 SpA, 100 SpD, 100 Spe
Durability: 1.00 physical, 1.00 magical
Special Ability - Inner Focus: Grants immunity to flinching
Ice Beam (10): 59 Ice type damage, 10% chance of inflicting freeze, 62 average damage
Double Team (15): Raises Evade by 33%, stackable up to 6 times
Icy Wind (15): 36 Ice type damage, lowers opponents speed by 33%, stackable up to 6 times, 36 average damage
Sheer Cold (5): Instant Death, 30% accuracy, fails on those immune to Ice
-----
Blizzard (5): 75 Ice type damage, 10% chance of inflicting freeze, 70% accuracy, 55 average damage
Powder Snow (25): 26 Ice type damage, 10% chance of inflicting freeze, 27 average damage
Protect (10): Makes user invincible for 1 turn, always goes first, each
consecutive attempt has 50% chance of success the previous one did
Leer (30): Lowers Defense by 33%, stackable up to 6 times
Hail (5): Adds a weather effect that does 1/16th MHP to all targets each turn, unless they are an Ice type
Bite (25): 26 Dark type damage, 30% chance of causing opponent to flinch if they
are slower, 27 average damage
Crunch (15): 43 Dark type damage, 20% chance of lowering target's Special
Defense by 33%, stackable up to 6 times, 45 average damage
Headbutt (15): 34 Normal type damage, 30% chance of causing opponent to flinch if they are slower, 36 average damage
Comments: It's literally impossible to get more average than this guy when it comes to stats. Only Pokemon who is dead average in every single stat. Anyway, being average in every stat, he's pretty average as a dueller too. ID, Powder Snow to mess with speed, Double Team for a defensive options and, of course, averagish damage. Textbook Middle