403 - Shinx
Type | Ability | |
---|---|---|
(1) Rivalry (2) Intimidate (HA) Guts | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Shinx | Level 15 | Luxio | Level 30 | Luxray |
Stats
HP 45 | ATK 65 | DEF 34 | SPA 40 | SPD 34 | SPE 45 | BST 263 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Leer | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
1 | Tackle | 50 | 100 | 30 | Priority: 0. Inflicts regular damage. | ||
1 | Thunder Shock | 40 | 100 | 25 | Priority: 0. Has a 10% chance to paralyze the target. | ||
4 | Charge | None | None | 20 | Priority: 0. Raises the user's Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled. | ||
7 | Howl | None | None | 40 | Priority: 0. Raises the user's Attack by one stage. | ||
9 | Helping Hand | None | None | 20 | Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome. | ||
11 | Spark | 65 | 100 | 20 | Priority: 0. Has a 30% chance to paralyze the target. | ||
14 | Bite | 60 | 100 | 20 | Priority: 0. Has a 30% chance to make the target flinch. | ||
16 | Double Kick | 30 | 100 | 30 | Priority: 0. Hits twice in one turn. | ||
18 | Nuzzle | 20 | 100 | 20 | Priority: 0. Has a 100% chance to paralyze the target. | ||
20 | Fire Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch. | ||
20 | Ice Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch. | ||
20 | Thunder Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch. | ||
22 | Quick Attack | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
25 | Fake Tears | None | 100 | 20 | Priority: 0. Lowers the target's Special Defense by two stages. | ||
28 | Revenge | 60 | 100 | 10 | Priority: -4. If the target damaged the user this turn and was the last to do so, this move has double power. pain split does not count as damaging the user. | ||
31 | Take Down | 90 | 85 | 20 | Priority: 0. User takes 1/4 the damage it inflicts in recoil. | ||
34 | Scary Face | None | 100 | 10 | Priority: 0. Lowers the target's Speed by two stages. | ||
37 | Discharge | 80 | 100 | 15 | Priority: 0. Has a 30% chance to paralyze the target. | ||
40 | Play Rough | 90 | 90 | 10 | Priority: 0. Has a 10% chance to lower the target's Attack by one stage. | ||
44 | Wild Charge | 90 | 100 | 10 | Priority: 0. Inflicts regular damage without recoil. | ||
48 | Crunch | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Defense by one stage. | ||
52 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
56 | Volt Tackle | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. Has a 10% chance to paralyze the target. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM5 | Roar | None | None | 20 | Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM16 | Light Screen | None | None | 30 | Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. | ||
TM17 | Protect | None | None | 10 | Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM24 | Thunderbolt | 90 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
TM25 | Thunder | 110 | 70 | 5 | Priority: 0. Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy. | ||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM57 | Charge Beam | 50 | 90 | 15 | Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage. | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM72 | Volt Switch | 70 | 100 | 20 | Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out. The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used. This move may be used even if the user is under the effect of ingrain. ingrain's effect will end. | ||
TM73 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
TM85 | Play Rough | 90 | 90 | 10 | Priority: 0. Has a 10% chance to lower the target's Attack by one stage. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
TM93 | Wild Charge | 90 | 100 | 10 | Priority: 0. Inflicts regular damage without recoil. | ||
TM95 | Snarl | 55 | 100 | 15 | Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage. | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Iron Tail | 100 | 75 | 15 | Priority: 0. Has a 30% chance to lower the target's Defense by one stage. | ||
Magnet Rise | None | None | 10 | Priority: 0. For five turns, the user is immune to ground moves. If the user is under the effect of ingrain or has levitate, this move will fail. This effect is temporarily disabled by and cannot be used during gravity. This effect is passed on by baton pass. | ||
Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
Sleep Talk | None | None | 10 | Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Virbank Complex - Inside | Dark Grass (Doubles) | 15-16 | 5.0 |
Virbank Complex - Inside | Grass | 14-15 | 5.0 |