484 - Palkia
Type | Ability | |
---|---|---|
(1) Pressure (2) Telepathy (HA) Telepathy | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Stats
HP 90 | ATK 120 | DEF 100 | SPA 150 | SPD 120 | SPE 100 | BST 680 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Breaking Swipe | 60 | 100 | 15 | Priority: 0. Lowers the target's Attack by one stage. | ||
1 | Scary Face | None | 100 | 10 | Priority: 0. Lowers the target's Speed by two stages. | ||
6 | Water Pulse | 60 | 100 | 20 | Priority: 0. Has a 20% chance to confuse the target. | ||
10 | Ancient Power | 60 | 100 | 5 | Priority: 0. Has a 10% chance to raise all of the user's stats one stage. | ||
14 | Slash | 70 | 100 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
18 | Power Gem | 90 | 100 | 10 | Priority: 0. 10% chance to drop opponents Sp. Def by one stage | ||
22 | Aqua Ring | None | None | 20 | Priority: 0. Restores 1/16 of the user's max HP at the end of each turn. If the user leaves the field, this effect ends. This effect is passed on by baton pass. | ||
26 | Dragon Claw | 85 | 100 | 10 | Priority: 0. High Critical Ratio | ||
30 | Dragon Pulse | 90 | None | 10 | Priority: 0. Bypasses accuracy checks | ||
34 | Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
38 | Aura Sphere | 90 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
42 | Earth Power | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
46 | Hydro Pump | 110 | 80 | 5 | Priority: 0. Inflicts regular damage. | ||
50 | Spacial Rend | 100 | 95 | 5 | Priority: 0. User's critical hit rate is one level higher when using this move. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM1 | Hone Claws | None | None | 15 | Priority: 0. Raises the user's Attack and accuracy by one stage. | ||
TM2 | Dragon Claw | 85 | 100 | 10 | Priority: 0. High Critical Ratio | ||
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. | ||
TM7 | Hail | None | None | 10 | Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn. | ||
TM8 | Bulk Up | None | None | 10 | Priority: 0. Raises the user's Attack and Defense by one stage each. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
TM13 | Ice Beam | 90 | 100 | 10 | Priority: 0. Has a 10% chance to freeze the target. | ||
TM14 | Blizzard | 110 | 70 | 5 | Priority: 0. Has a 10% chance to freeze the target. During hail, this move has 100% accuracy. | ||
TM15 | Hyper Beam | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
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. | ||
TM26 | Earthquake | 100 | 100 | 10 | Priority: 0. Inflicts regular damage. If the target is in the first turn of dig, this move will hit with double power. | ||
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. | ||
TM31 | Brick Break | 75 | 100 | 15 | Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage. | ||
TM35 | Flamethrower | 90 | 100 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
TM37 | Sandstorm | None | None | 10 | Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect. | ||
TM38 | Fire Blast | 110 | 85 | 5 | Priority: 0. Has a 10% chance to burn the target. | ||
TM39 | Rock Tomb | 60 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM40 | Aerial Ace | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
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. | ||
TM46 | Aura Sphere | 90 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
TM49 | Echoed Voice | 50 | 100 | 15 | Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200. | ||
TM52 | Focus Blast | 120 | 70 | 5 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM59 | Incinerate | 60 | 100 | 15 | Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move. | ||
TM65 | Shadow Claw | 70 | 100 | 90 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
TM66 | Power Gem | 90 | 100 | 10 | Priority: 0. 10% chance to drop opponents Sp. Def by one stage | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM71 | Stone Edge | 100 | 80 | 5 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
TM73 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
TM77 | Psych Up | None | None | 10 | Priority: 0. Discards the user's stat changes and copies the target's. This move cannot be copied by mirror move. | ||
TM78 | Bulldoze | 60 | 100 | 20 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM80 | Rock Slide | 75 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
TM82 | Dragon Tail | 60 | 95 | 10 | Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random. If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead. | ||
TM83 | Work Up | None | None | 30 | Priority: 0. Raises the user's Attack and Special Attack by one stage each. | ||
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. | ||
TM92 | Trick Room | None | None | 5 | Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect. | ||
TM94 | Rock Smash | 55 | 100 | 15 | Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist | ||
HM1 | Cut | 50 | 95 | 30 | Priority: 0. High Critical Ratio | ||
HM3 | Surf | 90 | 100 | 15 | Priority: 0. Inflicts regular damage. If the target is in the first turn of dive, this move will hit with double power. | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack | ||
HM6 | Dive | 100 | 100 | 10 | Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be selected by sleep talk. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
Draco Meteor | 130 | 90 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages. | ||
Dragon Pulse | 90 | None | 10 | Priority: 0. Bypasses accuracy checks | ||
Earth Power | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
Gravity | None | None | 5 | Priority: 0. For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop. Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes. bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect. *Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it. | ||
Hyper Voice | 90 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
Outrage | 120 | 100 | 10 | Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. | ||
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. |