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Komala

Types :

Normal

Egg Groups :

Field

Abilities :

Comatose:

The Pokémon is always drowsing and will never wake up. It can attack while in its sleeping state.

Base :

#MovesTypeCategoryPowerAccuracyPPTargetPriorityDescription
1NormalSwords DanceNormalStatus020self0Raises the user's Attack by 2.
2NormalSlamNormalPhysical807520normal0No additional effect.
3NormalBody SlamNormalPhysical8510015normal030% chance to paralyze the target.
4NormalTake DownNormalPhysical908520normal0Has 1/4 recoil.
5NormalThrashNormalPhysical12010010randomNormal0Lasts 2-3 turns. Confuses the user afterwards.
6NormalSingNormalStatus05515normal0Causes the target to fall asleep.
7NormalHyper BeamNormalSpecial150905normal0User cannot move next turn.
8FightingLow KickFightingPhysical010020normal0More power the heavier the target.
9GroundEarthquakeGroundPhysical10010010allAdjacent0Hits adjacent Pokemon. Double damage on Dig.
10NormalDefense CurlNormalStatus040self0Raises the user's Defense by 1.
11RockRock SlideRockPhysical759010allAdjacentFoes030% chance to make the foe(s) flinch.
12NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
13DarkThiefDarkPhysical6010025normal0If the user has no item, it steals the target's.
14NormalFlailNormalPhysical010015normal0More power the less HP the user has left.
15FightingReversalFightingPhysical010015normal0More power the less HP the user has left.
16NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
17NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
18FairyCharmFairyStatus010020normal0Lowers the target's Attack by 2.
19RockRolloutRockPhysical309020normal0Power doubles with each hit. Repeats for 5 turns.
20NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
21NormalRapid SpinNormalPhysical5010040normal0Free user from hazards/bind/Leech Seed; +1 Spe.
22SteelMetal ClawSteelPhysical509535normal010% chance to raise the user's Attack by 1.
23WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
24FireSunny DayFireStatus05all0For 5 turns, intense sunlight powers Fire moves.
25NormalPsych UpNormalStatus010normal0Copies the target's current stat stages.
26NormalStockpileNormalStatus020self0Raises user's Defense, Sp. Def by 1. Max 3 uses.
27NormalSpit UpNormalSpecial010010normal0More power with more uses of Stockpile.
28NormalSwallowNormalStatus010self0Heals the user based on uses of Stockpile.
29NormalFacadeNormalPhysical7010020normal0Power doubles if user is burn/poison/paralyzed.
30NormalWishNormalStatus010self0Next turn, 50% of the user's max HP is restored.
31FightingSuperpowerFightingPhysical1201005normal0Lowers the user's Attack and Defense by 1.
32FightingBrick BreakFightingPhysical7510015normal0Destroys screens, unless the target is immune.
33NormalYawnNormalStatus010normal0Puts the target to sleep after 1 turn.
34RockRock TombRockPhysical609515normal0100% chance to lower the target's Speed by 1.
35FightingBulk UpFightingStatus020self0Raises the user's Attack and Defense by 1.
36PsychicCalm MindPsychicStatus020self0Raises the user's Sp. Atk and Sp. Def by 1.
37BugU-turnBugPhysical7010020normal0User switches out after damaging the target.
38DarkFlingDarkPhysical010010normal0Flings the user's item at the target. Power varies.
39DarkSucker PunchDarkPhysical701005normal1Usually goes first. Fails if target is not attacking.
40GrassSeed BombGrassPhysical8010015normal0No additional effect.
41NormalGiga ImpactNormalPhysical150905normal0User cannot move next turn.
42GhostShadow ClawGhostPhysical7010015normal0High critical hit ratio.
43PsychicZen HeadbuttPsychicPhysical809015normal020% chance to make the target flinch.
44PoisonGunk ShotPoisonPhysical120805normal030% chance to poison the target.
45SteelIron HeadSteelPhysical8010015normal030% chance to make the target flinch.
46GrassWood HammerGrassPhysical12010015normal0Has 33% recoil.
47FightingLow SweepFightingPhysical6510020normal0100% chance to lower the target's Speed by 1.
48FlyingAcrobaticsFlyingPhysical5510015any0Power doubles if the user has no held item.
49GroundBulldozeGroundPhysical6010020allAdjacent0100% chance lower adjacent Pkmn Speed by 1.
50FairyPlay RoughFairyPhysical909010normal010% chance to lower the target's Attack by 1.
51GroundStomping TantrumGroundPhysical7510010normal0Power doubles if the user's last move failed.
52NormalTera BlastNormalSpecial8010010normal0If Terastallized: Phys. if Atk > SpA & Type = Tera Type.
53IceIce SpinnerIcePhysical8010015normal0Ends the effects of terrain.
54GrassTrailblazeGrassPhysical5010020normal0100% chance to raise the user's Speed by 1.