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Palafin

Types :

Water

Egg Groups :

Water 2, Field

Abilities :

Zero to Hero:

The Pokémon transforms into its Hero Form when it switches out.

Base :

#MovesTypeCategoryPowerAccuracyPPTargetPriorityDescription
1IceIce PunchIcePhysical7510015normal010% chance to freeze the target.
2NormalBody SlamNormalPhysical8510015normal030% chance to paralyze the target.
3NormalTake DownNormalPhysical908520normal0Has 1/4 recoil.
4NormalSupersonicNormalStatus05520normal0Causes the target to become confused.
5IceMistIceStatus030allySide0For 5 turns, protects user's party from stat drops.
6WaterWater GunWaterSpecial4010025normal0No additional effect.
7WaterHydro PumpWaterSpecial110805normal0No additional effect.
8WaterSurfWaterSpecial9010015allAdjacent0Hits adjacent Pokemon. Double damage on Dive.
9IceIce BeamIceSpecial9010010normal010% chance to freeze the target.
10IceBlizzardIceSpecial110705allAdjacentFoes010% chance to freeze foe(s). Can't miss in hail.
11NormalHyper BeamNormalSpecial150905normal0User cannot move next turn.
12PsychicAgilityPsychicStatus030self0Raises the user's Speed by 2.
13NormalFocus EnergyNormalStatus030self0Raises the user's critical hit ratio by 2.
14WaterWaterfallWaterPhysical8010015normal020% chance to make the target flinch.
15NormalSwiftNormalSpecial6020allAdjacentFoes0This move does not check accuracy. Hits foes.
16PsychicRestPsychicStatus05self0User sleeps 2 turns and restores HP and status.
17NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
18FightingReversalFightingPhysical010015normal0More power the less HP the user has left.
19NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
20IceIcy WindIceSpecial559515allAdjacentFoes0100% chance to lower the foe(s) Speed by 1.
21DragonOutrageDragonPhysical12010010randomNormal0Lasts 2-3 turns. Confuses the user afterwards.
22NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
23FairyCharmFairyStatus010020normal0Lowers the target's Attack by 2.
24NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
25NormalEncoreNormalStatus01005normal0Target repeats its last move for its next 3 turns.
26WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
27NormalFacadeNormalPhysical7010020normal0Power doubles if user is burn/poison/paralyzed.
28FightingFocus PunchFightingPhysical15010020normal-3Fails if the user takes damage before it hits.
29DarkTauntDarkStatus010020normal0Target can't use status moves its next 3 turns.
30NormalHelping HandNormalStatus020adjacentAlly5One adjacent ally's move power is 1.5x this turn.
31WaterDiveWaterPhysical8010010normal0Dives underwater turn 1, strikes turn 2.
32NormalHyper VoiceNormalSpecial9010010allAdjacentFoes0No additional effect. Hits adjacent foes.
33GhostAstonishGhostPhysical3010015normal030% chance to make the target flinch.
34FightingBulk UpFightingStatus020self0Raises the user's Attack and Defense by 1.
35WaterWater PulseWaterSpecial6010020any020% chance to confuse the target.
36FightingClose CombatFightingPhysical1201005normal0Lowers the user's Defense and Sp. Def by 1.
37DarkFlingDarkPhysical010010normal0Flings the user's item at the target. Power varies.
38FightingAura SphereFightingSpecial8020any0This move does not check accuracy.
39WaterAqua TailWaterPhysical909010normal0No additional effect.
40FightingDrain PunchFightingPhysical7510010normal0User recovers 50% of the damage dealt.
41FightingFocus BlastFightingSpecial120705normal010% chance to lower the target's Sp. Def by 1.
42NormalGiga ImpactNormalPhysical150905normal0User cannot move next turn.
43PsychicZen HeadbuttPsychicPhysical809015normal020% chance to make the target flinch.
44SteelIron HeadSteelPhysical8010015normal030% chance to make the target flinch.
45GrassGrass KnotGrassSpecial010020normal0More power the heavier the target.
46WaterAqua JetWaterPhysical4010020normal1Usually goes first.
47NormalDouble HitNormalPhysical359010normal0Hits 2 times in one turn.
48FlyingAcrobaticsFlyingPhysical5510015any0Power doubles if the user has no held item.
49FairyDisarming VoiceFairySpecial4015allAdjacentFoes0This move does not check accuracy. Hits foes.
50FairyDraining KissFairySpecial5010010normal0User recovers 75% of the damage dealt.
51WaterLiquidationWaterPhysical8510010normal020% chance to lower the target's Defense by 1.
52WaterFlip TurnWaterPhysical6010020normal0User switches out after damaging the target.
53WaterWave CrashWaterPhysical12010010normal0Has 33% recoil.
54NormalTera BlastNormalSpecial8010010normal0If Terastallized: Phys. if Atk > SpA & Type = Tera Type.
55WaterJet PunchWaterPhysical6010015normal1Usually goes first.
56WaterChilling WaterWaterSpecial5010020normal0100% chance to lower the target's Attack by 1.