#

#

Type

Pokedex

SR: #

HP: #(D#)    AC: #    Minimum Level Found: #

STR: #(#)|DEX: #(#)|CON: #(#)|INT: #(#)|WIS: #(#)|CHA: #(#)

Saving Throw:#


Abilities

(Hidden)

Weaknesses:#

Resistances:#

Immunities:#

Stage: #

Evolutionary Line

Starting Moves | Level 2 | Level 6 | Level 10 | Level 14

Level 18 | Egg Moves | Learnable Via TMs

Starting Moves

Level 2

Level 6

Level 10

Level 14

Level 18

Egg Moves

Learnable via TMs

Hatenna

Hatenna

It senses the feelings of other living creatures. Be careful not to expose it to strong emotions for too long, or it will end up exhausted. Because the emotions of others constantly flow into its head, this Pokémon prefers environments where no other creatures live.

SR: 8

HP: 17(d6)    AC: 12    Minimum Level Found: 1

STR: 12(+1)|DEX: 11(+0)|CON: 12(+1)|INT: 8(-1)|WIS: 12(+1)|CHA: 11(+0)

Saving Throw: WIS


Healer: As an action, this Pokémon may touch a creature to heal poison, burn, or paralysis. When it uses this ability, roll a d4. On a result of 1 or 2, the status effect is moved to itself.

Anticipation: When this Pokémon enters the battle, an opponent must reveal if it has a move that the Pokémon is vulnerable to. The move does not have to be revealed - only that there is such a move.

Magic Bounce (Hidden): Once per long rest, when succumbing to a negative status effect, this Pokémon can instead reflect the effect back on The attacker.

Weaknesses: Bug, Ghost, Dark

Resistances: Fighting, Psychic

Immunities: None

Stage: 1/3 | 2 ASI

Evolves into at level 6 and at level 8.


Staring Moves: Confusion, Play Nice

Level 2: Life Dew, Disarming Voice

Level 6: Aromatic Mist

Level 10: Psybeam, Heal Pulse

Level 14: Dazzling Gleam, Calm Mind

Level 18: Psychic, Healing Wish

Egg Moves: After You, Mystical Fire, Nuzzle, Quash

Learnable via TMs: 002: Charm, 007: Protect, 016: Psybeam, 019: Disarming Voice, 025: Facade, 032: Swift, 033: Magical Leaf, 037: Draining Kiss, 041: Stored Power, 047: Endure, 054: Psyshock, 070: Sleep Talk, 074: Reflect, 075: Light Screen, 079: Dazzling Gleam, 080: Metronome, 082: Thunder Wave, 085: Rest, 092: Imprison, 094: Dark Pulse, 098: Skill Swap, 103: Substitute, 109: Trick, 111: Giga Drain, 120: Psychic, 127: Play Rough, 129: Calm Mind, 130: Helping Hand, 132: Baton Pass, 138: Psychic Terrain, 139: Misty Terrain, 161: Trick Room, 171: Tera Blast, 203: Psych Up, 217: Future Sight, 218: Expanding Force

hattrem

Hattrem

To this Pokémon, strong emotions apparently feel like incredibly loud noises—even if the emotions are happy ones. The moment this Pokémon finds someone who's emitting strong emotions, it will pummel them senseless with its braids to silence them.

SR: 5

HP: 46(d8)    AC: 15    Minimum Level Found: 5

STR: 14(+2)|DEX: 12(+1)|CON: 14(+2)|INT: 8(-1)|WIS: 14(+2)|CHA: 11(+0)

Saving Throw: WIS


Healer: As an action, this Pokemon may touch a creature to heal poison, burn, or paralysis. When it uses this ability, roll a d4. On a result of 1 or 2, the status effect is moved to itself.

Anticipation: When this Pokémon enters the battle, an opponent must reveal if it has a move that the Pokémon is vulnerable to. The move does not have to be revealed - only that there is such a move.

Weaknesses: Bug, Ghost, Dark

Resistances: Fighting, Psychic

Immunities: None

Stage: 2/3 | 2 ASI

Evolves from at level 6 and into at level 8.


Starting Moves: Confusion, Play Nice, Disarming Voice, Brutal Swing

Level 6: Aromatic Mist

Level 10: Psybeam, Heal Pulse

Level 14: Dazzling Gleam, Calm Mind

Level 18: Psychic, Healing Wish

Egg Moves: After You, Mystical Fire, Nuzzle, Quash

Moves Learnable Via TMs: 002: Charm, 007: Protect, 016: Psybeam, 019: Disarming Voice, 025: Facade, 032: Swift, 033: Magical Leaf, 037: Draining Kiss, 041: Stored Power, 047: Endure, 054: Psyshock, 070: Sleep Talk, 074: Reflect, 075: Light Screen, 079: Dazzling Gleam, 080: Metronome, 082: Thunderwave, 085: Rest, 092: Imprison, 094: Dark Pulse, 098: Skill Swap, 103: Substitute, 109: Trick, 111: Giga Drain, 120: Psychic, 127: Play Rough, 129: Calm Mind, 130: Helping Hand, 132: Baton Pass, 138: Psychic Terrain, 139: Misty Terrain, 161: Trick Room, 171: Tera Blast, 203: Psych Up, 217: Future Sight, 218: Expanding Force

hatterene

Hatterene

/

Beware of forests that show no signs of living creatures within. You may have wandered into Hatterene's territory. Hatterene knocks out those that intrude in its home forest by blasting them with a beam, then slashing with claws enhanced by psychic power.

SR: 2.5

HP: 70(d8)    AC: 17    Minimum Level Found: 7

STR: 19(+4)|DEX: 10(+0)|CON: 17(+3)|INT: 8(-1)|WIS: 18(+4)|CHA: 13(+1)

Saving Throw: WIS/CHA


Healer: As an action, this Pokemon may touch a creature to heal poison, burn, or paralysis. When it uses this ability, roll a d4. On a result of 1 or 2, the status effect is moved to itself.

Anticipation: When this Pokémon enters the battle, an opponent must reveal if it has a move that the Pokémon is vulnerable to. The move does not have to be revealed - only that there is such a move.

Magic Bounce (Hidden): Once per long rest, when succumbing to a negative status effect, this Pokémon can instead reflect the effect back on The attacker.

Weaknesses: Poison, Ghost, Steel

Resistances: Fighting, Psychic

Immunities: Dragon

Stage: 3/3 | 2 ASI

Evolves from at level 8. This is the final form of .


Starting Moves: Confusion, Play Nice, Disarming Voice, Brutal Swing, Aromatic Mist, Psycho Cut

Level 10: Psybeam, Heal Pulse

Level 14: Dazzling Gleam, Calm Mind

Level 18: Psychic, Healing Wish, Magic Powder

Egg Moves: After You, Mystical Fire, Nuzzle, Quash

Moves Learnable Via TMs: 002: Charm, 004: Agility, 007: Protect, 016: Psybeam, 019: Disarming Voice, 025: Facade, 032: Swift, 033: Magical Leaf, 037: Draining Kiss, 041: Stored Power, 047: Endure, 054: Psyshock, 061: Shadow Claw, 070: Sleep Talk, 074: Reflect, 075: Light Screen, 079: Dazzling Gleam, 080: Metronome, 082: Thunderwave, 085: Rest, 092: Imprison, 094: Dark Pulse, 098: Skill Swap, 103: Substitute, 109: Trick, 111: Giga Drain, 114: Shadow Ball, 120: Psychic, 127: Play Rough, 129: Calm Mind, 130: Helping Hand, 132: Baton Pass, 138: Psychic Terrain, 139: Misty Terrain, 152: Giga Impact, 161: Trick Room, 163: Hyper Beam, 171: Tera Blast, 178: Gravity, 201: Misty Explosion, 202: Pain Split, 203: Psych Up, 217: Future Sight, 218: Expanding Force, 228: Psychic Noise

Impidimp

Impidimp

/

They live in groups, pestering and playing pranks on each other to polish their troublemaking skills. The reason this Pokémon causes trouble for those it feels close to is because Impidimp itself gets irritable if it can’t absorb negative emotions.

SR: 9

HP: 17(d6)    AC: 11    Minimum Level Found: 1

STR: 14(+2)|DEX: 13(+1)|CON: 11(+0)|INT: 6(-2)|WIS: 12(+1)|CHA: 15(+2)

Saving Throw: STR/CHA


Prankster: Once per short rest, this Pokémon can move to the top of initiative order in a single round, but must use a status-affecting move on its turn.

Frisk: Upon entering a battle, a single opponent’s held item is revealed, if it has one.

Pickpocket (Hidden): As a bonus action, this Pokémon can make a DEX check contested by the opponent’s WIS to attempt to steal a held item. After the first attempt, all other attempts against the same opponent are rolled at disadvantage.

Weaknesses: Poison, Steel, Fairy

Resistances: Ghost, Dark

Immunities: Psychic, Dragon

Stage: 1/3 | 2 ASI

Evolves into at level 6 and at level 8


Starting Moves: Fake Out, Confide

Level 2: Bite, Flatter

Level 6: Fake Tears, Assurance, Swagger

Level 10: Sucker Punch, Torment

Level 14: Dark Pulse, Nasty Plot

Level 18: Play Rough, Foul Play

Egg Moves: Parting Shot

Moves Learnable Via TMs: 001: Take Down, 003: Fake Tears, 006: Scary Face, 007: Protect, 012: Low Kick, 018: Thief, 020: Trailblaze, 022: Chilling Water, 025: Facade, 037: Draining Kiss, 043: Fling, 047: Endure, 062: Foul Play, 070: Sleep Talk, 073: Drain Punch, 074: Reflect, 075: Light Screen, 079: Dazzling Gleam, 080: Metronome, 082: Thunder Wave, 085: Rest, 087: Taunt, 094: Dark Pulse, 095: Leech Life, 103: Substitute, 109: Trick, 127: Play Rough, 139: Misty Terrain, 140: Nasty Plot, 171: Tera Blast, 195: Burning Jealousy, 199: Lash Out, 221: Throat Chop

Morgrem

Morgrem

/

Morgrem prefers dirty tactics, like ambushing, because it doesn’t have confidence in its brawn. This Pokémon absorbs negative emotions and turns them into energy. It's popular with people who tend to think gloomy thoughts.

SR: 5

HP: 41(d8)    AC: 14    Minimum Level Found: 5

STR: 16(+3)|DEX: 15(+2)|CON: 12(+1)|INT: 6(-2)|WIS: 14(+2)|CHA: 15(+2)

Saving Throw: STR/CHA


Prankster: Once per short rest, this Pokémon can move to the top of initiative order in a single round, but must use a status-affecting move on its turn.

Frisk: Upon entering a battle, a single opponent’s held item is revealed, if it has one.

Pickpocket (Hidden): As a bonus action, this Pokémon can make a DEX check contested by the opponent’s WIS to attempt to steal a held item. After the first attempt, all other attempts against the same opponent are rolled at disadvantage.

Weaknesses: Poison, Steel, Fairy

Resistances: Ghost, Dark

Immunities: Psychic, Dragon

Stage: 2/3 | 2 ASI

Evolves from at level 6 and into at level 8


Starming Moves: Fake Out, Confide, Bite, Flatter, False Surrender

Lavel 6: Fake Tears, Assurance, Swagger

Level 10: Sucker Punch, Torment

Level 14: Dark Pulse, Nasty Plot

Level 18: Play Rough, Foul Play

Egg Moves: Parting Shot

Moves Learnable Via TMs: 001: Take Down, 003: Fake Tears, 006: Scary Face, 007: Protect, 012: Low Kick, 018: Thief, 020: Trailblaze, 022: Chilling Water, 025: Facade, 037: Draining Kiss, 043: Fling, 047: Endure, 061: Shadow Claw, 062: Foul Play, 070: Sleep Talk, 073: Drain Punch, 074: Reflect, 075: Light Screen, 079: Dazzling Gleam, 080: Metronome, 082: Thunder Wave, 085: Rest, 087: Taunt, 092: Imprison, 094: Dark Pulse, 095: Leech Life, 103: Substitute, 109: Trick, 127: Play Rough, 139: Misty Terrain, 140: Nasty Plot, 171: Tera Blast, 195: Burning Jealous, 199: Lash Out, 221: Throat Chop

Grimmsnarl

Grimmsnarl

/

This Pokémon has complete control over its hair. Grimmsnarl normally keeps its hair wrapped around its body to support its muscles. It lives deep within the forest. Even after evolving into this splendid form, it hasn't given up on its petty misdeeds and pranks.

SR: 2.5

HP: 107(d20)    AC: 16    Minimum Level Found: 7

STR: 20(+5)|DEX: 14(+2)|CON: 14(+2)|INT: 6(-2)|WIS: 16(+3)|CHA: 15(+2)

Saving Throw: STR/CHA


Prankster: Once per short rest, this Pokémon can move to the top of initiative order in a single round, but must use a status-affecting move on its turn.

Frisk: Upon entering a battle, a single opponent’s held item is revealed, if it has one.

Pickpocket (Hidden): As a bonus action, this Pokémon can make a DEX check contested by the opponent’s WIS to attempt to steal a held item. After the first attempt, all other attempts against the same opponent are rolled at disadvantage.

Weaknesses: Poison, Steel, Fairy

Resistances: Ghost, Dark

Immunities: Psychic, Dragon

Stage: 3/3 | 2 ASI

Evolves from at level 8. This is the final form of


Starting Moves: Fake Out, Confide, Bite, Flatter, False Surrender, Fake Tears, Assurance, Swagger, Bulk Up, Spirit Break

Level 10: Sucker Punch, Torment

Level 14: Dark Pulse, Nasty Plot

Level 18: Play Rough, Foul Play, Hammer Arm

Egg Moves: Parting Shot

Moves Learnable Via TMs: 001: Take Down, 003: Fake Tears, 006: Scary Face, 007: Protect, 012: Low Kick, 018: Thief, 020: Trailblaze, 022: Chilling Water, 025: Facade, 037: Draining Kiss, 039: Low Kick, 043: Fling, 047: Endure, 058: Brick Break, 061: Shadow Claw, 062: Foul Play, 064: Bulk Up, 066: Body Slam, 067: Fire Punch, 068: Thunder Punch, 069: Ice Punch, 070: Sleep Talk, 073: Drain Punch, 074: Reflect, 075: Light Screen, 079: Dazzling Gleam, 080: Metronome, 082: Thunder Wave, 084: Stomping Tantrum, 085: Rest, 087: Taunt, 089: Body Press, 092: Imprison, 094: Dark Pulse, 095: Leech Life, 103: Substitute, 108: Crunch, 109: Trick, 127: Play Rough, 139: Misty Terrain, 140: Nasty Plot, 152: Giga Impact, 158: Focus Blast, 163: Hyper Beam, 171: Tera Blast, 192: Focus Punch, 195: Burning Jealousy, 199: Last Out, 221: Throat Chop

Applin

Applin

/

It grows by eating the flesh of an apple. Applin uses its own body fluid to strengthen the apple’s skin and prevent it from rotting. When an Applin is separated from its apple, its body loses moisture and the Pokémon grows weak.

SR: 9

HP: 19(d6)    AC: 15    Minimum Level Found: 1

STR: 14(+2)|DEX: 10(+0)|CON: 16(+3)|INT: 6(-2)|WIS: 12(+1)|CHA: 11(+0)

Saving Throw: CON/STR


Ripen: Doubles the effect of berries used by this pokemon.

Gluttony: This Pokémon must eat its held berry when it falls below 1/2 of its maximum HP.

Bulletproof (Hidden): This Pokémon is immune to damage from moves with Bullet, Ball, or Bomb in their name.

Weaknesses: Flying, Poison, Bug, Ice, Dragon, Fairy

Resistances: Ground, Water, Grass, Electric

Immunities: None

Stage: 1/2 | 3 ASI (Flapple & Appletun | 1/3 |2 ASI (Dipplin & Hydrapple)

At level 3, this Pokemon can evolve into when exposed to a Tart Apple, when exposed to a Sweet Apple, and when exposed to a Syrupy Apple. Dipplin evolves into when leveled up while knowing the TM Dragon Cheer.

When it evolves, its health increases by double its level, and it gains 6 points to add to its ability scores (max 20 before Nature).


Starting Moves: Withdraw, Astonish

Egg Moves: Defense Curl, Recycle, Rollout, Sucker Punch

Moves Learnable Via TMs: Pounce, Tera Blast

Flapple

Flapple

/

It flutters around while seeking an opening in the opponent’s guard, then attacks by spitting acidic liquid strong enough to melt metal.

SR: 2.5

HP: 44(d12)    AC: 18    Minimum Level Found: 3

STR: 20(+5)|DEX: 15(+2)|CON: 17(+3)|INT: 6(-2)|WIS: 14(+2)|CHA: 11(+0)

Saving Throw: CON/STR


Ripen: Doubles the effect of berries used by this pokemon.

Gluttony: This Pokémon must eat its held berry when it falls below 1/2 of its maximum HP.

Hustle (Hidden): When you score a critical hit, you may immediately gain an additional action on your turn. If this action is used to make an attack, you have disadvantage on the roll. You may only ever have one additional action per round.

Weaknesses: Flying, Poison, Bug, Ice, Dragon, Fairy

Resistances: Ground, Water, Grass, Eletric

Immunities: None

Stage: 2/2 | 3 ASI

Evolves from at level 3 after being exposed to a Tart Apple.


Starting Moves: Withdraw, Recycle, Astonish, Growth, Twister, Wing Attack

Level 6: Acid Spray, Acrobatics

Level 10: Leech Seed, Protect, Dragon Breath

Level 14: Dragon Dance, Dragon Pulse, Grav Apple

Level 18: Iron Defense, Fly, Dragon Rush

Egg Moves: Defense Curl, Recycle, Rollout, Sucker Punch

Moves Learnable Via TMs: 001: Take Down, 006: Scary Face, 007: Protect, 013: Acid Spray, 014: Acrobatics, 020: Trail Blaze, 021: Pounce, 025: Facade, 027: Aerial Ace, 033: Magical Leaf, 047: Endure, 049: Sunny Day, 056: Bullet Seed, 060: U-Turn, 065: Air Slash, 070: Sleep Talk, 071: Seed Bomb, 081: Grass Knot, 085: Rest, 097: Fly, 100: Dragon Dance, 103: Substitute, 104: Iron Defense, 111: Giga Drain, 115: Dragon Pulse, 119: Energy Ball, 121: Heavy Slam, 137: Grassy Terrain, 152: Giga Impact, 156: Outrage, 159: Leaf Storm, 163: Hyper Beam 168: Solar Beam, 169: Draco Meteor, 171: Tera Blast, 194: Grassy Glide, 197: Dual Wingbeat, 205: Endeavor

Appletun

Appletun

/

It feeds mainly on sweet apples. Its body is covered in sweet nectar, and the skin on its back is especially yummy. Children used to have it as a snack.

SR: 2.5

HP: 63(d20)    AC: 18    Minimum Level Found: 3

STR: 19(+4)|DEX: 11(+0)|CON: 18(+4)|INT: 6(-2)|WIS: 14(+2)|CHA: 11(+0)

Saving Throw: CON/STR


Ripen: Doubles the effect of berries used by this pokemon.

Gluttony: This Pokémon must eat its held berry when it falls below 1/2 of its maximum HP.

Thick Fat (Hidden): This Pokemon takes half the damage it otherwise would from Ice and Fire damage.

Weaknesses: Flying, Poison, Bug, Ice, Dragon, Fairy

Resistances: Ground, Water, Grass, Electric

Immunities: None

Stage: 2/2 | 3 ASI

Evolves from at level 3 when exposed to a Sweet Apple.


Starting Moves: Recycle, Withdraw, Astronish, Growth, Sweet Scent, Headbutt

Level 6: Curse, Stomp

Level 10: Leech Seed, Protect, Dragon Breath

Level 14: Recover, Apple Acid, Body Slam

Level 18: Iron Defense, Dragon Pulse, Energy Ball

Egg Moves: Defense Curl, Recycle, Rollout, Sucker Punch

Moves Learnable Via TMs: 001: Work Up, 007: Hail, 020: Trailblaze, 021: Pounce, 025: Facade, 028: Bulldoze, 033: Magical Leaf, 044: Dragon Tail, 047: Endure, 049: Sunny Day, 050: Rain Dance, 056: Bullet Seed, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 071: Seed Bomb, 074: Reflect, 075: Light Screen, 081: Grass Knot, 084: Stomping Tantrum, 085: Rest, 089: Body Press, 099: Iron Head, 103: Substitute, 104: Iron Defense, 111: Giga Drain, 115: Dragon Pulse, 119: Energy Ball, 121: Heavy Slam, 128: Amnesia, 130: Helping Hand, 137: Grassy Terrain, 149: Earthquake, 152: Giga Impact, 156: Outrage, 159: Leaf Storm, 163: Hyper Beam, 168: Solar Beam, 169: Draco Meteor, 171: Tera Blast, 180: Gyro Ball, 186: High Horsepower, 194: Grassy Glide, 224: Curse

Silicobra

Silicobra

Silicobra’s neck pouch, which can inflate and deflate like a balloon, gets more elastic each time Silicobra sheds its skin. Silicobra's large nostrils are specialized for spraying sand, so this Pokémon is not very good at telling apart different smells.

SR: 9

HP: 20(D8)    AC: 13    Minimum Level Found: 1

STR: 14(+2) |DEX: 12(+1) |CON: 14(+2) |INT: 8(-1) |WIS: 10(+0) |CHA: 11(+0)

Saving Throw: STR/INT


Sand Spit: When this Pokémon is hit by a damaging move, it summons a sandstorm for 5 turns, unless a sandstorm is already present.

Shed Skin: If this Pokémon is affected by a negative status ailment, they can roll a d4 at the end of each of their turns. On a result of 4, they are cured.

Sand Veil (Hidden): This Pokémon is immune to Sandstorm damage. In addition, its AC increases by 2 in desert terrain, or during a Sandstorm.

Weaknesses: Water, Grass, Ice

Resistances: Poison, Rock

Immunities: Electric

Stage: 1/2 | 3 ASI

This Pokemon evolves into at level 7.

When it evolves, its health increases by double its level, and it gains 6 points to add to its ability scores (max 20 before Nature).


Starting Moves: Wrap, Sand Attack

Level 2: Minimize, Brutal Swing

Level 6: Bulldoze, Headbutt

Level 10: Glare, Dig

Level 14: Sandstorm, Slam

Level 18: Coil, Sandtomb

Egg Moves: Belch, Dragon Rush, Last Resort, Mud-Slap, Poison Tail

Moves Learnable Via TMs: 001: Work Up, 005: Mud-Slap, 006: Scary Face, 007: Protect, 025: Facade, 026: Poison Tail, 028: Bulldoze, 035: Mud Shot, 036: Rock Tomb, 047: Edure, 051: Sandstorm, 055: Dig, 066: Body Slam, 070: Sleep Talk, 076: Rock Blast, 085: Rest, 086: Rock Slide, 103: Substitute, 106: Drill Run, 116: Stealth Rock, 133: Earth Power, 149: Earthquake, 150: Stone Edge, 171: Tera Blast, 176: Sand Tomb, 200: Scale Shot, 215: Scorching Sands, 219: Skitter Smack

Sandaconda

Silicobra

It will expand its body as much as it can and then contract itself, blasting out sand with enough force to wash away a dump truck. The sand it spews contains sharp, pointy gravel, which is actually just sand that Sandaconda's saliva has hardened into irregular shapes.

SR: 5

HP: 78(d12)    AC: 19    Minimum Level Found: 6

STR: 16(+3) |DEX: 15(+2) |CON: 18(+4) |INT: 8(-1) |WIS: 10(+0) |CHA: 11(+0)

Saving Throw: STR/INT


Sand Spit: When this Pokémon is hit by a damaging move, it summons a sandstorm for 5 turns, unless a sandstorm is already present.

Shed Skin: If this Pokémon is affected by a negative status ailment, they can roll a d4 at the end of each of their turns. On a result of 4, they are cured.

Sand Veil (Hidden): This Pokémon is immune to Sandstorm damage. In addition, its AC increases by 2 in desert terrain, or during a Sandstorm.

Weaknesses: Water, Grass, Ice

Resistances: Poison, Rock

Immunities: Electric

Stage: 2/2 | 3 ASI

Evolves from at level 7.


Starting Moves: Wrap, Sand Attack, Minimize, Brutal Swing

Level 6: Bulldoze, Headbutt

Level 10: Glare, Dig

Level 14: Sandstorm, Slam

Level 18: Coil, Sandstomb

Egg Moves: Belch, Dragon Rush, Last Resort, Mud-Slap, Poison Tail

Moves Learnable Via TMs: 001: Work Up, 005: Mud-Slap, 006: Scary Face, 007: Protect, 008: Fire Fang, 009: Thunder Fang, 025: Facade, 026: Poison Tail, 028: Bulldoze, 035: Mud Shot, 036: Rock Tomb, 047: Endure, 051: Sandstorm, 055: Dig, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 076: Rock Blast, 085: Rest, 086: Rock Slide, 089: Body Press, 099: Iron Head, 103: Substitute, 104: Iron Defense, 106: Drill Run, 116: Stealth Rock, 133: Earth Power, 149: Earthquake, 150: Stone Edge, 152: Giga Impact, 156: Outrage, 160: Hurricane, 163: Hyper Beam, 171: Tera Blast, 176: Sand Tomb, 186: High Horsepower, 200: Scale Shot, 205: Endeavor, 215: Scorching Sands, 219: Skitter Smack

Galarian Ponyta

Galarian Ponyta

This Pokémon will look into your eyes and read the contents of your heart. If it finds evil there, it promptly hides away. Its small horn hides a healing power. With a few rubs from this Pokémon's horn, any slight wound you have will be healed.

SR: 7

HP: 18(d8)    AC: 12    Minimum Level Found: 1

STR: 10(+0)|DEX: 15(+2)|CON: 10(+0)|INT: 8(-1)|WIS: 12(+1)|CHA: 12(+1)

Saving Throw: WIS


Run Away: This Pokémon cannot be the target of an attack of opportunity.

Pastel Veil: This Pokemon is immune to being Poisoned. Once per long rest, it may heal an ally of being Poisoned.

Anticipation (Hidden): When this Pokémon enters the battle, an opponent must reveal if it has a move that the Pokémon is vulnerable to. The move does not have to be revealed - only that there is such a move.

Weaknesses: Bug, Ghost, Dark

Resistances: Fighting, Psychic

Immunities: None

Stage: 1/2 | 3 ASI

Evolves into at level 8.

When it evolves, its health increases by double its level, and it gains 6 points to add to its ability scores (max 20 before Nature).


Starting Moves: Tackle, Growl

Level 2: Tail Whip, Confusion

Level 6: Fairy Wind, Agility

Level 10: Psybeam, Stomp

Level 14: Heal Pulse, Take Down

Leavel 18: Dazzling Gleam, Psychic, Healing Wish

Egg Moves: Double Kick, Double-Edge, Horn Drill, Hypnosis, Morning Sun, Thrash

Moves Learned Via TMs: 002: Charm, 004: Agility, 007: Protect, 012: Low Kick, 025: Facade, 032: Swift, 041: Stored Power, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 079: Dazzling Gleam, 085: Rest, 092: Imprison, 103: Substitute, 120: Psychic, 127: Play Rough, 129: Calm Mind, 147: Wild Charge, 186: High Horsepower, 217: Future Sight

Galarian Rapidash

Galarian Rapidash

/

Brave and prideful, this Pokémon dashes airily through the forest, its steps aided by the psychic power stored in the fur on its fetlocks. Little can stand up to its psycho cut. Unleashed from this Pokémon's horn, the move will punch a hole right through a thick metal sheet.

SR: 3

HP: 52(d8)    AC: 16    Minimum Level Found: 7

STR: 17(+3)|DEX: 18(+4)|CON: 15(+1)|INT: 8(-1)|WIS: 18(+4)|CHA: 12(+1)

Saving Throw: WIS/CHA


Run Away: This Pokémon cannot be the target of an attack of opportunity.

Pastel Veil: This Pokemon is immune to being Poisoned. Once per long rest, it may heal an ally of being Poisoned.

Anticipation(Hidden): When this Pokémon enters the battle, an opponent must reveal if it has a move that the Pokémon is vulnerable to. The move does not have to be revealed - only that there is such a move.

Weaknesses: Poison, Ghost, Steel

Resistances: Fighting, Psychic

Immunities: Dragon

Stage: 2/2 | 3 ASI

Evolves from at level 8.


Starting Moves: Psycho Cut, Megahorn, Tackle, Quick Attack, Growl, Tail Whip, Confusion, Fairy Wind, Agility

Level 10: Psybeam, Stomp

Level 14: Heal Pulse, Take Down

Level 18: Dazzling Gleam, Psychic, Healing Wish

Egg Moves: Double Kick, Double-Edge, Horn Drill, Hypnosis, Morning Sun, Thrash

Moves Learned Via TMs: 002: Charm, 004: Agility, 007: Protect, 012: Low Kick, 025: Facade, 032: Swift, 041: Stored Power, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 079: Dazzling Gleam, 085: Rest, 088: Swords Dance, 092: Imprison, 103: Substitute, 106: Drill Run, 120: Psychic, 127: Play Rough, 129: Calm Mind, 132: Baton Pass, 138: Psychic Terrain, 139: Misty Terrain, 147: Wild Charge, 152: Giga Impact, 161: Trick Room, 163: Hyper Beam, 186: High Horsepower, 217: Future Sight, 221: Throat Chop

Dreepy

Dreepy

/

In the evening, groups of Dreepy will fly at high speeds over the ocean and poke at Pokémon in the water for fun. It has a habit of biting at Clauncher even though it doesn't feed on them. This is said to be vestigial behavior from when Dreepy was alive.

SR: 2.5

HP: 16(D6)    AC: 12    Minimum Level Found: 1

STR: 15(+2)|DEX: 16(+3)|CON: 11(+0)|INT: 8(-0)|WIS: 10(+0)|CHA: 13(+1)

Saving Throw: STR/INT


Clear Body: Other Pokémon's moves or abilities cannot lower this Pokémon stats.

Infiltrator: This Pokémon bypasses Light Screen and Reflect.

Cursed Body (Hidden): When hit by a melee attack, this Pokémon may roll 1d4. On a result of 4, the opponent who made the attack cannot use the same move on its next turn.

Weaknesses: Ghost, Ice, Dragon, Dark, Fairy

Resistances: Poison, Bug, Fire, Water, Grass, Electric

Immunities: Fighting, Normal

Stage: 1/3 | 2 ASI

Evolves into at level 10 and at level 12

When it evolves, its health increases by double its level, and it gains 6 points to add to its ability scores (max 20 before Nature).


Starting Moves: Astonish, Infestation, Quick Attack, Bite

Egg Moves: Confuse Ray, Curse, Disable, Double Team, Dragon Tail, Sucker Punch

Moves Learned Via TMs: 007: Protect, 017: Confuse Ray, 025: Facade, 032: Swift, 044: Dragon Tail, 047: Edure, 070: Sleep Talk, 082: Thunder Wave, 085: Rest, 103: Substitute, 130: Helping Hand, 132: Baton Pass, 169: Draco Meteor, 171: Tera Blast, 224: Curse

Drakloak

Drakloak

/

This Pokémon flies around at over 120 miles per hour. It takes care of Dreepy and battles alongside them until they're all grown up. If a Drakloak is defeated in a battle, its Dreepy will wander off without a second thought.

SR: 2.5

HP: 63(d8)    AC: 15    Minimum Level Found: 10

STR: 17(+3)|DEX: 18(+4)|CON: 13(+1)|INT: 8(-1)|WIS: 12(+1)|CHA: 13(+1)

Saving Throw: STR/INT


Clear Body: Other Pokémon's moves or abilities cannot lower this Pokémon stats.

Infiltrator: This Pokémon bypasses Light Screen and Reflect.

Cursed Body(Hidden): When hit by a melee attack, this Pokémon may roll 1d4. On a result of 4, the opponent who made the attack cannot use the same move on its next turn.

Weaknesses: Ghost, Ice, Dragon, Dark, Fairy

Resistances: Poison, Bug, Fire, Water, Grass, Electric

Immunities: Fighting, Normal

Stage: 2/3 | 2 ASI

Evolves from at level 10 and into at level 12.

When it evolves, its health increases by double its level, and it gains 6 points to add to its ability scores (max 20 before Nature).


Starting Moves: Astonish, Infestation, Quick Attack, Bite, Dragon Pulse

Level 6: Lock-On, Assurance, Hex

Level 10: Agility, Double Hit, U-Turn

Level 14: Dragon Dance, Phantom Force, Take Down

Level 18: Dragon Rush, Double-Edge, Last Resort

Egg Moves: Confuse Ray, Curse, Disable, Double Team, Dragon Tail, Sucker Punch

Moves Learned Via TMs: 001: Work Up, 004: Agility, 007: Protect, 014: Acrobatics, 017: Confuse Ray, 018: Thief, 021: Pounce, 025: Facade, 029: Hex, 032: Swift, 042: Nightshade, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 060: U-Turn, 063: Psychic Fangs, 070: Sleep Talk, 074: Reflect, 075: Light Screen, 082: Thunder Wave, 085: Rest, 100: Dragon Dance, 103: Substitute, 107: Will-O-Wisp, 114: Shadow Ball, 115: Dark Pulse, 123: Surf, 125: Flamethrower, 126: Thunder Bolt, 130: Helping Hand, 132: Baton Pass, 141: Fire Burst, 142: Hydro Pump, 151: Phantom Force, 156: Outrage, 166: Thunder, 169: Draco Meteor, 171: Tera Blast, 204: Double-Edge, 222: Breaking Swipe, 224: Curse, 226: Dragon Cheer

Dragapult

Dragapult

/

Dragapult can make its whole body transparent by clearing its mind and focusing. Even the Dreepy in Dragapult’s horns become invisible. The fastest Dragapult of the group is always surrounded by Dreepy that want to fly at sonic speed.

SR: 2.5

HP: 109(d12)    AC: 17    Minimum Level Found: 12

STR: 21(+5)|DEX: 20(+5)|CON: 15(+2)|INT: 8(-1)|WIS: 14(+2)|CHA: 13(+1)

Saving Throw: STR/INT


Clear Body: Other Pokésmon's moves or abilities cannot lower this Pokémon stats.

Infiltrator: This Pokémon bypasses Light Screen and Reflect.

Cursed Body (Hidden): When hit by a melee attack, this Pokémon may roll 1d4. On a result of 4, the opponent who made the attack cannot use the same move on its next turn.

Weaknesses: Ghost, Ice, Dragon, Dark, Fairy

Resistances: Poison, Bug, Fire, Water, Grass, Electric

Immunities: Fighting, Normal

Stage: 3/3 | 2 ASI

Evolves from at level 12. This is the final form of .


Starting Moves: Astonish, Infestation, Quick Attack, Bite, Dragon Pulse, Dragon Darts, Lock-On, Assurance, Hex, Agility, Double Hit, U-Turn

Level 14: Dragon Dance, Phantom Force, Take Down

Level 18: Dragon Rush, Double-Edge, Last Resort

Egg Moves: Confuse Ray, Curse, Disable, Double Team, Dragon Tail, Sucker Punch

Moves Learned Via TMs: 001: Work Up, 004: Agility, 007: Protect, 014: Acrobatics, 017: Confuse Ray, 018: Thief, 021: Pounce, 025: Facade, 029: Hex, 032: Swift, 042: Nightshade, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 060: U-Turn, 063: Psychic Fangs, 066: Body Slam, 070: Sleep Talk, 074: Reflect, 075: Light Screen, 078: Dragon Claw, 082: Thunder Wave, 085: Rest, 097: Fly, 100: Dragon Dance, 103: Substitute, 107: Will-O-Wisp, 114: Shadow Ball, 115: Dark Pulse, 123: Surf, 125: Flamethrower, 126: Thunder Bolt, 130: Helping Hand, 132: Baton Pass, 141: Fire Burst, 142: Hydro Pump, 151: Phantom Force, 152: Giga Impact, 156: Outrage, 163: Hyper Beam, 166: Thunder, 168: Solar Beam, 169: Draco Meteor, 171: Tera Blast, 204: Double-Edge, 222: Breaking Swipe, 224: Curse, 226: Dragon Cheer

Galarian Slowpoke

Galarian Slowpoke

It gives off a stimulating scent because of chemicals that have seeped into its body from the spice that it eats as its staple food.

SR: 7

HP: 21(D8) 23(d12)    AC: 13    Minimum Level Found: 1

STR: 13(+1)|DEX: 9(-1)|CON: 13(+1)|INT: 8(-1)|WIS: 12(+1)|CHA: 12(+1)

Saving Throw: WIS


Gluttony: This Pokémon must eat its held berry when it falls below 1/2 of its maximum HP.

Own Tempo: This Pokémon is immune to becoming confused.

Regenerator (Hidden): Once per long rest, this Pokémon regains hit points equal to its level when it returns to its Pokéball.

Weaknesses: Bug, Ghost, Dark

Resistances: Fighting, Psychic

Immunities: None

Stage: 1/2 | 3 ASI

Starting at level 7, evolves into when exposed to a Galarica Cuff or whn exposed to a Galarica Wreath.

When it evolves, its health increases by double its level, and it gains 6 points to add to its ability scores (max 20 before Nature).


Starting Moves: Tackle, Curse, Growl

Level 2: Acid, Yawn, Confusion

Level 6: Disable, Water Pulse, Headbutt

Level 10: Zen Headbutt, Amnesia, Surf

Level 14: Slack Off, Psychic, Psych Up

Level 18: Rain Dance, Heal Pulse

Egg Moves: Belch, Belly Drum, Block, Stomp

Moves Learned Via TMs: 001: Work Up, 007: Protect, 011: Water Pulse, 016: Psybeam, 022: Chilling Water, 025: Facade, 028: Bulldoze, 032: Swift, 034: Icy Wind, 035: Mud Shot, 041: Stored Power, 046: Avalanche, 047: Edure, 049: Sunny Day, 050: Rain Dance, 052: Snowscape, 054: Psyschock, 055: Dig, 059: Zen Headbutt, 062: Foul Play, 066: Body Slam, 070: Sleep Talk, 075: Light Screen, 077: Waterfall, 081: Grass Knot, 082: Thunder Wave, 085: Rest, 092: Imprison, 098: Skill Swap, 103: Substitute, 109: Trick, 110: Liquidation, 114: Shadow Ball, 120: Psychic, 123: Surf, 125: Flamethrower, 128: Amnesia, 129: Calm Mind, 130: Helping Hand, 135: Ice Beam, 138: Psychic Terrain, 141: Fire Burst, 142: Hydro Pump, 143: Blizzard, 149: Earthquake, 161: Trick Room, 171: Tera Blast, 193: Weather Ball, 203: Psych Up, 208: Whirlpool, 218: Expanding Force, 224: Curse

Galarian Slowbro

Galarian Slowbro

/

Shellder bites down hard on Slowbro’s arm to suck out more poison. This seems to cause itching, so Slowbro occasionally lashes out. Shellder seems blissful over the taste of Slowbro even though the toxins seeping from the bite have caused Shellder to faint.

SR: 3.5

HP: 106(d20)    AC: 17    Minimum Level Found: 6

STR: 18(+4)|DEX: 11(+0)|CON: 18(+4)|INT: 8(-1)|WIS: 16(+3)|CHA: 14(+2)

Saving Throw: WIS/CON


Quick Draw: Increase initiative roll by +3 while this Pokémon is active.

Own Tempo: This Pokémon is immune to becoming confused.

Regenerator (Hidden): Once per long rest, this Pokémon regains hit points equal to its level when it returns to its Pokéball.

Weaknesses:Ground, Ghost, Dark

Resistances: Fighting, Poison, Grass, Fairy

Immunities: None

Stage: 2/2 | 3 ASI

Evolves from at level 7 when exposed to a Galarica Cuff.


Starting Moves: Withdraw, Tackle, Curse, Growl, Acid, Shell Side Arm, Yawn, Confusion, Disable, Water Pulse, Headbutt

Level 10: Zen Headbutt, Amnesia, Surf

Level 14: Slack Off, Psychic, Psych Up

Level 18: Rain Dance, Heal Pulse

Egg Moves: Belch, Belly Drum, Block, Stomp

Moves Learned Via TMs: 001: Work Up, 006: Scary Face, 007: Protect, 010: Ice Fang, 011: Water Pulse, 013: Acid Spray, 016: Psybeam, 022: Chilling Water, 025: Facade, 028: Bulldoze, 032: Swift, 034: Icy Wind, 035: Mud Shot, 041: Stored Power, 043: Fling, 045: Venoschok, 046: Avalanche, 047: Edure, 049: Sunny Day, 050: Rain Dance, 051: Sandstorm, 052: Snowscape, 054: Psyshock, 055: Dig, 058: Brick Break, 059: Zen Headbutt, 062: Foul Play, 066: Body Slam, 069: Ice Punch, 070: Sleep Talk, 073: Drain Punch, 075: Light Screen, 076: Rock Blast, 077: Waterfall, 080: Metronome, 081: Grass Knot, 082: Thunder Wave, 083: Poison Jab, 085: Rest, 089: Body Press, 092: Imprison, 098: Skill Swap, 101: Power Gem, 102: Gunk Shot, 103: Substitute, 104: Iron Defense, 109: Trick, 110: Liquidation, 114: Shadow Ball, 120: Psychic, 123: Surf, 125: Flamethrower, 128: Amnesia, 129: Calm Mind, 130: Helping Hand, 135: Ice Beam, 138: Psychic Terrain, 140: Nasty Plot, 141: Fire Burst, 142: Hydro Pump, 143: Blizzard, 148: Sludge Bomb, 149: Earthquake, 152: Giga Impact, 158: Focus Blast, 161: Trick Room, 163: Hyper Beam, 171: Tera Blast, 174: Haze, 175: Toxic, 179: Smack Down, 193: Weather Ball, 203: Psych Up, 204: Double-Edge, 208: Whirlpool, 209: Muddy Water, 214: Sludge Wave, 218: Expanding Force, 224: Curse

Galarian Slowking

Galarian Slowking

/

It administers its potions to weakened Pokémon it sees. These potions are derived from poison and secreted from holes in Slowking’s horns. Not even Slowking itself knows what effects the potions will have.

SR: 3.5

HP: 112(d20)    AC: 17    Minimum Level Found: 7

STR: 16(+3)|DEX: 11(+0)|CON: 20(+5)|INT: 8(-1)|WIS: 16(+3)|CHA: 14(+2)

Saving Throw: WIS/CON


Curious Medicine: Once per long rest, this Pokémon can eliminate all stat changes to itself and allied Pokémon.

Own Tempo: This Pokémon is immune to becoming confused.

Regenerator (Hidden): Once per long rest, this Pokémon regains hit points equal to its level when it returns to its Pokéball.

Weaknesses: Ground, Ghost, Dark

Resistances: Fighting, Poison, Grass, Fairy

Immunities: None

Stage: 2/2 | 3 ASI

Evolves from at level 7 when exposed to a Galarica Wreath.


Starting Moves: Power Gem, Nasty Plot, Swagger, Tackle, Curse, Growl, Acid, Toxic, Future Sight, Chilly Reception, Erie Spell, Yawn, Confusion, Disable, Water Pulse, Headbutt

Level 10: Zen Headbutt, Amnesia, Surf

Level 14: Slack Off, Psychic, Psych Up

Level 18: Rain Dance, Heal Pulse

Egg Moves: Belch, Belly Drum, Block, Stomp

Moves Learned Via TMs: 001: Work Up, 006: Scary Face, 007: Protect, 011: Water Pulse, 013: Acid Spray, 016: Psybeam, 022: Chilling Water, 025: Facade, 028: Bulldoze, 029: Hex, 030: Snarl, 032: Swift, 034: Icy Wind, 035: MudShot, 039: Low Sweep, 041: Stored Power, 043: Fling, 045: Venoschok, 046: Avalanche, 047: Edure, 049: Sunny Day, 050: Rain Dance, 052: Snowscape, 054: Psyshock, 055: Dig, 058: Brick Break, 059: Zen Headbutt, 062: Foul Play, 066: Body Slam, 067: Fire Punch, 068: Thunder Punch, 070: Sleep Talk, 073: Drain Punch, 075: Light Screen, 077: Waterfall, 080: Metronome, 081: Grass Knot, 082: Thunder Wave, 083: Poison Jab, 084: Stomping Tantrum, 085: Rest, 087: Taunt, 091: Toxic Spikes, 092: Imprison, 098: Skill Swap, 101: Power Gem, 102: Gunk Shot, 103: Substitute, 104: Iron Defense, 109: Trick, 110: Liquidation, 114: Shadow Ball, 120: Psychic, 123: Surf, 125: Flamethrower, 128: Amnesia, 129: Calm Mind, 130: Helping Hand, 135: Ice Beam, 138: Psychic Terrain, 140: Nasty Plot, 141: Fire Burst, 142: Hydro Pump, 143: Blizzard, 148: Sludge Bomb, 149: Earthquake, 152: Giga Impact, 158: Focus Blast, 161: Trick Room, 163: Hyper Beam, 171: Tera Blast, 175: Toxic, 193: Weather Ball, 208: Whirlpool, 209: Muddy Water, 214: Sludge Wave, 217: Future Sight, 218: Expanding Force, 224: Curse, 228: Psychic Noise

Hisuian Zorua

Hisuian Zorua

/

A once-departed soul, returned to life in Hisui. Derives power from resentment, which rises as energy atop its head and takes on the forms of foes. In this way, Zorua vents lingering malice.

SR: 3.5

HP: 12(D6)    AC: 12    Minimum Level Found: 1

STR: 17(+3)|DEX: 15(+2)|CON: 12(+1)|INT: 8(-1)|WIS: 12(+1)|CHA: 14(+2)

Saving Throw: WIS/CHA


Illusion: This Pokémon can take the visual form of any Pokémon it can see. It can do this a number of times per long rest equal to its level. This illusion lasts for one hour or until the Pokémon is hit by a damaging move.

Weaknesses: Dark

Resistances: Poison, Bug

Immunities: Normal, Fighting, Ghost

Stage: 1/2 | 3 ASI

Evolves into at level 6


Starting Moves: Scratch, Leer

Level 2: Torment, Hone Claw, Shadow Sneak

Level 6: Curse, Taunt

Level 10: Knock Off, Spite

Level 14: Agility, Shadow Ball

Level 18: Bitter Malice, Nasty Plot, Foul Play

Egg Moves: Comeuppance, Detect, Extrasensory, Memento

Moves Learnable Via TMs: 001: Work Up, 003: Fake Tears, 004: Agility, 007: Protect, 017: Confuse Ray, 018: Thief, 025: Facade, 029: Hex, 030: Snarl, 032: Swift, 034: Icy Wind, 042: Nightshade, 043: Fling, 047: Edure, 050: Rain Dance, 052: Snowscape, 055: Dig, 060: U-Turn, 061: Shadow Claw, 062: Foul Play, 070: Sleep Talk, 085: Rest, 087: Taunt, 092: Imprison, 094: Dark Pulse, 103: Substitute, 107: Will-O-Wisp, 109: Trick, 114: Shadow Ball, 129: Calm Mind, 140: Nasty Plot, 148: Sludge Bomb, 151: Phantom Force, 152: Giga Impact, 163: Hyper Beam, 171: Tera Blast, 172: Roar, 177: Spite, 181: Knock off, 192: Focus Punch, 195: Burning Jealousy, 199: Lash Out, 202: Pain Split, 203: Psych Up, 219: Skitter Smack, 224: Curse

Hisuian Zoroark

Hisuian Zoroark

/

With its disheveled white fur, it looks like an embodiment of death. Heedless of its own safety, Zoroark attacks its nemeses with a bitter energy so intense, it lacerates Zoroark's own body.

SR: 2.5

HP: 46(d8)    AC: 16    Minimum Level Found: 5

STR: 21(+5)|DEX: 19(+4)|CON: 14(+2)|INT: 8(-1)|WIS: 16(+3)|CHA: 14(+1)

Saving Throw: WIS/CHA


Illusion: This Pokémon can take the visual form of any Pokémon it can see. It can do this a number of times per long rest equal to its level. This illusion lasts for one hour or until the Pokémon is hit by a damaging move.

Weaknesses: Dark

Resistances: Poison, Bug

Immunities: Normal, Fighting, Ghost

Stage: 2/2 | 3 ASI

Evolves from at level 6.


Starting Moves: U-Turn, Scratch, Leer, Torment, Hone Claw, Shadow Claw, Shadow Sneak, Curse, Taunt

Level 10: Knock Off, Spite

Level 14: Agility, Shadow Ball

Level 18: Bitter Malice, Nasty Plot, Foul Play

Egg Moves: Comeuppance, Detect, Extrasensory, Memento

Moves Learnable Via TMs: 001: Work Up, 003: Fake Tears, 004: Agility, 006: Scary Face, 007: Protect, 012: Low Kick, 017: Confuse Ray, 018: Thief, 025: Facade, 027: Aerial Ace, 029: Hex, 030: Snarl, 032: Swift, 034: Icy Wind, 039: Low Sweep, 042: Nightshade, 043: Fling, 047: Edure, 050: Rain Dance, 052: Snowscape, 055: Dig, 058: Brick Break, 060: U-Turn, 061: Shadow Claw, 062: Foul Play, 066: Body Slam, 070: Sleep Talk, 081: Grass Knot, 085: Rest, 087: Taunt, 088: Swords Dance, 092: Imprison, 094: Dark Pulse, 103: Substitute, 107: Will-O-Wisp, 108: Crunch, 109: Trick, 114: Shadow Ball, 117: Hyper Voice, 120: Psychic, 125: Flamethrower, 129: Calm Mind, 130: Helping Hand, 140: Nasty Plot, 148: Sludge Bomb, 151: Phantom Force, 152: Giga Impact, 158: Focus Blast, 163: Hyper Beam, 171: Tera Blast, 172: Roar, 177: Spite, 181: Knock off, 192: Focus Punch, 195: Burning Jealousy, 198: Poltergeist, 199: Lash Out, 202: Pain Split, 203: Psych Up, 219: Skitter Smack, 221: Throat Chop, 224: Curse

Hisuian Qwilfish

Hisuian Qwilfish

It lives just offshore in cold parts of the world. It absorbs toxins from the food it eats. Its poisonous purple spikes are thicker and shorter than those of other regions' Qwilfish.

SR: 2.5

HP: 21(d8)    AC: 14    Minimum Level Found: 1

STR: 17(+3)|DEX: 16(+3)|CON: 16(+3)|INT: 6(-2)|WIS: 10(+0)|CHA: 17(+3)

Saving Throw: STR/CON


Poison Point: When this Pokémon is hit with a melee attack, roll a 1d4. On a result of 4, the attacker takes an amount of poison damage equal to this Pokémon's proficiency modifier.

Swift Swim: This Pokémon's swim speed is doubled in rainy conditions.

Intimidate(Hidden): Once per short rest, you can impose disadvantage on an enemy attack roll of your choice.

Weaknesses: Ground

Resistances: Psychic

Immunities: Poison, Ghost, Grass, Dark

Stage: 1/2 | 3 ASI

Evolves into at level 7 while knowing Barb Barrage.


Starting Moves: Poison Sting, Tackle, Harden

Level 2: Bite, Fell Stinger, Minimize

Level 6: Spikes, Brine, Barb Barrage

Level 10: Pin Missile, Toxic Spikes

Level 14: Stockpile, Spit Up, Toxic

Level 18: Crunch, Acupressure, Destiny Bond

Egg Moves: Acid Spray, Aqua Jet, Aqua Tail, Astonish, Bubble Beam, Flail, Haze, Self Destruct, Supersonic, Water Pulse

Moves Learnable via TMs: 001: Work Up, 004: Agility, 006: Scary Face, 007: Protect, 011: Water Pulse, 013: Acid Spray, 022: Chilling Water, 025: Facade, 029: Hex, 032: Swift, 034: Icy Wind, 035: Mud Shot, 045: Venoschok, 047: Edure, 050: Rain Dance, 070: Sleep Talk, 077: Waterfall, 083: Poison Jab, 085: Rest, 087: Taunt, 088: Swords Dance, 090: Spikes, 091: Toxic Spikes, 094: Dark Pulse, 102: Gunk Shot, 103: Substitute, 108: Crunch, 110: Liquidation, 114: Shadow Ball, 123: Surf, 134: Reversal, 135: Ice Beam, 142: Hydro Pump, 143: Blizzard, 148: Sludge Bomb, 152: Giga Impact, 171: Tera Blast, 174: Haze, 175: Toxic, 177: Spite, 180: Gyro Ball, 199: Lash Out, 200: Scale Shot, 202: Pain Split, 204: Double-Edge, 221: Throat Chop, 224: Curse

Overqwil

Overqwil

It's ferocious and has a short temper. The ends of its spikes are barbed, and they can't be easily removed once they've punctured something. Overqwil’s poisonous spikes will reflexively react even while Overqwil sleeps, stabbing any moving thing that approaches.

SR: 2.5

HP: 82(d12)    AC: 17    Minimum Level Found: 7

STR: 18(+4)|DEX: 16(+3)|CON: 17(+3)|INT: 6(-2)|WIS: 14(+2)|CHA: 15(+2)

Saving Throw: STR/CON


Poison Point: When this Pokémon is hit with a melee attack, roll a 1d4. On a result of 4, the attacker takes an amount of poison damage equal to this Pokémon's proficiency modifier.

Swift Swim: This Pokémon's swim speed is doubled in rainy conditions.

Intimidate(Hidden): Once per short rest, you can impose disadvantage on an enemy attack roll of your choice.

Weaknesses: Ground

Resistances: Psychic

Immunities: Poison, Ghost, Grass, Dark

Stage: 2/2 | 3 ASI

Evolves from at level 7 while knowing Barb Barrage.


Starting Moves: Poison Sting, Tackle, Harden, Bite, Fell Stinger, Minimize, Spikes, Brine, Barb Barrage

Level 10: Pin Missile, Toxic Spikes

Level 14: Stockpile, Spit Up, Toxic

Level 18: Crunch, Acupressure, Destiny Bond

Egg Moves: Acid Spray, Aqua Jet, Aqua Tail, Astonish, Bubble Beam, Flail, Haze, Self Destruct, Supersonic, Water Pulse

Moves Learnable via TMs: 001: Work Up, 004: Agility, 006: Scary Face, 007: Protect, 011: Water Pulse, 013: Acid Spray, 022: Chilling Water, 025: Facade, 026: Poison Tail, 029: Hex, 032: Swift, 034: Icy Wind, 035: Mud Shot, 045: Venoshock, 047: Edure, 050: Rain Dance, 053: Smart Strike, 070: Sleep Talk, 077: Waterfall, 083: Poison Jab, 085: Rest, 087: Taunt, 088: Swords Dance, 090: Spikes, 091: Toxic Spikes, 094: Dark Pulse, 102: Gunk Shot, 103: Substitute, 108: Crunch, 110: Liquidation, 114: Shadow Ball, 123: Surf, 134: Reversal, 135: Ice Beam, 142: Hydro Pump, 143: Blizzard, 148: Sludge Bomb, 152: Giga Impact, 163: Hyper Beam, 171: Tera Blast, 174: Haze, 175: Toxic, 177: Spite, 180: Gyro Ball, 199: Lash Out, 200: Scale Shot, 202: Pain Split, 204: Double-Edge, 214: Sludge Wave, 221: Throat Chop, 224: Curse

Squawkabilly

Squawkabilly

/

These Pokémon prefer to live in cities. They form flocks based on the color of their feathers, and they fight over territory. When they're out searching for food in the mornings and evenings, it gets very noisy.

SR: 7

HP: 53(d12)    AC: 12    Minimum Level Found: 3

STR: 16(+3)|DEX: 19(+4)|CON: 13(+1)|INT: 8(-1)|WIS: 16(+3)|CHA: 11(+0)

Saving Throw: STR/DEX


Intimidate: Once per short rest, you can impose disadvantage on an enemy attack roll of your choice.

Hustle: When you score a critical hit, you may immediately gain an additional action on your turn. If this action is used to make an attack, you have disadvantage on the roll. You may only ever have one additional action per round.

Guts(Hidden, Green/Blue plumage): When this Pokémon is burned or poisoned, they are not affected by the disadvantage or reduced damage effects. They still take damage at the end of each of their turns.

Sheer Force (Hidden, Yellow/White plumage): This Pokémon adds its proficiency bonus to damage rolls while poisoned, burned, confused, or paralyzed.

Weaknesses: Rock, Electric, Ice

Resistances: Bug, Grass

Immunities: Ground, Ghost

Stage: 1/1 | 4 ASI


Starting Moves: Growl, Peck, Mimic, Quick Attack, Torment, Aerial Ace

Level 6: Fury Attack, Taunt

Level 10: Uproar, Copycat, Fly

Level 14: Facade, Swagger

Level 18: Brave Bird, Roost, Reversal

Egg Moves: Double Edge, Final Gambit, Flatter, Parting Shot

Moves Learnable via TMs: 001: Work Up, 003: Fake Tears, 006: Scary Face, 007: Protect, 018: Thief, 021: Pounce, 025: Facade, 027: Aerial Ace, 040: Air Cutter, 047: Edure, 049: Sunny Day, 060: U-Turn, 062: Foul Play, 065: Air Slash, 070: Sleep Talk, 085: Rest, 087: Taunt, 097: Fly, 103: Substitute, 113: Tailwind, 117: Hyper Voice, 118: Heatwave, 130: Helping Hand, 134: Reversal, 152: Giga Impact, 160: Hurricane, 163: Hyper Beam, 164: Brave Bird, 171: Tera Blast, 191: Uproar, 197: Dual Wingbeat, 199: Lash Out, 204: Double-Edge, 205: Endeavor, 216: Feather Dance

Capsakid

Capsakid

The more sunlight this Pokémon bathes in, the more spicy chemicals are produced by its body, and thus the spicier its moves become. The more sunlight this Pokémon bathes in, the more spicy chemicals are produced by its body, and thus the spicier its moves become.

SR: 7

HP: 18(D6)    AC: 12    Minimum Level Found: 1

STR: 14(+2)|DEX: 13(+1)|CON: 14(+2)|INT: 6(-2)|WIS: 12(+1)|CHA: 11(+0)

Saving Throw: CON


Chlorophyll: This Pokémon’s speed is doubled in harsh sunlight.

Insomnia: This Pokémon is immune to sleep.

Klutz (Hidden): This Pokémon cannot hold an item.

Weaknesses: Flying, Poison, Bug, Fire, Ice

Resistances: Ground, Water, Grass, Electric

Immunities: None

Stage: 1/2 | 3 ASI

Evolves into starting at level 5 when exposed to a Fire Stone.


Starting Move: Leafage, Leer

Level 2: Bite, Growth

Level 6: Razor Leaf, Sunny Day

Level 10: Bullet Seed, Headbutt

Level 14: Zen Headbutt, Crunch

Level 18: Seed Bomb, Solar Beam

Egg Moves: Ingrain, Leech Seed, Rage Powder, Rollout, Worry Seed

Moves Learnable Via TMs: 001: Work Up, 007: Protect, 018: Thief, 020: Trailblaze, 025: Facade, 033: Magical Leaf, 047: Edure, 049: Sunny Day, 051: Sandstorm, 056: Bullet Seed, 059: Zen Headbutt, 070: Sleep Talk, 071: Seed Bomb, 081: Grass Knot, 084: Stomping Tantrum, 085: Rest, 103: Substitute, 108: Crunch, 111: Giga Drain, 119: Energy Ball, 130: Helping Hand, 137: Grassy Terrain, 159: Leaf Storm, 168: Solar Beam, 171: Tera Blast, 183: Super Fang, 194: Grassy Glide, 205: Endeavor

Scovillain

Scovillain

/

The red head converts spicy chemicals into fire energy and blasts the surrounding area with a super spicy stream of flame. The green head has turned vicious due to the spicy chemicals stimulating its brain. Once it goes on a rampage, there is no stopping it.

SR: 3.5

HP: 43(D8)    AC: 16    Minimum Level Found: 4

STR: 20(+5)|DEX: 17(+3)|CON: 16(+3)|INT: 6(-2)|WIS: 16(+3)|CHA: 11(+0)

Saving Throw: CON/DEX


Chlorophyll: This Pokémon's speed is doubled in harsh sunlight.

Insomnia: This Pokémon is immune to sleep.

Moody (Hidden): At the end of each long rest, this Pokémon rerolls on the nature table, replacing its nature with the result until the next long rest.

Weaknesses: Flying, Poison, Rock

Resistances: None

Immunities: Steel, Grass, Electric, Fairy

Stage: 2/2 | 3 ASI

Evolves from at level 5 when exposed to a Fire Stone.


Starting Moves: Fire Fang, Leafage, Leer, Spicy Extract, Flamethrower, Bite, Growth

Level 6: Razor Leaf, Sunny Day

Level 10: Bullet Seed, Headbutt

Level 14: Zen Headbutt, Crunch

Level 18: Seed Bomb, Solar Beam

Egg Moves: Ingrain, Leech Seed, Rage Powder, Rollout, Worry Seed

Moves Learnable Via TMs: 001: Work Up, 006: Scary Face, 007: Protect, 008: Fire Fang, 018: Thief, 020: Trailblaze, 025: Facade, 033: Magical Leaf, 047: Edure, 049: Sunny Day, 051: Sandstorm, 056: Bullet Seed, 059: Zen Headbutt, 070: Sleep Talk, 071: Seed Bomb, 081: Grass Knot, 084: Stomping Tantrum, 085: Rest, 103: Substitute, 107: Will-O-Wisp, 108: Crunch, 111: Giga Drain, 119: Energy Ball, 125: Flamethrower, 130: Helping Hand, 137: Grassy Terrain, 141: Fire Burst, 152: Giga Impact, 157: Overheat, 159: Leaf Storm, 163: Hyper Beam, 168: Solar Beam, 171: Tera Blast, 183: Super Fang, 194: Grassy Glide, 195: Burning Jealousy, 199: Lash Out, 205: Endeavor, 207: Temper Flare

Paldean Wooper

Paldean Wooper

/

After losing a territorial struggle, Wooper began living on land. The Pokémon changed over time, developing a poisonous film to protect its body. It's dangerous for Wooper to travel alone. They line up in groups of three or four and help each other as they walk around the wetlands.

SR: 9

HP: 21(D8)    AC: 12    Minimum Level Found: 1

STR: 12(+1)|DEX: 10(+0)|CON: 16(+3)|INT: 8(-1)|WIS: 12(+1)|CHA: 14(+2)

Saving Throw: STR/CHA


Poison Point: When this Pokémon is hit with a melee attack, roll a 1d4. On a result of 4, the attacker takes an amount of poison Damage equal to this Pokémon’s proficiency modifier.

Water Absorb: This Pokémon takes no damage from water or water-type attacks. Instead, half of any water damage done is absorbed, restoring the Pokémon's HP.

Unaware (Hidden): When this Pokémon attacks an opponent, it ignores any stat changes the opponent has been affected with after the start of battle.

Weaknesses: Ground, Water, Psychic, Ice

Resistances: Fighting, Poison, Rock, Bug, Fairy

Immunities: Electric

Stage: 1/2 | 3 ASI

Evolves into at level 4.

When it evolves, its health increases by double its level, and it gains 6 points to add to its ability scores (max 20 before Nature).


Starting Moves: Mud Shot, Tail Whip

Level 2: Tackle, Poison Tail

Level 6: Toxic Spikes, Slam

evel 10: Yawn, Poison Jab

Level 14: Sludge Wave, Amnesia

Level 18: Toxic, Earthquake

Egg Moves: Acid Spray, Ancient Power, After You, Counter, Curse, Double-Kick, Haze, Mist, Recover, Spit Up, Stockpile, Swallow

Moves Learnable Via TMs: 001: Work Up, 005: Mud-Slap, 007: Protect, 011: Water Pulse, 012: Low Kick, 013: Acid Spray, 020: Trailblaze, 022: Chilling Water, 025: Facade, 026: Poison Tail, 028: Bulldoze, 035: Mud Shot, 036: Rock Tomb, 045: Venoschok, 047: Edure, 050: Rain Dance, 051: Sandstorm, 055: Dig, 066: Body Slam, 070: Sleep Talk, 077: Waterfall, 083: Poison Jab, 084: Stomping Tantrum, 085: Rest, 086: Rock Slide, 089: Body Press, 090: Spikes, 091: Toxic Spikes, 102: Gunk Shot, 103: Substitute, 110: Liquidation, 116: Stealth Rock, 123: Surf, 128: Amnesia, 130: Helping Hand, 133: Earth Power, 142: Hydro Pump, 148: Sludge Bomb, 149: Earthquake, 150: Stone Edge, 171: Tera Blast, 174: Haze, 175: Toxic, 204: Double-Edge, 214: Sludge Wave, 224: Curse

Clodsire

Clodsire

/

It lives at the bottom of ponds and swamps. It will carry Wooper on its back and ferry them across water from one shore to the other. When attacked, this Pokémon will retaliate by sticking thick spines out from its body. It’s a risky move that puts everything on the line.

SR: 4

HP: 63(D20)    AC: 16    Minimum Level Found: 3

STR: 15(+2)|DEX: 10(+0)|CON: 18(+4)|INT: 8(-1)|WIS: 14(+2)|CHA: 13(+1)

Saving Throw:STR/CHA


Poison Point: When this Pokémon is hit with a melee attack, roll a 1d4. On a result of 4, the attacker takes an amount of poison Damage equal to this Pokémon’s proficiency modifier.

Water Absorb: This Pokémon takes no damage from water or water-type attacks. Instead, half of any water damage done is absorbed, restoring the Pokémon's HP.

Unaware (Hidden): When this Pokémon attacks an opponent, it ignores any stat changes the opponent has been affected with after the start of battle.

Weaknesses: Ground, Water, Psychic, Ice

Resistances: Fighting, Poison, Rock, Bug, Fairy

Immunities: Electric

Stage: 2/2 | 3 ASI

Evolves from at level 4.


Starting Moves: Mud Shot, Tail Whip, Tackle, Poison Tail, Amnesia

Level 6: Toxic Spikes, Slam

Level 10: Yawn, Poison Jab

Level 14: Sludge Wave, Megahorn

Level 18: Toxic, Earthquake

Egg Moves: Acid Spray, Ancient Power, After You, Counter, Curse, Double-Kick, Haze, Mist, Recover, Spit Up, Stockpile, Swallow

Moves Learnable Via TMs: 001: Work Up, 005: Mud-Slap, 007: Protect, 011: Water Pulse, 012: Low Kick, 013: Acid Spray, 020: Trailblaze, 022: Chilling Water, 025: Facade, 026: Poison Tail, 028: Bulldoze, 035: Mud Shot, 036: Rock Tomb, 045: Venoschok, 047: Edure, 050: Rain Dance, 051: Sandstorm, 055: Dig, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 077: Waterfall, 083: Poison Jab, 084: Stomping Tantrum, 085: Rest, 086: Rock Slide, 089: Body Press, 090: Spikes, 091: Toxic Spikes, 099: Iron Head, 102: Gunk Shot, 103: Substitute, 110: Liquidation, 116: Stealth Rock, 121: Heavy Slam, 123: Surf, 128: Amnesia, 130: Helping Hand, 133: Earth Power, 142: Hydro Pump, 148: Sludge Bomb, 149: Earthquake, 150: Stone Edge, 152: Giga Impact, 163: Hyper Beam, 171: Tera Blast, 174: Haze, 175: Toxic, 186: High Horsepower, 204: Double-Edge, 209: Muddy Water, 214: Sludge Wave, 224: Curse

Varoom

Varoom

/

It is said that this Pokémon was born when an unknown poison Pokémon entered and inspirited an engine left at a scrap-processing factory. The steel section is Varoom's actual body. This Pokémon clings to rocks and converts the minerals within into energy to fuel its activities.

SR: 7

HP: 19(D6)    AC: 14    Minimum Level Found: 1

STR: 13(+1)|DEX: 12(+1)|CON: 17(+3)|INT: 6(-2)|WIS: 10(+0)|CHA: 13(+1)

Saving Throw: CON/CHA


Overcoat: This Pokémon does not take damage from weather-related moves and phenomena like Hail, Weather Ball, etc.

Filter (Hidden): When hit by a move type this Pokémon is vulnerable to, it may roll a d4. In a result of 4, it does not take the additional damage.

Weaknesses: Ground, Fire

Resistances: Normal, Flying, Rock, Bug, Steel, Grass, Ice, Dragon, Fairy

Immunities: Poison

Stage: 1/2 | 3 ASI

Evolves into at level 8.

When it evolves, its health increases by double its level, and it gains 6 points to add to its ability scores (max 20 before Nature).


Starting Moves: Lick, Poison Gas, Smog

Level 2: Taunt, Assurance

Level 6: Sludge, Gyro Ball, Headbutt

Level 10: Screech, Iron Head

Level 14: Swagger, Poison Jab

Level 18: Uproar, Spin Out, Gunk Shot

Egg Moves: Haze, Parting Shot, Self-Destruct, Torment, Toxic

Moves Learned Via TMs: 001: Work Up, 006: Scary Face, 007: Protect, 013: Acid Spray, 018: Thief, 025: Facade, 028: Bulldoze, 045: Venoschok, 047: Edure, 049: Sunny Day, 050: Rain Dance, 051: Sandstorm, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 083: Poison Jab, 085: Rest, 087: Taunt, 091: Toxic Spikes, 093: Flash Cannon, 099: Iron Head, 102: Gunk Shot, 103: Substitute, 104: Iron Defense, 148: Sludge Bomb, 170: Steel Beam, 171: Tera Blast, 174: Haze, 175: Toxic, 180: Gyro Ball, 191: Uproar, 204: Double-Edge, 214: Sludge Wave, 223: Metal Sound, 224: Curse

Revavroom

Revavroom

/

It creates a gas out of poison and minerals from rocks. It then detonates the gas in its cylinders—now numbering eight—to generate energy. Revavroom viciously threatens others with the sound of its exhaust. It sticks its tongue out from its cylindrical mouth and sprays toxic fluids.

SR: 3.5

HP: 89(d12)    AC: 18    Minimum Level Found: 8

STR: 16(+3)|DEX: 17(+3)|CON: 19(+4)|INT: 6(-2)|WIS: 14(+2)|CHA: 13(+1)

Saving Throw:CON/CHA


Overcoat: This Pokémon does not take damage from weather-related moves and phenomena like Hail, Weather Ball, etc.

Filter (Hidden): When hit by a move type this Pokémon is vulnerable to, it may roll a d4. In a result of 4, it does not take the additional damage.

Weaknesses: Ground, Fire

Resistances: Normal, Flying, Rock, Bug, Steel, Grass, Ice, Dragon, Fairy

Immunities: Poison

Stage: 2/2 | 3 ASI

Evolves from at level 8.


Starting Moves: Magnet Rise, Lick, Poison Gas, Shift Gear, Smog, Taunt, Assurance, Sludge, Gyro Ball, Headbutt

Level 10: Screech, Iron Head

Level 14: Swagger, Poison Jab

Level 18: Uproar, Spin Out, Gunk Shot

Egg Moves: Haze, Parting Shot, Self-Destruct, Torment, Toxic

Moves Learned Via TMs: 001: Work Up, 006: Scary Face, 007: Protect, 013: Acid Spray, 018: Thief, 025: Facade, 028: Bulldoze, 045: Venoschok, 047: Edure, 049: Sunny Day, 050: Rain Dance, 051: Sandstorm, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 083: Poison Jab, 085: Rest, 087: Taunt, 091: Toxic Spikes, 093: Flash Cannon, 099: Iron Head, 102: Gunk Shot, 103: Substitute, 104: Iron Defense, 121: Heavy Slam, 148: Sludge Bomb, 152: Giga Impact, 157: Overheat, 163: Hyper Beam, 170: Steel Beam, 171: Tera Blast, 174: Haze, 175: Toxic, 180: Gyro Ball, 186: High Horsepower, 191: Uproar, 199: Lash Out, 204: Double-Edge, 205: Endeavor, 207: Temper Flare, 214: Sludge Wave, 223: Metal Sound, 224: Curse, 225: Hard Press

Tatsugiri

Tatsugiri

/

This species' differing colors and patterns are apparently the result of Tatsugiri changing itself to suit the preferences of the prey it lures in. This Pokémon tricks its opponents by playing dead. It is small and weak, but it uses its smarts to survive.

SR: 4.5

HP: 101(D12)    AC: 14    Minimum Level Found: 10

STR: 18(+4) |DEX: 18(+4) |CON: 15(+2) |INT: 6(-2) |WIS: 16(+3) |CHA: 11(+0)

Saving Throw: STR/DEX


Commander: Once per long rest, this pokémon may boost the AC and all rolls made by an ally by +2. The user is automatically swapped out for the ally using this move or another Pokémon in the trainer’s party and may not return to battle until the Pokémon gaining this bonus is unconscious.

Storm Drain (Hidden): If this Pokémon or an ally within 30 feet is targeted with a direct water-type, damage-dealing move, the Pokémon may use a reaction to redirect the target to itself and take half damage from it if it hits.

Weaknesses: Dragon, Fairy

Resistances: Steel, Fire, Water

Immunities: None

Stage: 1/1 | 4 ASI


Starting Moves: Water Gun, Splash, Harden, Helping Hand

Level 14: Water Pulse, Soak, Taunt, Memento

Level 18: Muddy Water, Nasty Plot, Mirror Coat, Dragon Pulse

Egg Moves: Baton Pass, Counter, Rapid Spin

Moves Learned Via TMs: 001: Work Up, 007: Protect, 011: Water Pulse, 022: Chilling Water, 025: Facade, 034: Icy Wind, 047: Edure, 050: Rain Dance, 070: Sleep Talk, 085: Rest, 087: Taunt, 100: Dragon Dance, 103: Substitute, 115: Dark Pulse, 123: Surf, 130: Helping Hand, 132: Baton Pass, 140: Nasty Plot, 142: Hydro Pump, 152: Giga Impact, 156: Outrage, 163: Hyper Beam, 169: Draco Meteor, 171: Tera Blast, 185: Lunge, 208: Whirlpool, 209: Muddy Water, 226: Dragon Cheer

Annihilape

Annihilape

/

When its anger rose beyond a critical point, this Pokémon gained power that is unfettered by the limits of its physical body. It imbues its fists with the power of the rage that it kept hidden in its heart. Opponents struck by these imbued fists will be shattered to their core.

SR: 2.5

HP: 114(d20)    AC: 18    Minimum Level Found: 11

STR: 16(+3) |DEX: 19(+4) |CON: 16(+3) |INT: 8(-1) |WIS: 16(+3) |CHA: 13(+1)

Saving Throw: DEX/CHA


Vital Spirit: This Pokémon cannot be put to sleep.

Inner Focus: This Pokémon is immune to flinching.

Defiant (Hidden): While this Pokémon is suffering from a negative status effect or stat change imposed by an opponent, it gains +2 to all attack rolls.

Weaknesses: Flying, Ghost, Psychic, Fairy

Resistances: Poison, Rock, Bug

Immunities: Normal, Fighting

Stage: 3/3 | 2 ASI

Evolves from at level 11. This is the final form of .


Starting Moves: Counter, Fling, Scratch, Leer, Focus Energy, Shadow Punch, Fury Swipes, Low Kick, Seismic Toss, Swagger, Cross Chop, Assurance

Level 14: Thrash, Rage Fist, Close Combat, Screech

Level 18: Stomping Tantrum, Outrage, Final Gambit

Egg Moves: Beat up, Counter, Curse, Encore, Night Slash, Spite

Moves Learned Via TMs: 001: Work Up, 006: Scary Face, 007: Protect, 012: Low Kick, 014: Acrobatics, 018: Thief, 025: Facade, 028: Bulldoze, 032: Swift, 036: Rock Tomb, 039: Low Sweep, 042: Nightshade, 043: Fling, 047: Edure, 049: Sunny Day, 050: Rain Dance, 055: Dig, 058: Brick Break, 060: U-Turn, 061: Shadow Claw, 064: Bulk Up, 066: Body Slam, 067: Fire Punch, 068: Thunder Punch, 069: Ice Punch, 070: Sleep Talk, 071: Seed Bomb, 073: Drain Punch, 080: Metronome, 083: Poison Jab, 084: Stomping Tantrum, 085: Rest, 086: Rock Slide, 087: Taunt, 102: Gunk Shot, 103: Substitute, 114: Shadow Ball, 116: Stealth Rock, 122: Encore, 126: Thunder Bolt, 130: Helping Hand, 134: Reversal, 149: Earthquake, 150: Stone Edge, 151: Phantom Force, 152: Giga Impact, 156: Outrage, 157: Overheat, 158: Focus Blast, 163: Hyper Beam, 166: Thunder, 167: Close Combat, 171: Tera Blast, 177: Spite, 179: Smack Down, 184: Vacuum Wave, 191: Uproar, 192: Focus Punch, 199: Lash Out, 204: Double-Edge, 205: Endeavor, 213: Coaching, 221: Throat Chop, 224: Curse

Dipplin

Dipplin

/

The head sticking out belongs to the fore-wyrm, while the tail belongs to the core-wyrm. The two share one apple and help each other out. Its evolution was triggered by a special apple grown only in one place.

SR: 2.5

HP: 47(D12)    AC: 18    Minimum Level Found: 3

STR: 18(+4) |DEX: 12(+1) |CON: 19(+4) |INT: 6(-2) |WIS: 14(+2) |CHA: 11(+0)

Saving Throw: CON/STR


Supersweet Syrup: Once per long rest, you can force your opponent to make a DEX saving throw. On a fail, all rolls against them may be made at advantage.

Gluttony: This Pokémon must eat its held berry when it falls below half of its maximum HP.

Sticky Hold (Hidden): Held items cannot be stolen or knocked away from this Pokémon.

Weaknesses: Bug, Ghost, Dark

Resistances: Fighting, Psychic

Immunities:None

Stage: 2/3 | 2 ASI

Evolves from at level 3 when exposed to a Syrupy Apple, and into at level 8 when leveled up knowing the TM Dragon Cheer.

When it evolves, its health increases by double its level, and it gains 6 points to add to its ability scores (max 20 before Nature).


Starting Moves: Withdraw, Sweet Scent, Recycle, Astonish, Double Hit, Dragon Tail, Growth

Level 10: Dragon Breath

Level 14: Syrup Bomb, Dragon Pulse, Recover

Level 18: Energy Ball, Substitute, Power Whip

Egg Moves: Defense Curl, Recycle, Rollout, Sucker Punch

Learnable via TMs: 001: Take Down, 007: Protect, 021: Pounce, 025: Facade, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 056: Bullet Seed, 066: Body Slam, 070: Sleep Talk, 071: Seed Bomb, 074: Reflect, 081: Grass Knot, 085: Rest, 103: Substitute, 111: Giga Drain, 115: Dark Pulse, 119: Energy Ball, 131: Pollen Puff, 137: Grassy Terrain, 152: Giga Impact, 156: Outrage, 159: Leaf Storm, 163: Hyper Beam, 168: Solar Beam, 169: Draco Meteor, 171: Tera Blast, 180: Gyro Ball, 182: Bug Bite, 194: Grassy Glide, 226: Dragon Cheer

Hydrapple

Hydrapple

/

Seven syrpents live inside an apple made of syrup. The syrpent in the center is the commander. These capricious syrpents have banded together. On the rare occasion that their moods align, their true power is unleashed.

SR: 0.5

HP: 135(D20)    AC: 19    Minimum Level Found: 8

STR: 20(+5) |DEX: 12(+1) |CON: 19(+4) |INT: 6(-2) |WIS: 16(+3) |CHA: 11(+0)

Saving Throw: CON/STR


Supersweet Syrup: Once per long rest, you can force your opponent to make a DEX saving throw. On a fail, all rolls against them may be made at advantage.

Regenerator: Once per long rest, this Pokémon regains hit points equal to its level when it returns to its Pokéball.

Sticky Hold (Hidden): Held items cannot be stolen or knocked away from this Pokémon.

Weaknesses: Bug, Ghost, Dark

Resistances: Fighting, Psychic

Immunities:None

Stage: 3/3 | 2 ASI

Evolves from at level 8 when leveled up knowing the TM Dragon Cheer. This is the final form of .


Starting Moves: Withdraw, Sweet Scent, Recycle, Astonish, Yawn, Double Hit, Infestation, Fickle Beam, Double Hit, Dragon Tail, Growth, Dragon Breath, Protect, Bullet Seed

Level 14: Syrup Bomb, Dragon Pulse, Recover

Level 18: Energy Ball, Substitute, Power Whip

Egg Moves: Defense Curl, Recycle, Rollout, Sucker Punch

Learnable via TMs: 001: Work Up, 007: Protect, 021: Pounce, 025: Facade, 033: Magical Leaf, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 050: Rain Dance, 056: Bullet Seed, 066: Body Slam, 070: Sleep Talk, 071: Seed Bomb, 074: Reflect, 081: Grass Knot, 085: Rest, 089: Body Press, 103: Substitute, 111: Giga Drain, 115: Dark Pulse, 119: Energy Ball, 121: Heavy Slam, 131: Pollen Puff, 133: Earth Power, 137: Grassy Terrain, 140: Nasty Plot, 142: Hydro Pump, 149: Earthquake, 152: Giga Impact, 156: Outrage, 159: Leaf Storm, 163: Hyper Beam, 168: Solar Beam, 169: Draco Meteor, 171: Tera Blast, 180: Gyro Ball, 182: Bug Bite, 191: Uproar, 194: Grassy Glide, 204: Double-Edge, 222: Breaking Swipe, 224: Curse, 226: Dragon Cheer