#

#

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

Alolan Rattata

Alolan Rattata

/

When the sun goes down, it becomes active. It runs around town on a chase for good food for the boss of its nest—Raticate. With its incisors, it gnaws through doors and infiltrates people's homes. Then, with a twitch of its whiskers, it steals whatever food it finds.

SR: 9

HP: 16(d6)    AC: 11    Minimum Level Found: 1

STR: 16(+3)|DEX: 15(+2)|CON: 11(+0)|INT: 6(-2)|WIS: 12(+1)|CHA: 14(+2)

Saving Throw: STR


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

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.

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

Weaknesses: Fighting, Bug, Fairy

Resistances: Dark

Immunities: Ghost, Psychic

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).


Moves Current up to Gen VII

Starting Moves: Tackle, Tail Whip

Level 2: Quick Attack, Focus Energy

Level 6: Bite, Pursuit

Level 10: Hyper Fang, Assurance

Level 14: Crunch, Sucker Punch

Level 18: Super Fang, Double-Edge, Endeavor

Egg Moves: Counter, Final Gambit, Fury Swipes, Me First, Revenge, Reversal, Snatch, Stockpile, Swallow, Switcheroo, Uproar

Learnable via TMs: Toxic, Hidden Power, Sunny Day, Taunt, Ice Beam, Blizzard, Protect, Rain Dance, Frustration, Return, Shadow Ball, Double Team, Sludge Bomb, Torment, Facade, Rest, Attract, Thief, Round, Quash, Embargo, Shadow Claw, Grass Knot, Swagger, Sleep Talk, U-Turn, Substitute, Snarl, Dark Pulse, Confide

Alolan Raticate

Alolan Raticate

/

It forms a group of Rattata, which it assumes command of. Each group has its own territory, and disputes over food happen often. This gourmet Pokémon is particular about the taste and freshness of its food. Restaurants where Raticate live have a good reputation.

SR: 5

HP: 47(d12)    AC: 16    Minimum Level Found: 4

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

Saving Throw:#


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

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.

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

Weaknesses: Fighting, Bug, Fairy

Resistances: Dark

Immunities: Ghost, Psychic

Stage: 2/2 | 3 ASI

Evolves from at level 4.


Moves Current up to Gen VII

Starting Moves: Scary Face, Swords Dance, Tackle, Tail Whip, Quick Attack, Focus Energy

Level 6: Bite, Pursuit

Level 10: Hyper Fang, Assurance

Level 14: Crunch, Sucker Punch

Level 18: Super Fang, Double-Edge, Endeavor

Egg Moves: Counter, Final Gambit, Fury Swipes, Me First, Revenge, Reversal, Snatch, Stockpile, Swallow, Switcheroo, Uproar

Learnable via TMs: Roar, Toxic, Bulk Up, Venoshock, Hidden Power, Sunny Day, Taunt, Ice Beam, Blizzard, Hyper Beam, Protect, Rain Dance, Frustration, Return, Shadow Ball, Double Team, Sludge Wave, Sludge Bomb, Torment, Facade, Rest, Attract, Thief, Round, Quash, Embargo, Shadow Claw, Giga Impact, Swords Dance, Grass Knot, Swagger, Sleep Talk, U-Turn, Substitute, Snarl, Dark Pulse, Confide

Cleffa

Cleffa

In silhouette, they resemble twinkling starlight. On nights with many shooting stars, Cleffa can be seen dancing in a ring. They dance through the night and stop only at the break of day, when these Pokémon quench their thirst with the morning dew.

SR: 6

HP: 16(d6)    AC: 11    Minimum Level Found: 1

STR: 11(+0)|DEX: 9(-1)|CON: 11(+0)|INT: 6(-2)|WIS: 12(+1)|CHA: 17(+3)

Saving Throw: CHA


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

Magic Guard: If this Pokémon is subjected to a move that forces it to make a saving throw to take only half damage, it instead takes no damage on a success.

Friend Guard (Hidden): Once per long rest, when an ally within 15 feet of this Pokémon is hit by an attack, it may choose to halve the damage dealt.

Weaknesses: Steel, Poison

Resistances: Fighting, Bug, Dark

Immunities: Dragon

Stage: 1/3 | 2 ASI

Evolves into at level 3 with a +2 in Loyalty and at level 7 when exposed to a Moon Stone.

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: Splash, Pound, Copycat

Level 2: Sing

Level 6: Sweet Kiss

Level 10: Disarming Voice

Level 14: Encore

Level 18: Charm

Egg Moves: Heal Pulse, Present, Tickle, Wish

Learnable via TMs: 002: Charm, 003: Fake Tears, 007: Protect, 011: Water Pulse, 016: Psybeam, 019: Disarming Voice, 022: Chilling Water, 025: Facade, 032: Swift, 033: Magical Leaf, 034: Icy Wind, 037: Drianging Kiss, 041: Stored Power, 043: Fling, 047: Edure, 049: Sunny Day, 050: Rain Dance, 054: Psyshock, 055: Dig, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 074: Reflect, 075: Light Screen, 079: Dazzling Gleam, 080: Metronome, 081: Grass Knot, 082: Thunder Wave, 085: Rest, 103: Substitute, 109: Trick, 114: Shadow Ball, 117: Hyper Voice, 122: Encore, 125: Flamethrower, 127: Play Rough, 128: Amnesia, 129: Calm Mind, 130: Helping Hand, 139: Misty Terrain, 141: Fire Burst, 168: Solar Beam, 171: Tera Blast, 178: Gravity, 191: Uproar, 205: Endeavor, 227: Alluring Voice

Clefairy

Clefairy

On every night of a full moon, groups of this Pokémon come out to play. Bathed in moonlight, its wings glow faintly and allow them to float. When dawn arrives, the tired Clefairy return to their quiet mountain retreats and go to sleep nestled up against each other.

SR: 6

HP: 37(d12)    AC: 14    Minimum Level Found: 3

STR: 13(+1)|DEX: 11(+0)|CON: 13(+1)|INT: 6(-2)|WIS: 14(+2)|CHA: 17(+3)

Saving Throw: CHA


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

Magic Guard: If this Pokémon is subjected to a move that forces it to make a saving throw to take only half damage, it instead takes no damage on a success.

Friend Guard (Hidden): Once per long rest, when an ally within 15 feet of this Pokémon is hit by an attack, it may choose to halve the damage dealt.

Weaknesses: Steel, Poison

Resistances: Fighting, Bug, Dark

Immunities: Dragon

Stage: 2/3 | 2 ASI

Evolves from at level 3 with a +2 in Loyalty and into at level 7 when exposed to a Moon Stone.

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: Sing, Sweet Kiss, Disarming Voice, Charm, Splash, Pound, Copycat, Growl, Defense Curl, Stored Power, Encore, After You, Life Dew

Level 6: Metronome, Moonlight

Level 10: Gravity, Meteor Mash

Level 14: Follow Me, Cosmic Power

Level 18: Moonblast, Healing Wish

Egg Moves: Heal Pulse, Present, Tickle, Wish

Learnable via TMs: 001: Work Up, 002: Charm, 003: Fake Tears, 007: Protect, 011: Water Pulse, 016: Psybeam, 018: Thief, 019: Disarming Voice, 022: Chilling Water, 023: Charge Beam, 025: Facade, 032: Swift, 033: Magical Leaf, 034: Icy Wind, 037: Draining Kiss, 041: Stored Power, 042: Nightshade, 043: Fling, 047: Edure, 049: Sunny Day, 050: Rain Dance, 054: Psyshock, 055: Dig, 058: Brick Break, 059: Zen Headbutt, 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, 081: Grass Knot, 082: Thunder Wave, 085: Rest, 092: Imprison, 098: Skill Swap, 103: Substitute, 109: Trick, 114: Shadow Ball, 116: Stealth Rock, 117: Hyper Voice, 120: Psychic, 122: Encore, 125: Flamethrower, 126: Thunder Bolt, 127: Play Rough, 128: Amnesia, 129: Calm Mind, 130: Helping Hand, 132: Baton Pass, 135: Ice Beam, 139: Misty Terrain, 141: Fire Burst, 143: Blizzard, 166: Thunder, 168: Solar Beam, 171: Tera Blast, 178: Gravity, 181: Knock off, 191: Uproar, 192: Focus Punch, 197: Dual Wingbeat, 201: Misty Explosion, 203: Psych Up, 204: Double-Edge, 205: Endeavor, 220: Meteor Beam, 227: Alluring Voice

Clefable

Clefable

Clefable moves by skipping lightly as if it were flying using its wings. Its bouncy step lets it even walk on water. Their ears are sensitive enough to hear a pin drop from over a mile away. Legend says that on clear, quiet nights, it listens for the voices of its kin living on the moon.

SR: 1.5

HP: 114(d20)    AC: 16    Minimum Level Found: 7

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

Saving Throw: CHA


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

Magic Guard: If this Pokémon is subjected to a move that forces it to make a saving throw to take only half damage, it instead takes no damage on a success.

Unaware (Hidden): When this Pokémon attacks an opponent, it ignores any stat boosts the opponent has been affected with after the start of battle. This includes boosts to AC or saving throws the Pokémon has to make.

Weaknesses: Steel, Poison

Resistances: Fighting, Bug, Dark

Immunities: Dragon

Stage: 3/3 | 2 ASI

Evolves from at level 7 when exposed to a Moon Stone. This is the final form of


Starting Moves: Sing, Sweet Kiss, Disarming Voice, Charm, Splash, Pound, Copycat, Growl, Defense Curl, Stored Power, Encore, After You, Life Dew, Metronome, Moonlight

Level 10: Gravity, Meteor Mash

Level 14: Follow Me, Cosmic Power

Level 18: Moonblast, Healing Wish

Egg Moves: Heal Pulse, Present, Tickle, Wish

Learnable via TMs: 001: Work Up, 002: Charm, 003: Fake Tears, 007: Protect, 011: Water Pulse, 016: Psybeam, 018: Thief, 019: Disarming Voice, 022: Chilling Water, 023: Charge Beam, 025: Facade, 032: Swift, 033: Magical Leaf, 034: Icy Wind, 037: Draining Kiss, 041: Stored Power, 042: Nightshade, 043: Fling, 047: Edure, 049: Sunny Day, 050: Rain Dance, 054: Psyshock, 055: Dig, 058: Brick Break, 059: Zen Headbutt, 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, 081: Grass Knot, 082: Thunder Wave, 085: Rest, 092: Imprison, 098: Skill Swap, 103: Substitute, 109: Trick, 114: Shadow Ball, 116: Stealth Rock, 117: Hyper Voice, 120: Psychic, 122: Encore, 125: Flamethrower, 126: Thunder Bolt, 127: Play Rough, 128: Amnesia, 129: Calm Mind, 130: Helping Hand, 132: Baton Pass, 135: Ice Beam, 139: Misty Terrain, 141: Fire Burst, 143: Blizzard, 152: Giga Impact, 158: Focus Blast, 163: Hyper Beam, 166: Thunder, 168: Solar Beam, 171: Tera Blast, 178: Gravity, 181: Knock off, 191: Uproar, 192: Focus Punch, 197: Dual Wingbeat, 203: Psych Up, 204: Double-Edge, 205: Endeavor, 217: Future Sight, 220: Meteor Beam, 227: Alluring Voice

Geodude

Geodude

/

At rest, it looks just like a rock. Carelessly stepping on it will make it swing its fists angrily. Most people may not notice, but a closer look should reveal that there are many Geodude around.

SR: 9

HP: 19(d6)    AC: 18    Minimum Level Found: 1

STR: 17(+3)|DEX: 10(+0)|CON: 16(+3)|INT: 8(-1)|WIS: 10(+0)|CHA: 12(+1)

Saving Throw: CON/INT


Rock Head: This Pokémon takes no recoil damage.

Sturdy: When taking damage equal to half or more of your current HP, roll a d4. On a result of 3 of 4, halve the damage dealt.

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

Weaknesses: Fighting, Ground, Steel, Water, Grass, Ice

Resistances: Normal, Flying, Poison, Rock, Fire

Immunities: Electric

Stage: 1/3 | 2 ASI

Evolves into at level 5 and into at level 8.

This Pokemon has the regional variant of .

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, Defense Curl

Level 2: Rock Polish, Rollout

Level 6: Bulldoze, Rock Throw, Smack Down

Level 10: Self-Destruct, Stealth Rock

Level 14: Rock Blast, Earthquake

Level 18: Explosion, Double-Edge, Stone Edge

Egg Moves: Block, Curse, Dynamic Punch, Flail, Hammer Arm, Mega Punch, Wide Guard

Learnable via TMs: 001: Work Up, 005: Mud-Slap, 006: Scary Face, 007: Protect, 025: Facade, 028: Bulldoze, 035: Mud Shot, 036: Rock Tomb, 043: Fling, 047: Edure, 049: Sunny Day, 051: Sandstorm, 055: Dig, 058: Brick Break, 066: Body Slam, 067: Fire Punch, 068: Thunder Punch, 070: Sleep Talk, 076: Rock Blast, 080: Metronome, 084: Stomping Tantrum, 085: Rest, 086: Rock Slide, 103: Substitute, 104: Iron Defense, 116: Stealth Rock, 125: Flamethrower, 133: Earth Power, 141: Fire Burst, 149: Earthquake, 150: Stone Edge, 171: Tera Blast, 179: Smack Down, 180: Gyro Ball, 186: High Horsepower, 192: Focus Punch, 204: Double-Edge, 224: Curse

Graveler

Graveler

/

A slow walker, it rolls to move. It pays no attention to any object that happens to be in its path. Moss-covered rocks are Graveler's favorite food. It consumes over a ton of them a day, crunching loudly while it eats.

SR: 5

HP: 51(d8)    AC: 19    Minimum Level Found: 5

STR: 18(+4)|DEX: 11(+0)|CON: 17(+3)|INT: 8(-1)|WIS: 12(+1)|CHA: 12(+1)

Saving Throw: CON/INT


Rock Head: This Pokémon takes no recoil damage.

Sturdy: When taking damage equal to half or more of your current HP, roll a d4. On a result of 3 of 4, halve the damage dealt.

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

Weaknesses: Fighting, Ground, Steel, Water, Grass, Ice

Resistances: Normal, Flying, Poison, Rock, Fire

Immunities: Electric

Stage: 2/3 | 2 ASI

Evolves from at level 5 and into at level 8.

This Pokemon has the regional variant of .

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, Defense Curl, Rock Polish, Rollout

Level 6: Bulldoze, Rock Throw, Smack Down

Level 10: Self-Destruct, Stealth Rock

Level 14: Rock Blast, Earthquake

Level 18: Explosion, Double-Edge, Stone Edge

Egg Moves: Block, Curse, Dynamic Punch, Flail, Hammer Arm, Mega Punch, Wide Guard

Learnable via TMs: 001: Work Up, 005: Mud-Slap, 006: Scary Face, 007: Protect, 025: Facade, 028: Bulldoze, 035: Mud Shot, 036: Rock Tomb, 043: Fling, 047: Edure, 049: Sunny Day, 051: Sandstorm, 055: Dig, 058: Brick Break, 066: Body Slam, 067: Fire Punch, 068: Thunder Punch, 070: Sleep Talk, 076: Rock Blast, 080: Metronome, 084: Stomping Tantrum, 085: Rest, 086: Rock Slide, 089: Body Press, 099: Iron Head, 103: Substitute, 104: Iron Defense, 116: Stealth Rock, 121: Heavy Slam, 125: Flamethrower, 133: Earth Power, 141: Fire Burst, 149: Earthquake, 150: Stone Edge, 158: Focus Blast, 160: Hurricane, 161: Trick Room, 162: Bug Buzz, 163: Hyper Beam, 171: Tera Blast, 179: Smack Down, 180: Gyro Ball, 186: High Horsepower, 192: Focus Punch, 204: Double-Edge, 224: Curse, 225: Hard Press

Golem

Golem

/

It is enclosed in a hard shell that is as rugged as slabs of rock. It sheds skin once a year to grow larger. It deliberately blows itself up, then uses this explosive force to jump from mountain to mountain.

SR: 2.5

HP: 92(d12)    AC: 21    Minimum Level Found: 8

STR: 20(+5)|DEX: 12(+1)|CON: 19(+4)|INT: 8(-1)|WIS: 14(+2)|CHA: 12(+1)

Saving Throw: CON/INT


Rock Head: This Pokémon takes no recoil damage.

Sturdy: When taking damage equal to half or more of your current HP, roll a d4. On a result of 3 of 4, halve the damage dealt.

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

Weaknesses: Fighting, Ground, Steel, Water, Grass, Ice

Resistances: Normal, Flying, Poison, Rock, Fire

Immunities: Electric

Stage: 3/3 | 2 ASI

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

This Pokemon has the regional variant of .


Starting Moves: Tackle, Defense Curl, Rock Polish, Heavy Slam, Bulldoze, Rock Throw, Smack Down

Level 10: Self-Destruct, Stealth Rock

Level 14: Rock Blast, Earthquake

Level 18: Explosion, Double-Edge, Stone Edge

Egg Moves: Block, Curse, Dynamic Punch, Flail, Hammer Arm, Mega Punch, Wide Guard

Learnable via TMs: 001: Work Up, 005: Mud-Slap, 006: Scary Face, 007: Protect, 025: Facade, 028: Bulldoze, 035: Mud Shot, 036: Rock Tomb, 043: Fling, 047: Edure, 049: Sunny Day, 051: Sandstorm, 055: Dig, 058: Brick Break, 066: Body Slam, 067: Fire Punch, 068: Thunder Punch, 070: Sleep Talk, 076: Rock Blast, 080: Metronome, 084: Stomping Tantrum, 085: Rest, 086: Rock Slide, 089: Body Press, 099: Iron Head, 103: Substitute, 104: Iron Defense, 116: Stealth Rock, 121: Heavy Slam, 125: Flamethrower, 133: Earth Power, 141: Fire Burst, 149: Earthquake, 150: Stone Edge, 152: Giga Impact, 158: Focus Blast, 163: Hyper Beam, 171: Tera Blast, 172: Roar, 179: Smack Down, 180: Gyro Ball, 186: High Horsepower, 192: Focus Punch, 204: Double-Edge, 224: Curse, 225: Hard Press

Dratini

Dratini

It sheds many layers of skin as it grows larger. During this process, it is protected by a rapid waterfall. It is called the Mirage Pokémon because so few have seen it.

SR: 2.5

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

STR: 15(+2)|DEX: 13(+1)|CON: 12(+1)|INT: 6(-2)|WIS: 10(+0)|CHA: 10(+0)

Saving Throw: STR


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.

Marvel Scale (Hidden): This Pokémon's AC increase by 2 when suffering from a negative status condition.

Weaknesses: Ice, Dragon, Fairy

Resistances: Fire, Water, Grass, Electric

Immunities: N/A

Stage: 1/3 | 2 ASI

Evolves into at level 6 and at level 11

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).


Staring Moves: Wrap, Leer

Level 2: Twister, Thunder Wave

Level 6: Dragon Tail, Agility, Slam

Level 10: Aqua Tail, Dragon Rush

Level 14: Safeguard, Rain Dance, Dragon Dance

Level 18: Outrage, Hyper Beam

Egg Moves: Aqua Jet, Dragon Breath, Extreme Speed, Mist, Supersonic, Water Pulse

Moves Learned Via TMS: 001: Work Up, 004: Agility, 007: Protect, 011: Water Pulse, 022: Chilling Water, 024: Fire Spin, 025: Facade, 032: Swift, 034: Icy Wind, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 050: Rain Dance, 066: Body Slam, 070: Sleep Talk, 075: Light Screen, 077: Waterfall, 082: Thunder Wave, 085: Rest, 099: Iron Head, 100: Dragon Dance, 103: Substitute, 115: Dark Pulse, 123: Surf, 125: Flamethrower, 125: Thunderbolt, 130: Helping Hand, 135: Ice Beam, 141: Fire Burst, 142: Hydro Pump, 143: Blizzard, 152: Giga Impact, 156: Outrage, 163: Hyper Beam, 166: Thunder, 169: Draco Meteor, 171: Tera Blast, 174: Haze, 200: Scale Shot, 222: Breaking Swipe, 226: Dragon Cheer

Dragonair

Dragonair

It is called the divine Pokémon. They say that if it emits an aura from its whole body, the weather will begin to change instantly.

SR: 2

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

STR: 17(+3)|DEX: 15(+2)|CON: 14(+2)|INT: 6(-2)|WIS: 12(+1)|CHA: 10(+0)

Saving Throw: STR


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.

Marvel Scale (Hidden): This Pokémon's AC increase by 2 when suffering from a negative status condition.

Weaknesses: Ice, Dragon, Fairy

Resistances: Fire, Water, Grass, Electric

Immunities: N/A

Stage: 2/3 | 2 ASI

Evolves from at level 6 and evolves into at level 11.

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).


Staring Moves: Wrap, Leer, Twister, Thunder Wave, Dragon Tail, Agility, Slam

Level 10: Aqua Tail, Dragon Rush

Level 14: Safeguard, Rain Dance, Dragon Dance

Level 18: Outrage, Hyper Beam

Egg Moves: Aqua Jet, Dragon Breath, Extreme Speed, Mist, Supersonic, Water Pulse

Moves Learned Via TMS: 001: Work Up, 004: Agility, 007: Protect, 011: Water Pulse, 022: Chilling Water, 024: Fire Spin, 025: Facade, 032: Swift, 034: Icy Wind, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 050: Rain Dance, 066: Body Slam, 070: Sleep Talk, 075: Light Screen, 077: Waterfall, 082: Thunder Wave, 085: Rest, 099: Iron Head, 100: Dragon Dance, 103: Substitute, 115: Dark Pulse, 123: Surf, 125: Flamethrower, 126: Thunderbolt, 130: Helping Hand, 135: Ice Beam, 141: Fire Burst, 142: Hydro Pump, 143: Blizzard, 152: Giga Impact, 156: Outrage, 163: Hyper Beam, 166: Thunder, 169: Draco Meteor, 171: Tera Blast, 174: Haze, 193: Weather Ball, 200: Scale Shot, 222: Breaking Swipe, 226: Dragon Cheer

Dragonite

Dragonite

It is said that somewhere in the ocean lies an island where these gather. Only they live there. It can fly in spite of its big and bulky physique. It circles the globe in just 16 hours.

SR: 2

HP: 110(d12)    AC: 17    Minimum Level Found: 10

STR: 21(+5)|DEX: 18(+4)|CON: 17(+3)|INT: 8(-2)|WIS: 14(+2)|CHA: 10(+0)

Saving Throw: STR/DEX


Inner Focus: This Pokémon is immune to flinching.

Multiscale (Hidden): If this Pokémon is at full health, the first damage dealt to it is halved.

Weaknesses: Rock, Ice, Dragon, Fairy

Resistances: Fighting, Bug, Fire, Water, Grass

Immunities: Ground

Stage: 3/3 | 2 ASI

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


Staring Moves: Wrap, Leer, Twister, Thunder Wave, Dragon Tail, Agility, Slam, Aqua Tail, Dragon Rush, Wing Attack, Extreme Speed, Roost, Fire Punch, Thunder Punch, Hurricane

Level 14: Outrage, Safeguard, Rain Dance

Level 18: Dragon Dance, Hyper Beam

Egg Moves: Aqua Jet, Dragon Breath, Extreme Speed, Mist, Supersonic, Water Pulse

Moves Learned Via TMS: 001: Work Up, 004: Agility, 006: Scary Face, 007: Protect, 011: Water Pulse, 012: Low Kick, 022: Chilling Water, 024: Fire Spin, 025: Facade, 027: Aerial Ace, 028: Bulldoze, 032: Swift, 034: Icy Wind, 036: Rock Tomb, 040: Air Cutter, 043: Fling, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 050: Rain Dance, 051: Sand Storm, 052: Snowscape, 058: Brick Break, 065: Air Slash, 066: Body Slam, 067: Fire Punch, 068: Thunder Punch, 069: Ice Punch, 070: Sleep Talk, 075: Light Screen, 077: Waterfall, 078: Dragon Claw, 080: Metronome, 082: Thunder Wave, 084: Stomping Tantrum, 085: Rest, 086: Rock Slide, 089: Body Press, 097: Fly, 099: Iron Head, 100: Dragon Dance, 103: Substitute, 113: Tailwind, 115: Dark Pulse, 118: Heatwave, 122: Encore, 123: Surf, 124: Ice Spinner, 125: Flamethrower, 126: Thunder Bolt, 130: Helping Hand, 135: Ice Beam, 141: Fire Burst, 142: Hydro Pump, 143: Blizzard, 149: Earthquake, 150: Stone Edge, 152: Giga Impact, 156: Outrage, 158: Focus Blast, 160: Hurricane, 163: Hyper Beam, 166: Thunder, 167: Close Combat, 169: Draco Meteor, 171: Tera Blast, 172: Roar, 174: Haze, 192: Focus Punch, 193: Weather Ball, 200: Scale Shot, 222: Breaking Swipe, 226: Dragon Cheer

Deino

Deino

/

It can’t see, so its first approach to examining things is to bite them and commit the associated scent to memory. You will be covered in wounds until a Deino warms up to you. It nests deep inside a cave. Food there is scarce, so Deino will sink its teeth into anything that moves and attempt to eat it.

SR: 2.5

HP: 19(d8)    AC: 13    Minimum Level Found: 1

STR: 17(+3)|DEX: 11(+0)|CON: 13(+1)|INT: 6(-2)|WIS: 10(+0)|CHA: 11(+0)

Saving Throw: STR


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.

Weaknesses: Fighting, Bug, Ice, Dragon, Fairy

Resistances: Ghost, Fire, Water, Grass, Electric, Dark

Immunities: Psychic

Stage: 1/3 | 2 ASI

Evolves into at level 10 and into at level 13.

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, Focus Energy, Dragon Breath

Level 2: Bite, Roar, Assurance

Level 6: Headbutt, Work Up, Slam

Level 10: Crunch, Scary Face, Dragon Pulse

Level 14: Body Slam, Hyper Voice, Dragon Rush

Level 18: Nasty Plot, Outrage

Egg Moves: Astonish, Belch, Double Hit, Head Smash

Learnable via TMs: 001: Work Up, 006: Scary Face, 007: Protect, 008: Fire Fang, 009: Thunder Fang, 010: Ice Fang, 018: Thief, 025: Facade, 030: Snarl, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 050: Rain Dance, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 082: Thunder Wave, 085: Rest, 087: Taunt, 094: Dark Pulse, 103: Substitute, 108: Crunch, 115: Dark Pulse, 117: Hyper Voice, 133: Earth Power, 140: Nasty Plot, 156: Outrage, 169: Draco Meteor, 171: Tera Blast, 172: Roar, 177: Spite, 203: Psych Up, 226: Dragon Cheer

Zweilous

Zweilous

/

The two heads do not get along at all and have different likes and dislikes. If you don’t give each head the same amount of attention, they’ll begin fighting out of jealousy. Because the heads fight with each other, Zweilous gets stronger without needing to rely on others. Whichever head eats more than the other gets to be the leader.

SR: 2.5

HP: 100(d12)    AC: 16    Minimum Level Found: 10

STR: 19(+4)|DEX: 13(+1)|CON: 15(+2)|INT: 6(-2)|WIS: 12(+1)|CHA: 11(+0)

Saving Throw: STR


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.

Weaknesses: Fighting, Bug, Ice, Dragon, Fairy

Resistances: Ghost, Fire, Water, Grass, Electric, Dark

Immunities: Psychic

Stage: 2/3 | 2 ASI

Evolves from at level 10 and into at level 13.

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: Double Hit, Tackle, Focus Energy, Dragon Breath, Bite, Roar, Assurance, Headbutt, Work Up, Slam, Crunch, Scary Face, Dragon Pulse

Level 14: Body Slam, Hyper Voice, Dragon Rush

Level 18: Nasty Plot, Outrage

Egg Moves: Astonish, Belch, Double Hit, Head Smash

Learnable via TMs: 001: Work Up, 006: Scary Face, 007: Protect, 008: Fire Fang, 009: Thunder Fang, 010: Ice Fang, 018: Thief, 025: Facade, 030: Snarl, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 050: Rain Dance, 059: Zen Headbutt, 066: Body Slam, 070: Sleep Talk, 082: Thunder Wave, 084: Stomping Tantrum, 085: Rest, 087: Taunt, 094: Dark Pulse, 103: Substitute, 108: Crunch, 115: Dark Pulse, 117: Hyper Voice, 130: Helping Hand, 133: Earth Power, 140: Nasty Plot, 156: Outrage, 169: Draco Meteor, 171: Tera Blast, 172: Roar, 177: Spite, 199: Lash Out, 203: Psych Up, 226: Dragon Cheer

Hydreigon

Hydreigon

/

Only the central head has a brain. It is very intelligent, but it thinks only of destruction. They use all three heads to consume and destroy everything. It's said that Hydreigon grew ferocious because people in times long past loathed it, considering it to be evil incarnate and attacking it relentlessly.

SR: 2.5

HP: 195(d20)    AC: 18    Minimum Level Found: 13

STR: 23(+6)|DEX: 17(+3)|CON: 17(+3)|INT: 6(-2)|WIS: 14(+2)|CHA: 11(+0)

Saving Throw: STR


Levitate: This Pokémon is immune to ground moves.

Weaknesses: Fighting, Bug, Ice, Dragon, Fairy

Resistances: Ghost, Fire, Water, Grass, Electric, Dark

Immunities: Psychic

Stage: 3/3 | 2 ASI

Evolves from at level 13. This is the final form of .


Starting Moves: Tri Attack, Double Hit, Tackle, Focus Energy, Dragon Breath, Bite, Roar, Assurance, Headbutt, Work Up, Slam, Crunch, Scary Face, Dragon Pulse

Level 14: Body Slam, Hyper Voice, Dragon Rush

Level 18: Nasty Plot, Outrage

Egg Moves: Astonish, Belch, Double Hit, Head Smash

Learnable via TMs: 001: Work Up, 006: Scary Face, 007: Protect, 008: Fire Fang, 009: Thunder Fang, 010: Ice Fang, 014: Acrobatics, 018: Thief, 024: Fire Spin, 025: Facade, 028: Bulldoze, 030: Snarl, 036: Rock Tomb, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 050: Rain Dance, 059: Zen Headbutt, 060: U-Turn, 066: Body Slam, 070: Sleep Talk, 074: Reflect, 082: Thunder Wave, 084: Stomping Tantrum, 085: Rest, 086: Rock Slide, 087: Taunt, 093: Flash Cannon, 094: Dark Pulse, 097: Fly, 100: Dragon Dance, 103: Substitute, 108: Crunch, 113: Tailwind, 115: Dark Pulse, 116: Stealth Rock, 117: Hyper Voice, 118: Heatwave, 123: Surf, 125: Flamethrower, 130: Helping Hand, 133: Earth Power, 140: Nasty Plot, 141: Fire Burst, 142: Hydro Pump, 149: Earthquake, 150: Stone Edge, 152: Giga Impact, 156: Outrage, 158: Focus Blast, 163: Hyper Beam, 169: Draco Meteor, 171: Tera Blast, 172: Roar, 177: Spite, 197: Dual Wingbeat, 199: Lash Out, 200: Scale Shot, 203: Psych Up, 221: Throat Chop, 222: Breaking Swipe, 226: Dragon Cheer

Goomy

Goomy

Most of a Goomy’s body is water. It's covered in a slimy membrane that makes any punches or kicks slide off it harmlessly. Goomy's horns are excellent sensory organs that cover all five of Goomy's senses. Goomy picks up on danger from the movement of the air.

SR: 2.5

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

STR: 15(+2)|DEX: 12(+1)|CON: 13(+1)|INT: 6(-2)|WIS: 10(+0)|CHA: 9(-1)

Saving Throw: STR


Sap Sipper: This Pokémon takes no damage from grass-type attacks. If hit by a grass type move, it takes no damage and instead absorbs the energy, granting advantage on its next attack.

Hydration: This Pokémon is unaffected by negative status ailments in water or during rainy conditions.

Gooey (Hidden): When this Pokémon is hit with a melee attack, roll 1d4. On a result of 4, the attacker's speed is reduced to 0 until the end of its next turn.

Weaknesses: Ice, Dragon, Fairy

Resistances: Fire, Water, Grass, Electric

Immunities: None

Stage: 1/3 | 2 ASI

Evolves into at level 8 and into at level 10 when leveled up in the rain or fog.

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: Absorb, Tackle

Level 2: Water Gun, Dragon Breath

Level 6: Protect, Flail

Level 10: Water Pulse, Rain Dance

Level 14: Dragon Pulse, Curse

Level 18: Body Slam, Muddy Water

Egg Moves: Counter, Life Dew

Learnable via TMs: 001: Work Up, 002: Charm, 007: Protect, 011: Water Pulse, 022: Chilling Water, 025: Facade, 035: Mud Shot, 047: Edure, 049: Sunny Day, 050: Rain Dance, 066: Body Slam, 070: Sleep Talk, 085: Rest, 086: Rock Slide, 103: Substitute, 115: Dark Pulse, 126: Thunder Bolt, 148: Sludge Bomb, 156: Outrage, 169: Draco Meteor, 171: Tera Blast, 209: Muddy Water, 214: Sludge Wave, 219: Skitter Smack, 224: Curse

Sliggoo

Sliggoo

Its eyes devolved, so it can't see anything. The swirly protrusion on its back is filled with all its vital organs, such as its brain and heart. Although this Pokémon isn't very strong, its body is coated in a caustic slime that can melt through anything, so predators steer clear of it. Be sure to put gloves on if you're going to touch it!

SR: 2.5

HP: 101(d12)    AC: 15    Minimum Level Found: 8

STR: 17(+3)|DEX: 14(+2)|CON: 16(+3)|INT: 6(-2)|WIS: 12(+1)|CHA: 9(-1)

Saving Throw: STR


Sap Sipper: This Pokémon takes no damage from grass-type attacks. If hit by a grass type move, it takes no damage and instead absorbs the energy, granting advantage on its next attack.

Hydration: This Pokémon is unaffected by negative status ailments in water or during rainy conditions.

Gooey (Hidden): When this Pokémon is hit with a melee attack, roll 1d4. On a result of 4, the attacker's speed is reduced to 0 until the end of its next turn.

Weaknesses: Ice, Dragon, Fairy

Resistances: Fire, Water, Grass, Electric

Immunities: None

Stage: 2/3 | 2 ASI

Evolves from at level 8 and into at level 10 when leveled up in the rain or fog.

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: Acid Armor, Absorb, Tackle, Water Gun, Dragon Breath, Acid Spray, Protect, Flail

Level 10: Water Pulse, Rain Dance

Level 14: Dragon Pulse, Curse

Level 18: Body Slam, Muddy Water

Egg Moves: Counter, Life Dew

Learnable via TMs: 001: Work Up, 002: Charm, 007: Protect, 011: Water Pulse, 013: Acid Spray, 022: Chilling Water, 025: Facade, 035: Mud Shot, 047: Edure, 049: Sunny Day, 050: Rain Dance, 066: Body Slam, 070: Sleep Talk, 085: Rest, 086: Rock Slide, 103: Substitute, 115: Dragon Pulse, 126: Thunder Bolt, 135: Ice Beam, 143: Blizzard, 148: Sludge Bomb, 156: Outrage, 166: Thunder, 169: Draco Meteor, 171: Tera Blast, 175: Toxic, 209: Muddy Water, 214: Sludge Wave, 219: Skitter Smack, 224: Curse

Goodra

Goodra

Underneath its slimy skin is a thick layer of fat, and the combination of the two makes enemies' attacks slide right off. Its form of offense is forcefully stretching out its horns and lashing its tail with enough power to send a dump truck flying. This very friendly Dragon-type Pokémon will hug its beloved Trainer, leaving that Trainer covered in sticky slime. Don't get mad.

SR: 2.5

HP: 164(d20)    AC: 17    Minimum Level Found: 10

STR: 20(+5)|DEX: 16(+3)|CON: 19(+4)|INT: 6(-2)|WIS: 14(+2)|CHA: 9(-1)

Saving Throw: STR


Sap Sipper: This Pokémon takes no damage from grass-type attacks. If hit by a grass type move, it takes no damage and instead absorbs the energy, granting advantage on its next attack.

Hydration: This Pokémon is unaffected by negative status ailments in water or during rainy conditions.

Gooey (Hidden): When this Pokémon is hit with a melee attack, roll 1d4. On a result of 4, the attacker's speed is reduced to 0 until the end of its next turn.

Weaknesses: Ice, Dragon, Fairy

Resistances: Fire, Water, Grass, Electric

Immunities: None

Stage: 3/3 | 2 ASI

Evolves from at level 10 when leveled up in the rain or fog. This is the final form of .

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: Acid Spray, Poison Tail, Tearful Look, Feint, Absorb, Tackle, Water Gun, Dragon Breath, Aqua Tail, Protect, Flail, Water Pulse, Rain Dance

Level 14: Dragon Pulse, Curse

Level 18: Body Slam, Muddy Water, Power Whip

Egg Moves: Counter, Life Dew

Learnable via TMs: 001: Work Up, 002: Charm, 007: Protect, 011: Water Pulse, 013: Acid Spray, 022: Chilling Water, 025: Facade, 026: Poison Tail, 028: Bulldoze, 035: Mud Shot, 044: Dragon Tail, 047: Edure, 049: Sunny Day, 050: Rain Dance, 066: Body Slam, 067: Fire Punch, 068: Thunder Punch, 070: Sleep Talk, 078: Dragon Claw, 084: Stomping Tantrum, 085: Rest, 086: Rock Slide, 089: Body Press, 103: Substitute, 115: Dragon Pulse, 123: Surf, 125: Flamethrower, 126: Thunder Bolt, 135: Ice Beam, 141: Fire Burst, 142: Hydro Pump, 143: Blizzard, 148: Sludge Bomb, 149: Earthquake, 152: Giga Impact, 156: Outrage, 158: Focus Blast, 163: Hyper Beam, 166: Thunder, 169: Draco Meteor, 171: Tera Blast, 175: Toxic, 181: Knock off, 188: Scald, 192: Focus Punch, 193: Weather Ball, 214: Sludge Wave, 219: Skitter Smack, 222: Breaking Swipe, 224: Curse, 226: Dragon Cheer

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

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

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

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