#0902
Basculegion (Male)

Basculegion (Male)

Water Ghost

Abilities

  • Swift Swim Doubles the Pokémon's Speed stat in rain.
  • Adaptability Boosts the power of moves of the same type as the Pokémon by 100% instead of 50%.
  • Mold Breaker Hidden The Pokémon's moves are unaffected by the Ability of the target (with certain exceptions).

Stat Points

HP
120
ATK
112
DEF
65
Sp. Atk
80
Sp. Def
75
SPE
78

Weakness and Resistance

2x ⦿ Super Effective
Grass Electric Ghost Dark
1x – Normal
Ground Flying Psychic Rock Dragon Fairy
0.5x △ Resists
Fire Water Ice Poison Bug Steel
0x × Immune
Normal Fighting

Learnable Moves (49)

Name Type Category Power PP Description
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Aqua Jet physical 40 20 —
Bite physical 60 20 Has a 30% chance of making the target flinch.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Confuse Ray status - 12 Confuses the target.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Flip Turn physical 60 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Head Smash physical 150 8 The user takes 1/2 of the damage dealt by this move.
Hex special 65 12 This move's power is doubled ifthe target has a status condition.
Hydro Pump special 110 8 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Ice Fang physical 65 16 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Last Respects physical 50 12 This move's power is increased by 50 for each time that a Pokémon in the user's party has fainted.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Muddy Water special 90 12 Has a 30% chance of lowering targets' accuracy by 1 stage.
Night Shade special - 16 Deals 50 HP of damage.
Outrage physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Pain Split status - 20 The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Phantom Force physical 90 12 The user gains the Concealed status, where the Pokémon cannot be hit by moves and is unaffected by terrain, on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psychic Fangs physical 85 12 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Scale Shot physical 25 20 The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snowscape status - 8 Summons snow for 5 turns.
Soak status - 20 Changes the target's type to Water.
Spite status - 12 Removes 4 PP from the move last used by the target.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Thrash physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Waterfall physical 80 16 Has a 20% chance of making the target flinch.
Wave Crash physical 120 12 The user takes 1/3 of the damage dealt by this move.
Whirlpool special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out. This move's power is doubled if the target has the Submerged status.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.