#0823
Corviknight

Corviknight

Flying Steel

Abilities

  • Pressure Causes opponents to expend 1 more PP when using moves against the Pokémon.
  • Unnerve Makes opponents unable to eat Berries.
  • Mirror Armor Hidden Instead of being affected by stat-lowering effects, the Pokémon bounces them back at whichever Pokémon caused them.

Stat Points

HP
98
ATK
87
DEF
105
Sp. Atk
53
Sp. Def
85
SPE
67

Weakness and Resistance

2x ⦿ Super Effective
Fire Electric
1x – Normal
Water Ice Fighting Rock Ghost Dark
0.5x △ Resists
Normal Flying Psychic Dragon Steel Fairy
0.25x ▼ Mostly Ineffective
Grass Bug
0x × Immune
Poison Ground

Learnable Moves (55)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Air Cutter special 60 20 This move has a1-stage Critical-Hit Ratio Boost.
Air Slash special 75 16 Has a 30% chance of making the target flinch.
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Body Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Brave Bird physical 120 16 The user takes 1/3 of the damage dealt by this move.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Defog status - 16 Lowers the target's evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Drill Peck physical 80 20 —
Dual Wingbeat physical 40 12 The user attacks twice in a row.
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.
Fake Tears status - 20 Lowers the target's Sp. Def stat by 2 stages.
Feather Dance status - 16 Lowers the target's Attack stat by 2 stages.
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Fly physical 90 16 The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn.
Focus Energy status - 20 The user gains a 2-stage Critical-Hit Ratio Boost.
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.
Heavy Slam physical - 12 The more the user outweighs the target, the greater this move's power (ranging between 40 and 120). If the target has the Minimized status, this move's power is doubled and it will be sure to hit.
Hurricane special 110 12 Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status.
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.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Metal Sound status - 20 Lowers the target's Sp. Def stat by 2 stages.
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Pluck physical 60 20 If the target is holding a Berry, the user eats that Berry and gains its effect.
Power Trip physical 20 12 This move's power is increased by 20 for each stage that the user's stats have been boosted.
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.
Rain Dance status - 8 Summons rain for 5 turns.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Roost status - 8 Restores 1/2 of the user's max HP. If the user is a Flying type, it will lose the Flying type for the turn.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Sky Attack physical 140 8 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move on the turn this move is used, then attacks on the following turn. This move has a 30% chance of making the target flinch, and it has a 1-stage Critical-Hit Ratio Boost.
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.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spite status - 12 Removes 4 PP from the move last used by the target.
Steel Beam special 140 8 After attacking, the user takes damage equal to 1/2 of its max HP.
Steel Wing physical 70 20 Has a 10% chance of boosting the user's Defense stat by 1 stage.
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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swagger status - 16 Boosts the target's Attack stat by 2 stages and confuses it.
Tailwind status - 16 Gives the user's side the Tailwind status, where the Pokémon's Speed stat is doubled, for 4 turns.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
U-turn physical 70 20 After attacking, the user switchesout of battle to be replaced by another party Pokémon.