#0964
Palafin

Palafin

Water

Abilities

  • Zero To Hero The Pokémon changes into its Hero Form when it switches out of battle.

Stat Points

HP
100
ATK
70
DEF
72
Sp. Atk
53
Sp. Def
62
SPE
100

Weakness and Resistance

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

Learnable Moves (58)

Name Type Category Power PP Description
Acrobatics physical 55 16 This move's power is doubled if the user isn't holding an item.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Aqua Jet physical 40 20 —
Aqua Tail physical 90 12 —
Aura Sphere special 80 20 This move never misses.
Blizzard special 110 8 Has a 10% chance of freezing the target.
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.
Boomburst special 140 12 —
Bounce physical 85 8 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. This move has a 30% chance of paralyzing the target.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Charm status - 20 Lowers the target's Attack stat by 2 stages.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Dive physical 80 12 The user gains the Submerged status on the turn this move is used, where the Pokémon cannot be hit by most moves and is unaffected by terrain, then attacks on the following turn.
Double Hit physical 35 12 The user attacks twice in a row.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Draining Kiss special 50 12 The user's HP is restored by 3/4 of the damage dealt by this move.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
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.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Flip Turn physical 60 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy status - 20 The user gains a 2-stage Critical-Hit Ratio Boost.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
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.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Hard Press physical - 12 The more HP the target has left, the greater this move's power (ranging between 1 and 100).
Haze status - 20 Eliminates every stat change on the entire field.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
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.
Hyper Voice special 90 12 —
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Jet Punch physical 60 16 —
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
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.
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.
Psych Up status - 12 The user copies the target's stat changes.
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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
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.
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.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Tickle status - 20 Lowers the target's Attack and Defense stats by 1 stage.
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.