All 591 Pokémon in Pokémon Survivors, with the game's own numbers: starters from every region, the families that hatch from eggs and their evolutions, the wild horde, the bosses and the legendaries. Hover (or tap) to see the sprite walk, and use ★ to see the shiny.
Rapid SpinNormal You spin in your shell: your body hits and flings foes away. While spinning you take 40% less damage, move faster and knock enemy shots aside.
Special attack
Hydro PumpWater (At the final evolution: Hydro Cannon) A focused blast in the direction you move.
Moves it learns
Squirtle from the start
Rapid Spin
Water Gun
Razor Shell
Ice Shard
Whirlpool
Flash Cannon
Wartortle Lv 12
Brine
Sheer Cold
Blastoise Lv 28
Gyro Ball
Water Shuriken
Abilities
Torrent: Under 1/3 HP, Water moves deal +50%.
Shell Armor: Armor +2.
Rain Dish (Hidden Ability): In rain: 1.5 HP/s regen.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Rapid SpinNormal You spin in your shell: your body hits and flings foes away. While spinning you take 40% less damage, move faster and knock enemy shots aside.
Special attack
Hydro PumpWater (At the final evolution: Hydro Cannon) A focused blast in the direction you move.
Moves it learns
Squirtle from the start
Rapid Spin
Water Gun
Razor Shell
Ice Shard
Whirlpool
Flash Cannon
Wartortle Lv 12
Brine
Sheer Cold
Blastoise Lv 28
Gyro Ball
Water Shuriken
Abilities
Torrent: Under 1/3 HP, Water moves deal +50%.
Shell Armor: Armor +2.
Rain Dish (Hidden Ability): In rain: 1.5 HP/s regen.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Rapid SpinNormal You spin in your shell: your body hits and flings foes away. While spinning you take 40% less damage, move faster and knock enemy shots aside.
Special attack
Hydro CannonWater A focused blast in the direction you move.
Moves it learns
Squirtle from the start
Rapid Spin
Water Gun
Razor Shell
Ice Shard
Whirlpool
Flash Cannon
Wartortle Lv 12
Brine
Sheer Cold
Blastoise Lv 28
Gyro Ball
Water Shuriken
Abilities
Torrent: Under 1/3 HP, Water moves deal +50%.
Shell Armor: Armor +2.
Rain Dish (Hidden Ability): In rain: 1.5 HP/s regen.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Flame WheelFire A wheel of fire rolls with you and leaves flames along your path while you walk. Standing still does nothing: run in circles. May burn.
Special attack
Flare BlitzFire (At the final evolution: Blast Burn) A flaming charge that leaves a trail of fire.
Moves it learns
Growlithe from the start
Flame Wheel
Ember
Crunch
Quick Attack
Fire Spin
Dragon Breath
Arcanine Lv 20
Electro Ball
Pyro Ball
Torch Song
Abilities
Intimidate: Foes that touch you deal 25% less damage.
Flash Fire: You take 60% less Fire damage, and Fire moves +15%.
Flame WheelFire A wheel of fire rolls with you and leaves flames along your path while you walk. Standing still does nothing: run in circles. May burn.
Special attack
Blast BurnFire A flaming charge that leaves a trail of fire.
Moves it learns
Growlithe from the start
Flame Wheel
Ember
Crunch
Quick Attack
Fire Spin
Dragon Breath
Arcanine Lv 20
Electro Ball
Pyro Ball
Torch Song
Abilities
Intimidate: Foes that touch you deal 25% less damage.
Flash Fire: You take 60% less Fire damage, and Fire moves +15%.
Dream EaterPsychic A Hypnosis wave puts the foes around you to sleep, and ghostly maws bite the sleepers first: ×3 damage on a sleeping foe (which wakes up), and the bite drains HP back.
Special attack
Shadow BallGhost (At the final evolution: Astral Barrage) A ring of shadow balls fired every way that may paralyze.
Moves it learns
Gastly from the start
Dream Eater
Hex
Sucker Punch
Venoshock
Sludge Bomb
Thunder
Haunter Lv 12
Spirit Shackle
Curse
Gengar Lv 28
Psyshock
Will-O-Wisp
Abilities
Levitate: You float: lava, traps, water and ice don’t affect you.
Unnerve: Foes within 70 px lose 25% of their speed.
Cursed Body (Hidden Ability): Foes touching you may slow way down.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
When it shows up
May join the horde, from 1:00 to 7:00
May form the ring of 28 at 4:00
Lives in the Haunted Graveyard, from 1:40 (optional place)
Dream EaterPsychic A Hypnosis wave puts the foes around you to sleep, and ghostly maws bite the sleepers first: ×3 damage on a sleeping foe (which wakes up), and the bite drains HP back.
Special attack
Shadow BallGhost (At the final evolution: Astral Barrage) A ring of shadow balls fired every way that may paralyze.
Moves it learns
Gastly from the start
Dream Eater
Hex
Sucker Punch
Venoshock
Sludge Bomb
Thunder
Haunter Lv 12
Spirit Shackle
Curse
Gengar Lv 28
Psyshock
Will-O-Wisp
Abilities
Levitate: You float: lava, traps, water and ice don’t affect you.
Unnerve: Foes within 70 px lose 25% of their speed.
Cursed Body (Hidden Ability): Foes touching you may slow way down.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
When it shows up
May join the horde, from 7:00 to the end
Lives in the Haunted Graveyard, from 7:00 (optional place)
Dream EaterPsychic A Hypnosis wave puts the foes around you to sleep, and ghostly maws bite the sleepers first: ×3 damage on a sleeping foe (which wakes up), and the bite drains HP back.
Special attack
Astral BarrageGhost A ring of shadow balls fired every way that may paralyze.
Moves it learns
Gastly from the start
Dream Eater
Hex
Sucker Punch
Venoshock
Sludge Bomb
Thunder
Haunter Lv 12
Spirit Shackle
Curse
Gengar Lv 28
Psyshock
Will-O-Wisp
Abilities
Levitate: You float: lava, traps, water and ice don’t affect you.
Unnerve: Foes within 70 px lose 25% of their speed.
Cursed Body (Hidden Ability): Foes touching you may slow way down.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
When it shows up
May join the horde, from 10:00 to the end
Halloween Night boss at 5:00, in the event's haunted runs (16.67% chance)
Lives in the Haunted Graveyard, from 10:00 (optional place)
Base values. Regular enemies get tougher every minute; bosses don't.
Behavior
Kamikaze. Walks up, stops, blinks red and explodes after 1.1s. The blast deals 2.5x its contact damage to you and takes 60% of the HP of enemies in the circle.
When it shows up
May join the horde, from 1:00 to 7:00
May form the ring of 28 at 4:00
Forms the ring of 10 at 4:30
★ Can show up shiny (1 in 450): an elite with 8x HP.
Base values. Regular enemies get tougher every minute; bosses don't.
Behavior
Kamikaze. Walks up, stops, blinks red and explodes after 1.1s. The blast deals 2.5x its contact damage to you and takes 60% of the HP of enemies in the circle.
When it shows up
May join the horde, from 10:00 to the end
★ Can show up shiny (1 in 450): an elite with 8x HP.
Fury CutterBug A scythe slash at the nearest foe. Each slash that hits makes the next one stronger (up to ×4); a slash at thin air starts the streak over.
Special attack
Pin MissileBug (At the final evolution: Attack Order) A ring of stingers fired every way that may poison.
Moves it learns
Scyther from the start
Fury Cutter
Quick Attack
Gust
Razor Leaf
Pin Missile
Roost
Scizor Lv 20 · Metal Coat
Mach Punch
Gyro Ball
Flash Cannon
Kleavor Lv 20 · Black Augurite
Rock Tomb
Stealth Rock
Earthquake
Abilities
Swarm: Under 1/3 HP, Bug moves deal +50%.
Technician: Weak moves (base damage up to 10) deal +40%.
Steadfast (Hidden Ability): When hit, speed +14 for 3 s.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 7:00 in runs that draw the Kanto birds trio (1 in 3)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (18 damage)
At range: Ring of 12 projectiles every 3.2s (18 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 4s (18 damage)
Up close: Area slam around itself every 4s (20 damage)
Leaps onto you, a circle marking where it lands, every 7s (20 damage), if you keep away
Up close: Leaves a harmful trail for 2.4s (12 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (18 damage)
Vanishes while its shadow chases you; it stops and it lands there, every 8.5s (20 damage)
At range: A beam out of itself, its line blinking first, every 6s (16 damage)
At range: Ring of 12 projectiles every 3.6s (18 damage)
Up close: Area slam around itself every 4s (20 damage)
Volley of 5 projectiles aimed at you, with aim lines before it fires, every 4s (18 damage), under 50% HP
Ultimate Sheer Cold, every 18s: Ring of 20 projectiles closing on you, with one way out, every 18s (18 damage); Ring of 20 projectiles closing on you, with one way out, every 18s (18 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (18 damage)
Vanishes while its shadow chases you; it stops and it lands there, every 10s (20 damage)
A beam out of itself, its line blinking first, every 6.5s (16 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 4s (18 damage)
Up close: Ring of 12 projectiles every 3.6s (18 damage)
Up close: Leaves a harmful trail for 2.4s (12 damage), on Nightmare only
Ultimate Snowscape, every 18s: A blast over everything (26 damage), except in the marked shelters; Ring of 14 projectiles every 18s (16 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Snow Cloak
Starts with Snowscape Ice
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 9:30 in runs that draw the Kanto birds trio (1 in 3)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (22 damage)
At range: 4 marked strikes along your path, from where you stand to where you're heading, every 2.6s (24 damage)
Up close: Area slam around itself every 3.6s (24 damage)
Leaps onto you, a circle marking where it lands, every 6.5s (22 damage), if you keep away
At range: Volley of 4 projectiles aimed at you, with aim lines before it fires, every 4.4s (20 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Charges down a marked lane, 2 in a row, every 7s (22 damage)
At range: 3 parallel lances across the screen, the gaps between them safe, every 6s (22 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.4s (22 damage)
Up close: Area slam around itself every 3.8s (24 damage)
Ring of 12 projectiles every 4s (20 damage), under 50% HP
Ultimate Zap Cannon, every 18s: A beam out of itself, its line blinking first, every 18s (26 damage); 2 beams out of itself, its line blinking first, every 18s (24 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Charges down a marked lane, 2 in a row, every 8s (22 damage)
At range: 4 marked strikes along your path, from where you stand to where you're heading, every 2.8s (22 damage)
Up close: Ring of 12 projectiles every 4s (20 damage)
Leaps onto you, a circle marking where it lands, every 6.5s (22 damage), if you keep away
At range: Volley of 4 projectiles aimed at you, with aim lines before it fires, every 4.4s (20 damage), on Nightmare only
Ultimate Electric Terrain, every 18s: A blast over everything (30 damage), except far from it; 5 parallel lances across the screen, the gaps between them safe, every 18s (22 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Static
Starts with Electric Terrain Electric
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 12:00 in runs that draw the Kanto birds trio (1 in 3)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (22 damage)
Leaves a harmful trail for 3.2s (14 damage)
At range: Ring of 8 projectiles every 4.5s (20 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.8s (20 damage)
Up close: Area slam around itself every 4.2s (22 damage)
Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
Up close: Area slam around itself every 4.6s (22 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Leaves a harmful trail for 3s (14 damage)
Vanishes while its shadow chases you; it stops and it lands there, every 9s (24 damage)
At range: A beam out of itself, its line blinking first, every 6.5s (18 damage)
Up close: Area slam around itself every 4.2s (22 damage)
Volley of 7 projectiles aimed at you, with aim lines before it fires, every 4s (20 damage), under 50% HP
Ultimate Heat Wave, every 18s: Volley of 9 projectiles aimed at you, with aim lines before it fires, every 18s (20 damage); Volley of 9 projectiles aimed at you, with aim lines before it fires, every 18s (20 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Leaves a harmful trail for 3.2s (14 damage)
Vanishes while its shadow chases you; it stops and it lands there, every 10s (24 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.8s (20 damage)
At range: Ring of 8 projectiles every 4.5s (20 damage)
Up close: Area slam around itself every 4.2s (22 damage)
Up close: Area slam around itself every 4.6s (22 damage), on Nightmare only
Ultimate Overheat, every 18s: A blast over everything (34 damage), except right next to it
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Flame Body
Starts with Overheat Fire
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 15:00
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (28 damage)
Ring of 16 projectiles every 3s (26 damage)
At range: 5 marked strikes along your path, from where you stand to where you're heading, every 4.5s (30 damage)
Up close: Area slam around itself every 4.5s (30 damage)
Leaps onto you, a circle marking where it lands, every 6s (28 damage), if you keep away
Phase 2 (under 70% HP)
1 marked strike on the ground near you every 2.4s (28 damage)
Teleports and lands on a marked circle, every 8s (28 damage)
Ring of 16 projectiles every 3.4s (26 damage)
At range: 5 marked strikes along your path, from where you stand to where you're heading, every 4.5s (30 damage)
Up close: Area slam around itself every 4.5s (30 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 4s (26 damage), under 50% HP
Ultimate Telekinesis, every 18s: Ring of 22 projectiles closing on you, with one way out, every 18s (26 damage); Volley of 5 projectiles aimed at you, with aim lines before it fires, every 18s (26 damage)
Phase 3 (under 40% HP)
1 marked strike on the ground near you every 2.4s (28 damage)
Teleports and lands on a marked circle, every 7.5s (28 damage)
Ring of 16 projectiles every 3.2s (26 damage)
At range: 5 marked strikes along your path, from where you stand to where you're heading, every 4.5s (30 damage)
Leaps onto you, a circle marking where it lands, every 6s (28 damage), if you keep away
Leaps onto you, a circle marking where it lands, every 3.8s (28 damage), on Hard and Nightmare
Volley of 5 projectiles aimed at you, with aim lines before it fires, every 2.6s (26 damage), on Hard and Nightmare
Ring of 12 projectiles every 4.5s (24 damage), on Nightmare only
Ultimate Psystrike, every 18s: 5 parallel lances across the screen, the gaps between them safe, every 18s (26 damage); 5 parallel lances across the screen, the gaps between them safe, every 18s (26 damage); A blast over everything (34 damage), except in the marked shelters
Legend Mode
Beat it 5 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Pressure
Starts with Telekinesis Psychic
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 15:00 (3.33% chance)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (22 damage)
At range: Ring of 8 projectiles every 2.4s (22 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage)
Up close: Area slam around itself every 3.5s (22 damage)
Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
Up close: Ring of 10 projectiles every 4s (20 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Teleports and lands on a marked circle, every 8s (22 damage)
At range: Ring of 8 projectiles every 2.8s (22 damage)
Up close: Area slam around itself every 3.5s (22 damage)
Volley of 5 projectiles aimed at you, with aim lines before it fires, every 3.6s (20 damage), under 50% HP
Ultimate Psychic, every 18s: 3 parallel lances across the screen, the gaps between them safe, every 18s (20 damage); 3 parallel lances across the screen, the gaps between them safe, every 18s (20 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Teleports and lands on a marked circle, every 8.5s (22 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage)
At range: Ring of 8 projectiles every 2.6s (22 damage)
Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
Up close: Ring of 10 projectiles every 4s (20 damage), on Nightmare only
Ultimate Ancient Power, every 18s: Ring of 16 projectiles closing on you, with one way out, every 18s (18 damage); Ring of 16 projectiles closing on you, with one way out, every 18s (18 damage); 4 marked strikes on the ground near you every 18s (18 damage)
Legend Mode
Beat it once as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Synchronize
Starts with Ancient Power Rock
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Petal DanceGrass Petals spiral out around you, faster with every dance in a row. The third dance is the strongest, but leaves you dizzy and slow for a moment.
Special attack
Grass KnotGrass (At the final evolution: Frenzy Plant) Rings of roots burst from the ground and slow foes.
Moves it learns
Chikorita from the start
Petal Dance
Razor Leaf
Vine Whip
Disarming Voice
Solar Beam
Drum Beating
Bayleef Lv 12
Rock Tomb
Roost
Meganium Lv 28
Sludge Bomb
Leaf Blade
Abilities
Overgrow: Under 1/3 HP, Grass moves deal +50%.
Natural Cure: 0.6 HP/s regen.
Leaf Guard (Hidden Ability): In harsh sunlight: you take 30% less damage and regen 0.5 HP/s.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Petal DanceGrass Petals spiral out around you, faster with every dance in a row. The third dance is the strongest, but leaves you dizzy and slow for a moment.
Special attack
Grass KnotGrass (At the final evolution: Frenzy Plant) Rings of roots burst from the ground and slow foes.
Moves it learns
Chikorita from the start
Petal Dance
Razor Leaf
Vine Whip
Disarming Voice
Solar Beam
Drum Beating
Bayleef Lv 12
Rock Tomb
Roost
Meganium Lv 28
Sludge Bomb
Leaf Blade
Abilities
Overgrow: Under 1/3 HP, Grass moves deal +50%.
Natural Cure: 0.6 HP/s regen.
Leaf Guard (Hidden Ability): In harsh sunlight: you take 30% less damage and regen 0.5 HP/s.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Petal DanceGrass Petals spiral out around you, faster with every dance in a row. The third dance is the strongest, but leaves you dizzy and slow for a moment.
Special attack
Frenzy PlantGrass Rings of roots burst from the ground and slow foes.
Moves it learns
Chikorita from the start
Petal Dance
Razor Leaf
Vine Whip
Disarming Voice
Solar Beam
Drum Beating
Bayleef Lv 12
Rock Tomb
Roost
Meganium Lv 28
Sludge Bomb
Leaf Blade
Abilities
Overgrow: Under 1/3 HP, Grass moves deal +50%.
Natural Cure: 0.6 HP/s regen.
Leaf Guard (Hidden Ability): In harsh sunlight: you take 30% less damage and regen 0.5 HP/s.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
MetronomeNormal Wags a finger and uses a random move: anything from Ember to Earthquake, and now and then even an evolved move like Blizzard or Hydro Pump.
Special attack
Dazzling GleamFairy (At the final evolution: Light of Ruin) Beams of light fall on the nearest foes and may put them to sleep.
Moves it learns
Togepi from the start
Metronome
Disarming Voice
Rock Tomb
Swift
Psyshock
Future Sight
Togetic Lv 12
Roost
Gust
Togekiss Lv 28
Electro Ball
Pyro Ball
Abilities
Serene Grace: +10% condition chance on every move.
Hustle: Moves +30%, but area −10%.
Natural Cure (Hidden Ability): 0.6 HP/s regen.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
MetronomeNormal Wags a finger and uses a random move: anything from Ember to Earthquake, and now and then even an evolved move like Blizzard or Hydro Pump.
Special attack
Dazzling GleamFairy (At the final evolution: Light of Ruin) Beams of light fall on the nearest foes and may put them to sleep.
Moves it learns
Togepi from the start
Metronome
Disarming Voice
Rock Tomb
Swift
Psyshock
Future Sight
Togetic Lv 12
Roost
Gust
Togekiss Lv 28
Electro Ball
Pyro Ball
Abilities
Serene Grace: +10% condition chance on every move.
Hustle: Moves +30%, but area −10%.
Natural Cure (Hidden Ability): 0.6 HP/s regen.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Fury CutterBug A scythe slash at the nearest foe. Each slash that hits makes the next one stronger (up to ×4); a slash at thin air starts the streak over.
Special attack
Attack OrderBug A ring of stingers fired every way that may poison.
Moves it learns
Scyther from the start
Fury Cutter
Quick Attack
Gust
Razor Leaf
Pin Missile
Roost
Scizor Lv 20
Mach Punch
Gyro Ball
Flash Cannon
Abilities
Swarm: Under 1/3 HP, Bug moves deal +50%.
Technician: Weak moves (base damage up to 10) deal +40%.
Light Metal (Hidden Ability): Speed +10 and cooldowns −5%, but armor −1.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Fury SwipesNormal 2 to 5 scratches on the foe right next to you: one more for every attack in a row near foes. Away from the brawl, the frenzy cools off.
Special attack
Hyper VoiceNormal (At the final evolution: Boomburst) A shockwave all around you that pushes everything back.
Moves it learns
Teddiursa from the start
Fury Swipes
Crunch
Sucker Punch
Swift
Quick Attack
Focus Punch
Ursaring Lv 20
Venoshock
Mach Punch
Giga Impact
Abilities
Pickup: Knockouts sometimes leave an Oran Berry.
Guts: Under half HP, moves +35%.
Quick Feet (Hidden Ability): Under half HP, speed +16 and cooldowns −10%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Fury SwipesNormal 2 to 5 scratches on the foe right next to you: one more for every attack in a row near foes. Away from the brawl, the frenzy cools off.
Special attack
BoomburstNormal A shockwave all around you that pushes everything back.
Moves it learns
Teddiursa from the start
Fury Swipes
Crunch
Sucker Punch
Swift
Quick Attack
Focus Punch
Ursaring Lv 20
Venoshock
Mach Punch
Giga Impact
Abilities
Pickup: Knockouts sometimes leave an Oran Berry.
Guts: Under half HP, moves +35%.
Quick Feet (Hidden Ability): Under half HP, speed +16 and cooldowns −10%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
SketchNormal Its brush tail copies a move off the nearest foe (a boss in reach first): a move of its type, a stronger one off a boss. It casts the painted move 3 times, then paints again. With no one near, it paints from memory.
Special attack
BoomburstNormal A shockwave all around you that pushes everything back.
Moves it learns
Smeargle from the start
Sketch
Weather Ball
Fury Swipes
Self-Destruct
Water Shuriken
Torch Song
Drum Beating
Dragon Breath
Disarming Voice
Venoshock
Abilities
Technician: Weak moves (base damage up to 10) deal +40%.
Inner Focus: Each knockout by the special cuts 0.25 s off its cooldown.
Moody (Hidden Ability): Every 15 s, a strong random boost: damage, speed, area, cooldown or defense.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 7:00 in runs that draw the Johto beasts trio (1 in 3)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (18 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3s (18 damage)
Up close: Leaves a harmful trail for 1.6s (10 damage)
Up close: Area slam around itself every 3.8s (20 damage)
Leaps onto you, a circle marking where it lands, every 6.5s (20 damage), if you keep away
Ring of 10 projectiles every 4.4s (16 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (18 damage)
Charges down a marked lane, 3 in a row, every 7s (18 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.2s (18 damage)
Up close: Leaves a harmful trail for 1.6s (10 damage)
At range: 5 marked strikes on the ground near you every 3.2s (16 damage), under 50% HP
Ultimate Discharge, every 18s: Area slam around itself every 18s (20 damage); Ring of 14 projectiles every 18s (16 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (18 damage)
Charges down a marked lane, 2 in a row, every 8s (18 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3s (18 damage)
Up close: Leaves a harmful trail for 1.6s (10 damage)
Leaps onto you, a circle marking where it lands, every 6.5s (20 damage), if you keep away
Ring of 10 projectiles every 4.4s (16 damage), on Nightmare only
Ultimate Thunderclap, every 18s: 4 parallel lances across the screen, the gaps between them safe, every 18s (18 damage); 4 parallel lances across the screen, the gaps between them safe, every 18s (18 damage); 4 parallel lances across the screen, the gaps between them safe, every 18s (18 damage); Charges down a marked lane, every 18s (20 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Inner Focus
Starts with Thunderclap Electric
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 9:30 in runs that draw the Johto beasts trio (1 in 3)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (22 damage)
At range: 5 marked strikes along your path, from where you stand to where you're heading, every 3.4s (22 damage)
Up close: Leaves a harmful trail for 2.4s (14 damage)
Up close: Area slam around itself every 4.4s (26 damage)
Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
Up close: Ring of 10 projectiles every 4.4s (20 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Charges down a marked lane, 2 in a row, every 7.5s (24 damage)
At range: 4 marked strikes along your path, from where you stand to where you're heading, every 3.6s (22 damage)
Up close: Leaves a harmful trail for 2.4s (14 damage)
Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
Volley of 5 projectiles aimed at you, with aim lines before it fires, every 4s (20 damage), under 50% HP
Ultimate Eruption, every 18s: 9 marked strikes on the ground near you every 18s (22 damage); 6 marked strikes along your path, from where you stand to where you're heading, every 18s (22 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Charges down a marked lane, 2 in a row, every 8s (24 damage)
At range: 5 marked strikes along your path, from where you stand to where you're heading, every 3.4s (22 damage)
Up close: Area slam around itself every 4.4s (26 damage)
Up close: Leaves a harmful trail for 2.4s (14 damage)
Up close: Ring of 10 projectiles every 4.4s (20 damage), on Nightmare only
Ultimate Burning Bulwark, every 18s: Shuts you in a circle of flames or rocks, every 18s (12 damage); 3 marked strikes along your path, from where you stand to where you're heading, every 18s (20 damage); 1 marked strike on the ground near you every 18s (22 damage); 4 marked strikes on the ground near you every 18s (20 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Pressure
Starts with Burning Bulwark Fire
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 12:00 in runs that draw the Johto beasts trio (1 in 3)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (22 damage)
At range: Ring of 16 projectiles every 3.6s (20 damage)
At range: 2 marked strikes along your path, from where you stand to where you're heading, every 4.4s (22 damage)
Up close: Ring of 10 projectiles every 3.2s (18 damage)
Up close: Area slam around itself every 4.2s (22 damage)
Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
Up close: Leaves a harmful trail for 2.4s (14 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Charges down a marked lane, 2 in a row, every 7.5s (22 damage)
At range: A beam out of itself, its line blinking first, every 7s (18 damage)
At range: Ring of 14 projectiles every 4s (20 damage)
Up close: Area slam around itself every 4.2s (22 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 3.8s (22 damage), under 50% HP
Ultimate Hydro Pump, every 18s: 2 beams out of itself, its line blinking first, every 18s (20 damage); 2 beams out of itself, its line blinking first, every 18s (20 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Charges down a marked lane, 2 in a row, every 8s (22 damage)
At range: Ring of 16 projectiles every 3.6s (20 damage)
At range: 2 marked strikes along your path, from where you stand to where you're heading, every 4.4s (22 damage)
Up close: Area slam around itself every 4.2s (22 damage)
Leaps onto you, a circle marking where it lands, every 6.5s (24 damage), if you keep away
Up close: Leaves a harmful trail for 2.4s (14 damage), on Nightmare only
Ultimate Aqua Ring, every 18s: Ring of 22 projectiles closing on you, with one way out, every 18s (18 damage); Ring of 20 projectiles closing on you, with one way out, every 18s (18 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Inner Focus
Starts with Aqua Ring Water
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Sand TombGround A sand vortex spins around you: it wears down and slows the foes caught in it, and the sand in their eyes makes them miss half their contact hits.
Special attack
Rock SlideRock (At the final evolution: Diamond Storm) A rockfall around you that hits hard and pushes back.
Moves it learns
Larvitar from the start
Sand Tomb
Crunch
Rock Tomb
Earthquake
Stealth Rock
Focus Punch
Pupitar Lv 12
Sucker Punch
Pyro Ball
Tyranitar Lv 28
Thunder
Dragon Tail
Abilities
Guts: Under half HP, moves +35%.
Sand Stream: Whips up a sandstorm when picked and in every new biome: it wears down the horde, not you.
Unnerve (Hidden Ability): Foes within 70 px lose 25% of their speed.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Sand TombGround A sand vortex spins around you: it wears down and slows the foes caught in it, and the sand in their eyes makes them miss half their contact hits.
Special attack
Rock SlideRock (At the final evolution: Diamond Storm) A rockfall around you that hits hard and pushes back.
Moves it learns
Larvitar from the start
Sand Tomb
Crunch
Rock Tomb
Earthquake
Stealth Rock
Focus Punch
Pupitar Lv 12
Sucker Punch
Pyro Ball
Tyranitar Lv 28
Thunder
Dragon Tail
Abilities
Guts: Under half HP, moves +35%.
Sand Stream: Whips up a sandstorm when picked and in every new biome: it wears down the horde, not you.
Unnerve (Hidden Ability): Foes within 70 px lose 25% of their speed.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Sand TombGround A sand vortex spins around you: it wears down and slows the foes caught in it, and the sand in their eyes makes them miss half their contact hits.
Special attack
Diamond StormRock A rockfall around you that hits hard and pushes back.
Moves it learns
Larvitar from the start
Sand Tomb
Crunch
Rock Tomb
Earthquake
Stealth Rock
Focus Punch
Pupitar Lv 12
Sucker Punch
Pyro Ball
Tyranitar Lv 28
Thunder
Dragon Tail
Abilities
Guts: Under half HP, moves +35%.
Sand Stream: Whips up a sandstorm when picked and in every new biome: it wears down the horde, not you.
Unnerve (Hidden Ability): Foes within 70 px lose 25% of their speed.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
In its domain, behind a legendary rift, from 4:00 (optional)
Attacks
Phase 1
1 marked strike on the ground near you every 2.6s (14 damage)
Fan of 3 gusts that shove you, every 5.5s (12 damage)
A beam out of itself, its line blinking first, every 9.8s (14 damage)
Ring of 12 projectiles every 5.5s (12 damage)
3 marked strikes along your path, from where you stand to where you're heading, every 6.4s (12 damage)
Calls helpers every 12s
Ultimate Aeroblast, every 22s: A beam out of itself, its line blinking first, every 22s (26 damage)
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.6s (18 damage)
2 whirlpools pull you toward the eye, every 8s (12 damage in the eye)
Fan of 4 gusts that shove you, every 5.1s (12 damage)
Charges down a marked lane, 2 in a row, every 10.3s (18 damage)
Ring of 14 projectiles every 6s (14 damage)
Ultimate Hurricane, every 21s: A whirlpool pulls you toward the eye, every 21s (26 damage in the eye); Ring of 14 projectiles every 21s (14 damage); Ring of 14 projectiles every 21s (14 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.6s (14 damage)
Area slam around itself every 0.42s (16 damage)
Fan of 5 gusts that shove you, every 4.4s (12 damage)
A whirlpool pulls you toward the eye, every 10.3s (12 damage in the eye)
Ring of 16 projectiles every 6.4s (12 damage)
Ultimate Sky Attack, every 20s: Teleports and lands on a marked circle, every 20s (28 damage); Teleports and lands on a marked circle, every 20s (28 damage); Teleports and lands on a marked circle, every 20s (28 damage); Ring of 20 projectiles every 20s (15 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Multiscale
Starts with Whirlwind Flying
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
★ Can show up shiny in 1 of 8 rifts: it pays double ₽ plus another Poké Ball.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 15:00 (3.33% chance)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (22 damage)
At range: Ring of 10 projectiles every 2.6s (22 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage)
Up close: Area slam around itself every 3.5s (22 damage)
Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
Up close: Leaves a harmful trail for 2.4s (14 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Teleports and lands on a marked circle, every 9s (20 damage)
Leaves a harmful trail for 2.4s (12 damage)
At range: Ring of 10 projectiles every 2.8s (22 damage)
Up close: Area slam around itself every 3.5s (22 damage)
Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
Volley of 5 projectiles aimed at you, with aim lines before it fires, every 3.6s (20 damage), under 50% HP
Ultimate Future Sight, every 18s: 5 marked strikes along your path, from where you stand to where you're heading, every 18s (20 damage); 5 marked strikes along your path, from where you stand to where you're heading, every 18s (20 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Teleports and lands on a marked circle, every 9.5s (20 damage)
At range: Ring of 10 projectiles every 2.6s (22 damage)
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage)
Up close: Area slam around itself every 3.5s (22 damage)
Up close: Leaves a harmful trail for 2.4s (14 damage), on Nightmare only
Ultimate Magical Leaf, every 18s: Volley of 5 projectiles aimed at you, with aim lines before it fires, every 18s (18 damage); Volley of 5 projectiles aimed at you, with aim lines before it fires, every 18s (18 damage); Ring of 18 projectiles closing on you, with one way out, every 18s (18 damage)
Legend Mode
Beat it once as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Natural Cure
Starts with Magical Leaf Grass
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Weather BallNormal Lobs a ball at the nearest foe that changes with the weather: Normal in clear skies, Fire that burns in sun, Water that slows in rain, Rock that weakens in sand and Ice that may freeze in snow. Under any weather it hits ×1.5.
Special attack
Grass KnotGrass (At the final evolution: Frenzy Plant) Rings of roots burst from the ground and slow foes.
Moves it learns
Budew from the start
Weather Ball
Razor Leaf
Sludge Bomb
Disarming Voice
Vine Whip
Toxic Spikes
Roselia Lv 12
Drum Beating
Petal Dance
Roserade Lv 28
Venoshock
Spirit Shackle
Leaf Blade
Abilities
Natural Cure: 0.6 HP/s regen.
Poison Point: Foes touching you may get poisoned.
Leaf Guard (Hidden Ability): In harsh sunlight: you take 30% less damage and regen 0.5 HP/s.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Ice BallIce Snowballs roll through the horde, slowing whatever they touch. Each hit doubles the next one (up to ×5) and grows the ball; at full size it freezes.
Special attack
Icicle CrashIce (At the final evolution: Blizzard) Icicles rain down around you and slow foes.
Moves it learns
Spheal from the start
Ice Ball
Water Gun
Ice Shard
Brine
Whirlpool
Pin Missile
Sealeo Lv 12
Sheer Cold
Razor Shell
Walrein Lv 28
Gyro Ball
Water Shuriken
Abilities
Thick Fat: You take half damage from Fire and Ice attacks.
Ice Body: In snow: 1.5 HP/s regen, and the snow doesn’t wear you down.
Unaware (Hidden Ability): Bosses and elites deal 30% less damage to you.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Ice BallIce Snowballs roll through the horde, slowing whatever they touch. Each hit doubles the next one (up to ×5) and grows the ball; at full size it freezes.
Special attack
Icicle CrashIce (At the final evolution: Blizzard) Icicles rain down around you and slow foes.
Moves it learns
Spheal from the start
Ice Ball
Water Gun
Ice Shard
Brine
Whirlpool
Pin Missile
Sealeo Lv 12
Sheer Cold
Razor Shell
Walrein Lv 28
Gyro Ball
Water Shuriken
Abilities
Thick Fat: You take half damage from Fire and Ice attacks.
Ice Body: In snow: 1.5 HP/s regen, and the snow doesn’t wear you down.
Unaware (Hidden Ability): Bosses and elites deal 30% less damage to you.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Ice BallIce Snowballs roll through the horde, slowing whatever they touch. Each hit doubles the next one (up to ×5) and grows the ball; at full size it freezes.
Special attack
BlizzardIce Icicles rain down around you and slow foes.
Moves it learns
Spheal from the start
Ice Ball
Water Gun
Ice Shard
Brine
Whirlpool
Pin Missile
Sealeo Lv 12
Sheer Cold
Razor Shell
Walrein Lv 28
Gyro Ball
Water Shuriken
Abilities
Thick Fat: You take half damage from Fire and Ice attacks.
Ice Body: In snow: 1.5 HP/s regen, and the snow doesn’t wear you down.
Unaware (Hidden Ability): Bosses and elites deal 30% less damage to you.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 7:00 in runs that draw the Hoenn Regis trio (1 in 3)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (18 damage)
At range: 4 marked strikes on the ground near you every 3.4s (18 damage)
Up close: Area slam around itself every 4.2s (20 damage)
Up close: Ring of 8 projectiles every 3.8s (18 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (18 damage), if you keep away
Up close: Area slam around itself every 4.6s (20 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (18 damage)
Shuts you in a circle of flames or rocks, every 11s (14 damage)
At range: 3 parallel lances across the screen, the gaps between them safe, every 6.5s (18 damage)
Up close: Area slam around itself every 4.2s (20 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (18 damage), if you keep away
At range: 3 marked strikes along your path, from where you stand to where you're heading, every 3.6s (18 damage), under 50% HP
Ultimate Stone Edge, every 18s: 9 marked strikes on the ground near you every 18s (18 damage); 9 marked strikes on the ground near you every 18s (18 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (18 damage)
Shuts you in a circle of flames or rocks, every 12s (14 damage)
At range: 4 marked strikes on the ground near you every 3.4s (18 damage)
Up close: Area slam around itself every 4.2s (20 damage)
Up close: Ring of 8 projectiles every 3.8s (18 damage)
Up close: Area slam around itself every 4.6s (20 damage), on Nightmare only
Ultimate Rock Wrecker, every 18s: Volley of 1 projectile aimed at you, with aim lines before it fires, every 18s (28 damage); Volley of 1 projectile aimed at you, with aim lines before it fires, every 18s (28 damage); Volley of 3 projectiles aimed at you, with aim lines before it fires, every 18s (26 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Clear Body
Starts with Rock Wrecker Rock
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 9:30 in runs that draw the Hoenn Regis trio (1 in 3)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (22 damage)
At range: Ring of 14 projectiles every 3.4s (20 damage)
At range: 2 marked strikes along your path, from where you stand to where you're heading, every 4.2s (24 damage)
Up close: Leaves a harmful trail for 2.8s (12 damage)
Up close: Area slam around itself every 4s (24 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (22 damage), if you keep away
Up close: Ring of 10 projectiles every 4s (18 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
At range: 3 beams out of itself, its line blinking first, every 6s (20 damage)
Ring of 18 projectiles closing on you, with one way out, every 9s (18 damage)
Up close: Leaves a harmful trail for 2.8s (12 damage)
Up close: Area slam around itself every 4s (24 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (22 damage), if you keep away
At range: 4 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage), under 50% HP
Ultimate Blizzard, every 18s: 5 parallel lances across the screen, the gaps between them safe, every 18s (20 damage); 5 parallel lances across the screen, the gaps between them safe, every 18s (20 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
At range: 3 beams out of itself, its line blinking first, every 6.5s (20 damage)
Ring of 18 projectiles closing on you, with one way out, every 10s (18 damage)
At range: Ring of 14 projectiles every 3.6s (20 damage)
Up close: Area slam around itself every 4s (24 damage)
Up close: Ring of 10 projectiles every 4s (18 damage), on Nightmare only
Ultimate Glaciate, every 18s: A blast over everything (26 damage), except far from it; A blast over everything (26 damage), except right next to it
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Clear Body
Starts with Glaciate Ice
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 12:00 in runs that draw the Hoenn Regis trio (1 in 3)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (22 damage)
At range: Ring of 18 projectiles every 4s (20 damage)
At range: 4 marked strikes on the ground near you every 3.8s (24 damage)
Up close: Area slam around itself every 4.6s (26 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (24 damage), if you keep away
Up close: Ring of 12 projectiles every 4.2s (20 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Charges down a marked lane, every 8s (26 damage)
At range: 2 beams out of itself, its line blinking first, every 6.5s (22 damage)
At range: Ring of 16 projectiles every 4.4s (20 damage)
Up close: Area slam around itself every 4.6s (26 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5s (24 damage), if you keep away
At range: 4 marked strikes along your path, from where you stand to where you're heading, every 3.6s (22 damage), under 50% HP
Ultimate Heavy Slam, every 18s: Leaps onto you, a circle marking where it lands, every 18s (28 damage); Ring of 18 projectiles every 18s (20 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Charges down a marked lane, every 8.5s (26 damage)
At range: Ring of 18 projectiles every 4s (20 damage)
At range: 4 marked strikes on the ground near you every 3.8s (24 damage)
Up close: Area slam around itself every 4.6s (26 damage)
Up close: Ring of 12 projectiles every 4.2s (20 damage), on Nightmare only
Ultimate Metal Burst, every 18s: Area slam around itself every 18s (24 damage); 3 parallel lances across the screen, the gaps between them safe, every 18s (22 damage); 3 parallel lances across the screen, the gaps between them safe, every 18s (22 damage); Ring of 18 projectiles every 18s (20 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Clear Body
Starts with Metal Burst Steel
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
In its domain, behind a legendary rift, from 4:00 (optional)
Attacks
Phase 1
1 marked strike on the ground near you every 2.6s (16 damage)
Leaves a harmful trail for 2.4s (12 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 5.4s (14 damage)
3 marked strikes along your path, from where you stand to where you're heading, every 5.2s (15 damage)
Calls helpers every 13s
Ultimate Mist Ball + Luster Purge, every 21s: 5 beams out of itself, its line blinking first, every 21s (24 damage); 5 beams out of itself, its line blinking first, every 21s (24 damage)
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.6s (16 damage)
2 copies streak down a marked lane through where you stand, one after another, every 6.6s (15 damage)
Area slam around itself every 3.8s (22 damage)
Volley of 4 projectiles aimed at you, with aim lines before it fires, every 5.2s (14 damage), on Hard and Nightmare
Leaves a harmful trail for 2.2s (12 damage)
Ultimate Double Team, every 20s: 6 copies streak down a marked lane through where you stand, one after another, every 20s (21 damage); 6 copies streak down a marked lane through where you stand, one after another, every 20s (21 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.6s (16 damage)
2 copies streak down a marked lane through where you stand, one after another, every 6s (15 damage)
Area slam around itself every 3.8s (22 damage)
Ring of 12 projectiles every 5s (12 damage), on Hard and Nightmare
Volley of 5 projectiles aimed at you, with aim lines before it fires, every 5.6s (14 damage)
Leaves a harmful trail for 2.2s (12 damage)
Ultimate Draco Meteor, every 19s: A blast over everything (30 damage), except right next to it; 5 beams out of itself, its line blinking first, every 19s (24 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Levitate
Starts with Mist Ball Psychic
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
★ Can show up shiny in 1 of 8 rifts: it pays double ₽ plus another Poké Ball.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
In its domain, behind a legendary rift, from 4:00 (optional)
Attacks
Phase 1
Area slam around itself every 3.4s (22 damage)
A beam out of itself, its line blinking first, every 5.8s (18 damage)
Ring of 10 projectiles every 5.6s (12 damage)
2 marked strikes on the ground near you every 7s (13 damage), on Hard and Nightmare
Phase 2 (under 66% HP)
Area slam around itself every 3.4s (22 damage)
2 beams out of itself, its line blinking first, every 6.4s (18 damage)
2 copies streak down a marked lane through where you stand, one after another, every 7.6s (15 damage)
Ring of 12 projectiles every 5.6s (12 damage)
Ultimate Luster Purge, every 18s: 5 beams out of itself, its line blinking first, every 18s (24 damage); 5 beams out of itself, its line blinking first, every 18s (24 damage)
Phase 3 (under 33% HP)
Area slam around itself every 3.4s (22 damage)
A beam out of itself, its line blinking first, every 8s (14 damage)
4 marked strikes along your path, from where you stand to where you're heading, every 5.2s (13 damage)
2 copies streak down a marked lane through where you stand, one after another, every 7s (15 damage)
Ultimate Draco Meteor, every 18s: A blast over everything (30 damage), except far from it; 5 beams out of itself, its line blinking first, every 18s (24 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Levitate
Starts with Luster Purge Psychic
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
★ Can show up shiny in 1 of 8 rifts: it pays double ₽ plus another Poké Ball.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
In its domain, behind a legendary rift, from 4:00 (optional)
Attacks
Phase 1
1 marked strike on the ground near you every 2.6s (11 damage)
Ring of 12 projectiles every 4.4s (14 damage)
A beam out of itself, its line blinking first, every 5.6s (16 damage)
3 marked strikes along your path, from where you stand to where you're heading, every 5s (13 damage)
Calls helpers every 12s
Ultimate Water Spout, every 26s: A blast over everything (28 damage), except behind a rock
Phase 2 (under 68% HP)
1 marked strike on the ground near you every 2.6s (11 damage)
Vanishes while its shadow chases you; it stops and it lands there, every 7.5s (22 damage)
Volley of 5 projectiles aimed at you, with aim lines before it fires, every 4.8s (14 damage)
2 beams out of itself, its line blinking first, every 6.4s (18 damage)
Calls helpers every 13s
Ultimate Surf, every 20s: A blast over everything (30 damage), except on the islands
Phase 3 (under 34% HP)
1 marked strike on the ground near you every 2.6s (11 damage)
4 parallel lances across the screen, the gaps between them safe, every 5.2s (23 damage)
Ring of 16 projectiles every 4.2s (14 damage)
Vanishes while its shadow chases you; it stops and it lands there, every 9s (22 damage)
A beam out of itself, its line blinking first, every 10s (16 damage)
Ultimate Origin Pulse, every 18s: 5 parallel lances across the screen, the gaps between them safe, every 18s (23 damage); 5 parallel lances across the screen, the gaps between them safe, every 18s (23 damage); 5 parallel lances across the screen, the gaps between them safe, every 18s (23 damage); Ring of 24 projectiles every 18s (15 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Drizzle
Starts with Origin Pulse Water
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
★ Can show up shiny in 1 of 8 rifts: it pays double ₽ plus another Poké Ball.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
In its domain, behind a legendary rift, from 4:00 (optional)
Attacks
Phase 1
3 beams out of itself, its line blinking first, every 5.4s (13 damage)
1 marked strike on the ground near you every 2.2s (14 damage)
Area slam around itself every 5.8s (16 damage)
Leaves a harmful trail for 2.4s (7 damage)
Ring of 10 projectiles every 6s (9 damage)
Calls helpers every 14s
Ultimate Eruption, every 24s: A blast over everything (22 damage), except right next to it; 3 marked strikes along your path, from where you stand to where you're heading, every 24s (12 damage); Area slam around itself every 24s (12 damage)
Phase 2 (under 68% HP)
5 beams out of itself, its line blinking first, every 5.2s (14 damage)
1 marked strike on the ground near you every 2.2s (14 damage)
Volley of 5 projectiles aimed at you, with aim lines before it fires, every 4.6s (10 damage)
Leaps onto you, a circle marking where it lands, every 9s (18 damage)
Ring of 12 projectiles every 6.5s (9 damage)
Calls helpers every 14s
Ultimate Scorching Sands, every 22s: A blast over everything (26 damage), except far from it; Ring of 14 projectiles every 22s (9 damage)
Phase 3 (under 34% HP)
6 beams out of itself, its line blinking first, every 6s (15 damage)
1 marked strike on the ground near you every 2.2s (14 damage)
Area slam around itself every 6.5s (18 damage)
Leaves a harmful trail for 2.4s (8 damage)
4 marked strikes along your path, from where you stand to where you're heading, every 5s (12 damage)
Leaps onto you, a circle marking where it lands, every 10s (20 damage)
Ultimate Precipice Blades, every 20s: 8 beams out of itself, its line blinking first, every 20s (20 damage); 8 beams out of itself, its line blinking first, every 20s (20 damage); 8 beams out of itself, its line blinking first, every 20s (20 damage); Area slam around itself every 20s (22 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Drought
Starts with Scorching Sands Ground
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
★ Can show up shiny in 1 of 8 rifts: it pays double ₽ plus another Poké Ball.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
In its domain, behind a legendary rift, from 4:00 (optional)
Attacks
Phase 1
Ring of 10 projectiles every 4.6s (9 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 4.2s (13 damage)
2 beams out of itself, its line blinking first, every 6.2s (14 damage)
1 marked strike on the ground near you every 2.6s (14 damage)
Swoops down a marked lane, every 9.5s (13 damage)
Calls helpers every 13s
Ultimate Hyper Beam, every 22s: A beam out of itself, its line blinking first, every 22s (20 damage)
Phase 2 (under 68% HP)
Swoops down a marked lane, 2 times, every 8.5s (13 damage)
4 marked strikes along your path, from where you stand to where you're heading, every 5.2s (15 damage)
Ring of 12 projectiles every 5s (9 damage)
3 beams out of itself, its line blinking first, every 6.5s (14 damage)
1 marked strike on the ground near you every 2.6s (14 damage)
Calls helpers every 16s
Ultimate Draco Meteor, every 21s: Area slam around itself every 21s (18 damage); Area slam around itself every 21s (18 damage); 3 marked strikes along your path, from where you stand to where you're heading, every 21s (18 damage); Area slam around itself every 21s (18 damage)
Phase 3 (under 34% HP)
Swoops down a marked lane, 2 times, every 7.5s (20 damage)
Vanishes while its shadow chases you; it stops and it lands there, every 10s (22 damage)
A beam out of itself, its line blinking first, every 13s (18 damage)
Ring of 16 projectiles every 4.6s (12 damage)
1 marked strike on the ground near you every 2.6s (14 damage)
4 marked strikes along your path, from where you stand to where you're heading, every 5.5s (15 damage)
Ultimate Dragon Ascent, every 20s: Vanishes while its shadow chases you; it stops and it lands there, every 20s (26 damage); Vanishes while its shadow chases you; it stops and it lands there, every 20s (26 damage); Swoops down a marked lane, 2 times, every 20s (22 damage); Ring of 20 projectiles every 20s (13 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Air Lock
Starts with Dragon Ascent Flying
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
★ Can show up shiny in 1 of 8 rifts: it pays double ₽ plus another Poké Ball.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Boss at 15:00 (3.33% chance)
Attacks
Phase 1
1 marked strike on the ground near you every 2.4s (22 damage)
At range: 1 marked strike on the ground near you every 3.4s (30 damage)
At range: Ring of 8 projectiles every 3s (20 damage)
Up close: Area slam around itself every 3.5s (22 damage)
Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
At range: Volley of 4 projectiles aimed at you, with aim lines before it fires, every 4.2s (20 damage), on Nightmare only
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Teleports and lands on a marked circle, every 8.5s (22 damage)
At range: Ring of 8 projectiles every 3.2s (20 damage)
Up close: Area slam around itself every 3.5s (22 damage)
At range: 4 marked strikes along your path, from where you stand to where you're heading, every 3.6s (20 damage), under 50% HP
Ultimate Doom Desire, every 18s: 1 marked strike on the ground near you every 18s (30 damage); 4 marked strikes along your path, from where you stand to where you're heading, every 18s (20 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.4s (22 damage)
Teleports and lands on a marked circle, every 9s (22 damage)
At range: 1 marked strike on the ground near you every 3.4s (30 damage)
At range: Ring of 8 projectiles every 3s (20 damage)
Leaps onto you, a circle marking where it lands, every 6s (22 damage), if you keep away
At range: Volley of 4 projectiles aimed at you, with aim lines before it fires, every 4.2s (20 damage), on Nightmare only
Ultimate Wish, every 18s: 12 marked strikes on the ground near you every 18s (22 damage); 12 marked strikes on the ground near you every 18s (22 damage); 12 marked strikes on the ground near you every 18s (22 damage)
Legend Mode
Beat it once as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Serene Grace
Starts with Wish Normal
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
In its domain, behind a legendary rift, from 4:00 (optional)
Attacks
Phase 1
1 marked strike on the ground near you every 2.6s (16 damage)
Ring of 12 projectiles every 4.6s (12 damage)
A beam out of itself, its line blinking first, every 6.2s (12 damage), on Hard and Nightmare
3 marked strikes along your path, from where you stand to where you're heading, every 5s (13 damage)
Calls helpers every 12s
Ultimate Hyper Beam, every 22s: A beam out of itself, its line blinking first, every 22s (24 damage); A beam out of itself, its line blinking first, every 22s (24 damage)
Phase 2 (under 72% HP)
1 marked strike on the ground near you every 2.6s (16 damage)
Volley of 5 projectiles aimed at you, with aim lines before it fires, every 2.9s (12 damage)
3 beams out of itself, its line blinking first, every 5s (15 damage)
4 marked strikes along your path, from where you stand to where you're heading, every 4.2s (14 damage), on Hard and Nightmare
Teleports and lands on a marked circle, every 9s (16 damage)
Ultimate Psycho Boost, every 16s: 5 beams out of itself, its line blinking first, every 16s (20 damage); 5 beams out of itself, its line blinking first, every 16s (20 damage); 5 beams out of itself, its line blinking first, every 16s (20 damage); Ring of 24 projectiles every 16s (13 damage)
Phase 3 (under 50% HP)
1 marked strike on the ground near you every 2.6s (16 damage)
Raises a barrier linked to Solrock and Lunatone: while one stands, it takes no damage (back 10s after the last one falls)
Ring of 22 projectiles every 3.8s (12 damage)
4 marked strikes along your path, from where you stand to where you're heading, every 4.6s (13 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 6s (14 damage), on Hard and Nightmare
Ultimate Cosmic Power, every 20s: A blast over everything (30 damage), except right next to it
Phase 4 (under 30% HP)
1 marked strike on the ground near you every 2.6s (16 damage)
Charges down a marked lane, 2 in a row, every 4.6s (17 damage)
Teleports and lands on a marked circle, every 5.6s (17 damage)
Ring of 14 projectiles every 4.2s (12 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 3.6s (12 damage), on Hard and Nightmare
Ultimate Extreme Speed, every 17s: Charges down a marked lane, 5 in a row, every 17s (19 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Pressure
Starts with Psycho Boost Psychic
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
★ Can show up shiny in 1 of 8 rifts: it pays double ₽ plus another Poké Ball.
Brave BirdFlying Dives straight down the line with the most foes, wrapped in fire-blue wings. Each foe hit costs 2% of your max HP (6% per dive at most, never your last point).
Special attack
Aerial AceFlying (At the final evolution: Brave Bird) Dives into the nearest foe. Press again right after a hit to jump to the next one.
Moves it learns
Starly from the start
Brave Bird
Gust
Electro Ball
Swift
Roost
U-turn
Staravia Lv 12
Gyro Ball
Flash Cannon
Staraptor Lv 28
Focus Punch
Self-Destruct
Abilities
Keen Eye: Pickup range +25 and projectiles 15% faster.
Intimidate: Foes that touch you deal 25% less damage.
Reckless (Hidden Ability): Moves +25%, but you take 10% more damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
When it shows up
May join the horde, from 0:00 to 5:00
May lead the swarm of 16 at 1:15
May lead the swarm of 24 at 2:45
May lead the swarm of 36 at 6:30
May lead the swarm of 40 at 9:00
May lead the swarm of 60 at 13:30
Lives in the sky above the clouds (Flying types only), from 1:40 (optional place)
Brave BirdFlying Dives straight down the line with the most foes, wrapped in fire-blue wings. Each foe hit costs 2% of your max HP (6% per dive at most, never your last point).
Special attack
Aerial AceFlying (At the final evolution: Brave Bird) Dives into the nearest foe. Press again right after a hit to jump to the next one.
Moves it learns
Starly from the start
Brave Bird
Gust
Electro Ball
Swift
Roost
U-turn
Staravia Lv 12
Gyro Ball
Flash Cannon
Staraptor Lv 28
Focus Punch
Self-Destruct
Abilities
Keen Eye: Pickup range +25 and projectiles 15% faster.
Intimidate: Foes that touch you deal 25% less damage.
Reckless (Hidden Ability): Moves +25%, but you take 10% more damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
When it shows up
May join the horde, from 3:00 to 13:00
May form the ring of 30 at 8:00
May form the ring of 40 at 11:00
Lives in the sky above the clouds (Flying types only), from 3:00 (optional place)
Brave BirdFlying Dives straight down the line with the most foes, wrapped in fire-blue wings. Each foe hit costs 2% of your max HP (6% per dive at most, never your last point).
Special attack
Brave BirdFlying Dives into the nearest foe. Press again right after a hit to jump to the next one.
Moves it learns
Starly from the start
Brave Bird
Gust
Electro Ball
Swift
Roost
U-turn
Staravia Lv 12
Gyro Ball
Flash Cannon
Staraptor Lv 28
Focus Punch
Self-Destruct
Abilities
Keen Eye: Pickup range +25 and projectiles 15% faster.
Intimidate: Foes that touch you deal 25% less damage.
Reckless (Hidden Ability): Moves +25%, but you take 10% more damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
When it shows up
May join the horde, from 10:00 to the end
Lives in the sky above the clouds (Flying types only), from 10:00 (optional place)
Wild ChargeElectric Crackling with electricity, you run faster and your body shocks every foe you touch. Each shock costs 1% of your max HP (5% per charge at most).
Special attack
ThunderboltElectric (At the final evolution: Bolt Strike) Lightning strikes the nearest foes and may paralyze them.
Moves it learns
Shinx from the start
Wild Charge
Shock Wave
Crunch
Quick Attack
Electro Ball
Thunder
Luxio Lv 12
Sucker Punch
Ice Shard
Luxray Lv 28
Flame Wheel
U-turn
Abilities
Intimidate: Foes that touch you deal 25% less damage.
Strong Jaw: Bites deal +40% (Crunch…).
Guts (Hidden Ability): Under half HP, moves +35%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Wild ChargeElectric Crackling with electricity, you run faster and your body shocks every foe you touch. Each shock costs 1% of your max HP (5% per charge at most).
Special attack
ThunderboltElectric (At the final evolution: Bolt Strike) Lightning strikes the nearest foes and may paralyze them.
Moves it learns
Shinx from the start
Wild Charge
Shock Wave
Crunch
Quick Attack
Electro Ball
Thunder
Luxio Lv 12
Sucker Punch
Ice Shard
Luxray Lv 28
Flame Wheel
U-turn
Abilities
Intimidate: Foes that touch you deal 25% less damage.
Strong Jaw: Bites deal +40% (Crunch…).
Guts (Hidden Ability): Under half HP, moves +35%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Wild ChargeElectric Crackling with electricity, you run faster and your body shocks every foe you touch. Each shock costs 1% of your max HP (5% per charge at most).
Special attack
Bolt StrikeElectric Lightning strikes the nearest foes and may paralyze them.
Moves it learns
Shinx from the start
Wild Charge
Shock Wave
Crunch
Quick Attack
Electro Ball
Thunder
Luxio Lv 12
Sucker Punch
Ice Shard
Luxray Lv 28
Flame Wheel
U-turn
Abilities
Intimidate: Foes that touch you deal 25% less damage.
Strong Jaw: Bites deal +40% (Crunch…).
Guts (Hidden Ability): Under half HP, moves +35%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Weather BallNormal Lobs a ball at the nearest foe that changes with the weather: Normal in clear skies, Fire that burns in sun, Water that slows in rain, Rock that weakens in sand and Ice that may freeze in snow. Under any weather it hits ×1.5.
Special attack
Grass KnotGrass (At the final evolution: Frenzy Plant) Rings of roots burst from the ground and slow foes.
Moves it learns
Budew from the start
Weather Ball
Razor Leaf
Sludge Bomb
Disarming Voice
Vine Whip
Toxic Spikes
Roselia Lv 12
Drum Beating
Petal Dance
Roserade Lv 28
Venoshock
Spirit Shackle
Leaf Blade
Abilities
Natural Cure: 0.6 HP/s regen.
Poison Point: Foes touching you may get poisoned.
Leaf Guard (Hidden Ability): In harsh sunlight: you take 30% less damage and regen 0.5 HP/s.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Weather BallNormal Lobs a ball at the nearest foe that changes with the weather: Normal in clear skies, Fire that burns in sun, Water that slows in rain, Rock that weakens in sand and Ice that may freeze in snow. Under any weather it hits ×1.5.
Special attack
Frenzy PlantGrass Rings of roots burst from the ground and slow foes.
Moves it learns
Budew from the start
Weather Ball
Razor Leaf
Sludge Bomb
Disarming Voice
Vine Whip
Toxic Spikes
Roselia Lv 12
Drum Beating
Petal Dance
Roserade Lv 28
Venoshock
Spirit Shackle
Leaf Blade
Abilities
Natural Cure: 0.6 HP/s regen.
Poison Point: Foes touching you may get poisoned.
Leaf Guard (Hidden Ability): In harsh sunlight: you take 30% less damage and regen 0.5 HP/s.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Dragon BreathDragon Breathes a cone of dragon fire at the nearest foe; the middle of the cone hits hardest. May burn.
Special attack
Dual ChopDragon (At the final evolution: Dragon Rush) Rushes like a dragon into the nearest foe. Press again right after a hit to jump to the next one.
Moves it learns
Gible from the start
Dragon Breath
Dig
Crunch
Venoshock
Dragon Tail
Flame Wheel
Gabite Lv 12
Earthquake
Stealth Rock
Garchomp Lv 28
Sludge Bomb
Gyro Ball
Abilities
Sand Veil: In a sandstorm: you take 25% less damage, and the sand doesn’t wear you down.
Sand Rush: In a sandstorm: speed +18 and cooldowns −8%, and the sand doesn’t wear you down.
Rough Skin (Hidden Ability): Foes touching you take damage every half second.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Dragon BreathDragon Breathes a cone of dragon fire at the nearest foe; the middle of the cone hits hardest. May burn.
Special attack
Dual ChopDragon (At the final evolution: Dragon Rush) Rushes like a dragon into the nearest foe. Press again right after a hit to jump to the next one.
Moves it learns
Gible from the start
Dragon Breath
Dig
Crunch
Venoshock
Dragon Tail
Flame Wheel
Gabite Lv 12
Earthquake
Stealth Rock
Garchomp Lv 28
Sludge Bomb
Gyro Ball
Abilities
Sand Veil: In a sandstorm: you take 25% less damage, and the sand doesn’t wear you down.
Sand Rush: In a sandstorm: speed +18 and cooldowns −8%, and the sand doesn’t wear you down.
Rough Skin (Hidden Ability): Foes touching you take damage every half second.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Force PalmFighting An aura palm strike at the nearest foe that may paralyze. On a foe already paralyzed, the aura goes right through and bursts out behind it as a wave.
Special attack
Force PalmFighting (At the final evolution: Close Combat) Strikes through to the nearest foe. Press again right after a hit to jump to the next one.
Moves it learns
Riolu from the start
Force Palm
Quick Attack
Mach Punch
Focus Punch
Self-Destruct
Flash Cannon
Lucario Lv 20
Bone Rush
Dragon Breath
Meteor Mash
Abilities
Steadfast: When hit, speed +14 for 3 s.
Inner Focus: Each knockout by the special cuts 0.25 s off its cooldown.
Adaptability (Hidden Ability): Moves of your own type deal +25%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Force PalmFighting An aura palm strike at the nearest foe that may paralyze. On a foe already paralyzed, the aura goes right through and bursts out behind it as a wave.
Special attack
Close CombatFighting Strikes through to the nearest foe. Press again right after a hit to jump to the next one.
Moves it learns
Riolu from the start
Force Palm
Quick Attack
Mach Punch
Focus Punch
Self-Destruct
Flash Cannon
Lucario Lv 20
Bone Rush
Dragon Breath
Meteor Mash
Abilities
Steadfast: When hit, speed +14 for 3 s.
Inner Focus: Each knockout by the special cuts 0.25 s off its cooldown.
Adaptability (Hidden Ability): Moves of your own type deal +25%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
MetronomeNormal Wags a finger and uses a random move: anything from Ember to Earthquake, and now and then even an evolved move like Blizzard or Hydro Pump.
Special attack
Light of RuinFairy Beams of light fall on the nearest foes and may put them to sleep.
Moves it learns
Togepi from the start
Metronome
Disarming Voice
Rock Tomb
Swift
Psyshock
Future Sight
Togetic Lv 12
Roost
Gust
Togekiss Lv 28
Electro Ball
Pyro Ball
Abilities
Serene Grace: +10% condition chance on every move.
Hustle: Moves +30%, but area −10%.
Natural Cure (Hidden Ability): 0.6 HP/s regen.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
In its domain, behind a legendary rift, from 4:00 (optional)
Attacks
Phase 1
1 marked strike on the ground near you every 2.6s (15 damage)
A beam out of itself, its line blinking first, every 6.2s (18 damage)
3 marked strikes on the ground near you every 6.9s (18 damage)
Ring of 14 projectiles every 5.8s (14 damage)
Calls helpers every 13s
Ultimate Flash Cannon, every 22s: 5 beams out of itself, its line blinking first, every 22s (22 damage); 4 beams out of itself, its line blinking first, every 22s (22 damage); 5 beams out of itself, its line blinking first, every 22s (22 damage)
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 2.6s (15 damage)
Teleports and lands on a marked circle, every 9.2s (20 damage)
5 marked strikes on the ground near you every 5.3s (18 damage)
A beam out of itself, its line blinking first, every 8s (18 damage)
Ring of 16 projectiles every 6.2s (14 damage)
Ultimate Roar of Time, every 21s: Stops time: your attacks freeze in mid-air for 3.6s, every 21s; 6 marked strikes on the ground near you every 21s (18 damage); A blast over everything (28 damage), except behind a rock
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.6s (15 damage)
5 marked strikes on the ground near you every 5.3s (18 damage)
2 beams out of itself, its line blinking first, every 6.9s (18 damage)
Ring of 18 projectiles every 5.8s (14 damage)
Teleports and lands on a marked circle, every 10.3s (22 damage)
Ultimate Roar of Time, every 19s: Stops time: your attacks freeze in mid-air for 4s, every 19s; 7 marked strikes on the ground near you every 19s (18 damage); A blast over everything (30 damage), except far from it; Ring of 24 projectiles every 19s (15 damage)
Legend Mode
Beat it 3 times as a boss, in any mode, and it becomes playable in Legend Mode (its own ranking, a tougher horde, awakenings at Lv 12 and 28).
Innate (always on): Pressure
Starts with Roar of Time Dragon
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
★ Can show up shiny in 1 of 8 rifts: it pays double ₽ plus another Poké Ball.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
Only on Halloween Night 2026: in a haunted run, the Nightmare rift can take a rift's place, from 4:00 (optional)
Attacks
Phase 1
1 marked strike on the ground near you every 2.6s (11 damage)
Teleports and lands on a marked circle, every 6.5s (16 damage)
Ring of 12 projectiles every 4.8s (13 damage)
3 marked strikes along your path, from where you stand to where you're heading, every 5.2s (13 damage)
Calls helpers every 13s
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 6s (13 damage), on Hard and Nightmare
Ultimate Dark Pulse, every 24s: Ring of 18 projectiles every 24s (15 damage); Ring of 18 projectiles every 24s (15 damage); Ring of 22 projectiles every 24s (15 damage)
Phase 2 (under 66% HP)
1 marked strike on the ground near you every 3s (11 damage)
Volley of 3 projectiles aimed at you, with aim lines before it fires, every 4.2s (8 damage)
Ring of 10 projectiles every 6.5s (8 damage)
Area slam around itself every 5.5s (16 damage)
Teleports and lands on a marked circle, every 9s (14 damage)
3 marked strikes along your path, from where you stand to where you're heading, every 5s (13 damage), on Hard and Nightmare
Ultimate Hypnosis, every 20s: Ring of 16 projectiles closing on you, with one way out, every 20s (8 damage); Ring of 18 projectiles closing on you, with one way out, every 20s (8 damage)
Phase 3 (under 33% HP)
1 marked strike on the ground near you every 2.6s (11 damage)
Volley of 4 projectiles aimed at you, with aim lines before it fires, every 4.6s (8 damage)
3 copies streak down a marked lane through where you stand, one after another, every 7s (15 damage)
Teleports and lands on a marked circle, every 7.5s (17 damage)
Ring of 14 projectiles every 5s (13 damage)
Ultimate Dark Void, every 22s: A blast over everything (24 damage), except in the marked shelters; Ring of 20 projectiles every 22s (15 damage)
Legend Mode
Event legend: beat it 2 times in the Nightmare rift during Halloween Night 2026 (October 24 to November 2) and it's playable in Legend Mode for good. It doesn't count toward Arceus.
Innate (always on): Bad Dreams
Starts with Dark Void Dark
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
★ Can show up shiny in 1 of 8 rifts: it pays double ₽ plus another Poké Ball.
Base values. Regular enemies get tougher every minute; bosses don't.
When it shows up
The endless mode's reaper, from 20:00
Attacks
Phase 1
7 marked strikes on the ground near you every 3s (45 damage)
Ring of 24 projectiles every 4.5s (40 damage)
Phase 2 (under 60% HP)
7 marked strikes on the ground near you every 3.2s (45 damage)
Ring of 24 projectiles every 5s (40 damage)
Teleports and lands on a marked circle, every 12s (40 damage)
Ultimate Hyper Beam, every 18s: A beam out of itself, its line blinking first, every 18s (32 damage)
Phase 3 (under 30% HP)
7 marked strikes on the ground near you every 3s (45 damage)
Ring of 24 projectiles every 4.5s (40 damage)
Teleports and lands on a marked circle, every 12s (40 damage)
3 parallel lances across the screen, the gaps between them safe, every 8s (36 damage)
Ultimate Judgment, every 18s: A blast over everything (60 damage), except in the marked shelters; 9 marked strikes on the ground near you every 18s (45 damage)
Legend Mode
The last trophy: it can only be caught in endless mode, once the other 22 legendaries are caught.
Innate (always on): Multitype
Starts with Judgment Normal
★ Beating a shiny one on the catching win, or after, unlocks its shiny.
Focus PunchFighting Focuses while you take no damage, and the aura grows. Once charged, the next foe nearby takes a devastating punch. Getting hit resets the charge.
Special attack
Dark PulseDark (At the final evolution: Night Daze) Waves of darkness all around you that push and may put foes to sleep.
Moves it learns
Scraggy from the start
Focus Punch
Mach Punch
Crunch
Body Slam
Rock Tomb
Scrafty Lv 20
Venoshock
Electro Ball
Torch Song
Toxic Spikes
Abilities
Shed Skin: Every 10 s, heals 6% of max HP.
Moxie: Each knockout gives +1% damage, up to +30%; without knockouts it fades.
Intimidate (Hidden Ability): Foes that touch you deal 25% less damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Focus PunchFighting Focuses while you take no damage, and the aura grows. Once charged, the next foe nearby takes a devastating punch. Getting hit resets the charge.
Special attack
Night DazeDark Waves of darkness all around you that push and may put foes to sleep.
Moves it learns
Scraggy from the start
Focus Punch
Mach Punch
Crunch
Body Slam
Rock Tomb
Scrafty Lv 20
Venoshock
Electro Ball
Torch Song
Toxic Spikes
Abilities
Shed Skin: Every 10 s, heals 6% of max HP.
Moxie: Each knockout gives +1% damage, up to +30%; without knockouts it fades.
Intimidate (Hidden Ability): Foes that touch you deal 25% less damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Foul PlayDark Illusory claws rake the hardest-hitting foe nearby: the more contact damage it deals, the harder the blow (up to ×5). Great against bosses.
Special attack
Dark PulseDark (At the final evolution: Night Daze) Waves of darkness all around you that push and may put foes to sleep.
Moves it learns
Zorua from the start
Foul Play
Sucker Punch
Spirit Shackle
Hex
Snarl
U-turn
Zoroark Lv 20
Psyshock
Torch Song
Focus Punch
Abilities
Illusion: Every 10 s it blocks a hit completely.
Unnerve: Foes within 70 px lose 25% of their speed.
Infiltrator (Hidden Ability): Goes through allies’ wards (Bronzong), and moves +10%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Foul PlayDark Illusory claws rake the hardest-hitting foe nearby: the more contact damage it deals, the harder the blow (up to ×5). Great against bosses.
Special attack
Night DazeDark Waves of darkness all around you that push and may put foes to sleep.
Moves it learns
Zorua from the start
Foul Play
Sucker Punch
Spirit Shackle
Hex
Snarl
U-turn
Zoroark Lv 20
Psyshock
Torch Song
Focus Punch
Abilities
Illusion: Every 10 s it blocks a hit completely.
Unnerve: Foes within 70 px lose 25% of their speed.
Infiltrator (Hidden Ability): Goes through allies’ wards (Bronzong), and moves +10%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Fiery DanceFire Flames dance out in a ring and twirl back to you. They may burn, and each dance has a 50% chance to make your moves 15% stronger for 4s.
Special attack
Pin MissileBug (At the final evolution: Attack Order) A ring of stingers fired every way that may poison.
Moves it learns
Larvesta from the start
Fiery Dance
Fire Spin
Ember
Pin Missile
Flame Wheel
Future Sight
Volcarona Lv 20
Gust
Roost
Psyshock
Abilities
Flame Body: Foes touching you may get burned.
Swarm: Under 1/3 HP, Bug moves deal +50%.
Drought (Hidden Ability): Calls harsh sunlight when picked and in every new biome (outside rifts): Fire ×1.5.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Fiery DanceFire Flames dance out in a ring and twirl back to you. They may burn, and each dance has a 50% chance to make your moves 15% stronger for 4s.
Special attack
Attack OrderBug A ring of stingers fired every way that may poison.
Moves it learns
Larvesta from the start
Fiery Dance
Fire Spin
Ember
Pin Missile
Flame Wheel
Future Sight
Volcarona Lv 20
Gust
Roost
Psyshock
Abilities
Flame Body: Foes touching you may get burned.
Swarm: Under 1/3 HP, Bug moves deal +50%.
Drought (Hidden Ability): Calls harsh sunlight when picked and in every new biome (outside rifts): Fire ×1.5.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Needle ArmGrass Your quills bristle: needles fly every way, and for 1.5s any foe that touches you deals no damage and gets hurt and thrown back instead.
Special attack
Grass KnotGrass (At the final evolution: Frenzy Plant) Rings of roots burst from the ground and slow foes.
Moves it learns
Chespin from the start
Needle Arm
Vine Whip
Pin Missile
Toxic Spikes
Mach Punch
Drum Beating
Quilladin Lv 12
Gyro Ball
Razor Leaf
Chesnaught Lv 28
Leaf Blade
Stealth Rock
Abilities
Overgrow: Under 1/3 HP, Grass moves deal +50%.
Rough Skin: Foes touching you take damage every half second.
Bulletproof (Hidden Ability): Boss projectiles and blasts deal 60% less damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Needle ArmGrass Your quills bristle: needles fly every way, and for 1.5s any foe that touches you deals no damage and gets hurt and thrown back instead.
Special attack
Grass KnotGrass (At the final evolution: Frenzy Plant) Rings of roots burst from the ground and slow foes.
Moves it learns
Chespin from the start
Needle Arm
Vine Whip
Pin Missile
Toxic Spikes
Mach Punch
Drum Beating
Quilladin Lv 12
Gyro Ball
Razor Leaf
Chesnaught Lv 28
Leaf Blade
Stealth Rock
Abilities
Overgrow: Under 1/3 HP, Grass moves deal +50%.
Rough Skin: Foes touching you take damage every half second.
Bulletproof (Hidden Ability): Boss projectiles and blasts deal 60% less damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Needle ArmGrass Your quills bristle: needles fly every way, and for 1.5s any foe that touches you deals no damage and gets hurt and thrown back instead.
Special attack
Frenzy PlantGrass Rings of roots burst from the ground and slow foes.
Moves it learns
Chespin from the start
Needle Arm
Vine Whip
Pin Missile
Toxic Spikes
Mach Punch
Drum Beating
Quilladin Lv 12
Gyro Ball
Razor Leaf
Chesnaught Lv 28
Leaf Blade
Stealth Rock
Abilities
Overgrow: Under 1/3 HP, Grass moves deal +50%.
Rough Skin: Foes touching you take damage every half second.
Bulletproof (Hidden Ability): Boss projectiles and blasts deal 60% less damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Sacred SwordFighting A spectral blade sweeps the arc in front of you. It cuts through Bronzong wards and ignores type resistances.
Special attack
Smart StrikeSteel (At the final evolution: Stance Change) Lunges blade first into the nearest foe. Press again right after a hit to jump to the next one.
Moves it learns
Honedge from the start
Sacred Sword
Flash Cannon
Hex
Sucker Punch
Spirit Shackle
Stealth Rock
Doublade Lv 12
Gyro Ball
Fury Cutter
Aegislash Lv 28
Razor Shell
Leaf Blade
Abilities
Stance Change: The special swaps between Shield Forme and Blade Forme.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Sacred SwordFighting A spectral blade sweeps the arc in front of you. It cuts through Bronzong wards and ignores type resistances.
Special attack
Smart StrikeSteel (At the final evolution: Stance Change) Lunges blade first into the nearest foe. Press again right after a hit to jump to the next one.
Moves it learns
Honedge from the start
Sacred Sword
Flash Cannon
Hex
Sucker Punch
Spirit Shackle
Stealth Rock
Doublade Lv 12
Gyro Ball
Fury Cutter
Aegislash Lv 28
Razor Shell
Leaf Blade
Abilities
Stance Change: The special swaps between Shield Forme and Blade Forme.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Echoed VoiceNormal Sound waves around you that grow with each use in a row: bigger, stronger and with more echoes (up to 5 times). Getting hurt resets the echo.
Special attack
Air CutterFlying (At the final evolution: Aeroblast) A wall of wind that sweeps the way you move and pushes foes back.
Moves it learns
Noibat from the start
Echoed Voice
Gust
Dragon Breath
Pin Missile
Roost
U-turn
Noivern Lv 20
Dragon Tail
Torch Song
Psyshock
Abilities
Infiltrator: Goes through allies’ wards (Bronzong), and moves +10%.
Unnerve: Foes within 70 px lose 25% of their speed.
Liquid Voice (Hidden Ability): Sound moves deal +30% (Disarming Voice, Torch Song…), and Water moves +10%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Echoed VoiceNormal Sound waves around you that grow with each use in a row: bigger, stronger and with more echoes (up to 5 times). Getting hurt resets the echo.
Special attack
AeroblastFlying A wall of wind that sweeps the way you move and pushes foes back.
Moves it learns
Noibat from the start
Echoed Voice
Gust
Dragon Breath
Pin Missile
Roost
U-turn
Noivern Lv 20
Dragon Tail
Torch Song
Psyshock
Abilities
Infiltrator: Goes through allies’ wards (Bronzong), and moves +10%.
Unnerve: Foes within 70 px lose 25% of their speed.
Liquid Voice (Hidden Ability): Sound moves deal +30% (Disarming Voice, Torch Song…), and Water moves +10%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Snipe ShotWater A crosshair locks onto a foe farther away and a precise shot flies straight through: the farther it flies, the harder it hits. Goes through shields.
Special attack
Hydro PumpWater (At the final evolution: Hydro Cannon) A focused blast in the direction you move.
Moves it learns
Sobble from the start
Snipe Shot
Water Gun
U-turn
Water Shuriken
Spirit Shackle
Electro Ball
Drizzile Lv 12
Ice Shard
Razor Shell
Inteleon Lv 28
Gust
Sheer Cold
Abilities
Torrent: Under 1/3 HP, Water moves deal +50%.
Swift Swim: In rain: speed +18 and cooldowns −8%.
Sniper (Hidden Ability): Hits on bosses and elites deal +25%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Snipe ShotWater A crosshair locks onto a foe farther away and a precise shot flies straight through: the farther it flies, the harder it hits. Goes through shields.
Special attack
Hydro PumpWater (At the final evolution: Hydro Cannon) A focused blast in the direction you move.
Moves it learns
Sobble from the start
Snipe Shot
Water Gun
U-turn
Water Shuriken
Spirit Shackle
Electro Ball
Drizzile Lv 12
Ice Shard
Razor Shell
Inteleon Lv 28
Gust
Sheer Cold
Abilities
Torrent: Under 1/3 HP, Water moves deal +50%.
Swift Swim: In rain: speed +18 and cooldowns −8%.
Sniper (Hidden Ability): Hits on bosses and elites deal +25%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Snipe ShotWater A crosshair locks onto a foe farther away and a precise shot flies straight through: the farther it flies, the harder it hits. Goes through shields.
Special attack
Hydro CannonWater A focused blast in the direction you move.
Moves it learns
Sobble from the start
Snipe Shot
Water Gun
U-turn
Water Shuriken
Spirit Shackle
Electro Ball
Drizzile Lv 12
Ice Shard
Razor Shell
Inteleon Lv 28
Gust
Sheer Cold
Abilities
Torrent: Under 1/3 HP, Water moves deal +50%.
Swift Swim: In rain: speed +18 and cooldowns −8%.
Sniper (Hidden Ability): Hits on bosses and elites deal +25%.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
OverdriveElectric A guitar riff in beats: electric rings burst out of you one after another, and the last beat of each bar is bigger, harder and may paralyze.
Special attack
ThunderboltElectric (At the final evolution: Bolt Strike) Lightning strikes the nearest foes and may paralyze them.
Moves it learns
Toxel from the start
Overdrive
Sludge Bomb
Shock Wave
Venoshock
Electro Ball
Thunder
Toxtricity Lv 20
Toxic Spikes
Torch Song
Sucker Punch
Abilities
Static: Foes touching you may get paralyzed.
Poison Point: Foes touching you may get poisoned.
Punk Rock (Hidden Ability): Sound moves deal +35% (Disarming Voice…), and you take 5% less damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
OverdriveElectric A guitar riff in beats: electric rings burst out of you one after another, and the last beat of each bar is bigger, harder and may paralyze.
Special attack
Bolt StrikeElectric Lightning strikes the nearest foes and may paralyze them.
Moves it learns
Toxel from the start
Overdrive
Sludge Bomb
Shock Wave
Venoshock
Electro Ball
Thunder
Toxtricity Lv 20
Toxic Spikes
Torch Song
Sucker Punch
Abilities
Static: Foes touching you may get paralyzed.
Poison Point: Foes touching you may get poisoned.
Punk Rock (Hidden Ability): Sound moves deal +35% (Disarming Voice…), and you take 5% less damage.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Fury CutterBug A scythe slash at the nearest foe. Each slash that hits makes the next one stronger (up to ×4); a slash at thin air starts the streak over.
Special attack
Diamond StormRock A rockfall around you that hits hard and pushes back.
Moves it learns
Scyther from the start
Fury Cutter
Quick Attack
Gust
Razor Leaf
Pin Missile
Roost
Kleavor Lv 20
Rock Tomb
Stealth Rock
Earthquake
Abilities
Swarm: Under 1/3 HP, Bug moves deal +50%.
Sheer Force: Moves that inflict conditions (burn, poison…) deal +25%.
Gigaton HammerSteel A gigantic hammer slam on the nearest foe that shakes the ground. The hammer is too heavy to swing twice in a row: every slam is followed by a light tap.
Special attack
Dazzling GleamFairy (At the final evolution: Light of Ruin) Beams of light fall on the nearest foes and may put them to sleep.
Moves it learns
Tinkatink from the start
Gigaton Hammer
Earthquake
Disarming Voice
Flash Cannon
Rock Tomb
Gyro Ball
Tinkatuff Lv 12
Sucker Punch
Stealth Rock
Tinkaton Lv 28
Mach Punch
Ice Shard
Abilities
Mold Breaker: Goes through allies’ wards (Bronzong) and deals +15% to bosses and elites.
Hustle: Moves +30%, but area −10%.
Pickup (Hidden Ability): Knockouts sometimes leave an Oran Berry.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Gigaton HammerSteel A gigantic hammer slam on the nearest foe that shakes the ground. The hammer is too heavy to swing twice in a row: every slam is followed by a light tap.
Special attack
Dazzling GleamFairy (At the final evolution: Light of Ruin) Beams of light fall on the nearest foes and may put them to sleep.
Moves it learns
Tinkatink from the start
Gigaton Hammer
Earthquake
Disarming Voice
Flash Cannon
Rock Tomb
Gyro Ball
Tinkatuff Lv 12
Sucker Punch
Stealth Rock
Tinkaton Lv 28
Mach Punch
Ice Shard
Abilities
Mold Breaker: Goes through allies’ wards (Bronzong) and deals +15% to bosses and elites.
Hustle: Moves +30%, but area −10%.
Pickup (Hidden Ability): Knockouts sometimes leave an Oran Berry.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.
Gigaton HammerSteel A gigantic hammer slam on the nearest foe that shakes the ground. The hammer is too heavy to swing twice in a row: every slam is followed by a light tap.
Special attack
Light of RuinFairy Beams of light fall on the nearest foes and may put them to sleep.
Moves it learns
Tinkatink from the start
Gigaton Hammer
Earthquake
Disarming Voice
Flash Cannon
Rock Tomb
Gyro Ball
Tinkatuff Lv 12
Sucker Punch
Stealth Rock
Tinkaton Lv 28
Mach Punch
Ice Shard
Abilities
Mold Breaker: Goes through allies’ wards (Bronzong) and deals +15% to bosses and elites.
Hustle: Moves +30%, but area −10%.
Pickup (Hidden Ability): Knockouts sometimes leave an Oran Berry.
You pick one at the first evolution (Lv 12 for one that never evolves). The Hidden one is the rarest in the games.