Corviknight

Corviknight

Rank #45FlyingSteel

HP
173
Atk
107
Def
125
SpA
73
SpD
105
Spe
87
Total670

Usage Format

Corviknight Abilities

Corviknight Type Effectiveness

Weak to

Fire2×Electric2×

Resistant to

Normal½×Flying½×Steel½×Psychic½×Dragon½×Fairy½×Bug¼×Grass¼×

Immune to

Poison0×Ground0×

Damaged normally by

Fighting1×Rock1×Ghost1×Water1×Ice1×Dark1×

Corviknight Moves

Usage Move Type Category Target Power Acc PP Prio Description
79.3%Brave BirdFlyingPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
79.1%RoostFlyingStatusSelf—∞80Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn.
65.1%Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
52.3%Power TripDarkPhysicalSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
28.9%Body PressFightingPhysicalSingle80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
27%Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
26%TailwindFlyingStatusOwn Side—∞160Gives the user’s side the Tailwind status for 4 turns.
16.1%Iron DefenseSteelStatusSelf—∞160Boosts the user’s Defense stat by 2 stages.
11.3%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
3.9%TauntDarkStatusSingle—100200Gives the target the Taunted status.
—FlyFlyingPhysicalSingle9095160The user gains the Sky-High status on the turn this move is used, then attacks on the following turn.
—Body SlamNormalPhysicalSingle85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Drill PeckFlyingPhysicalSingle80100200—
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—ScreechNormalStatusSingle—85200Lowers the target’s Defense stat by 2 stages.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—Focus EnergyNormalStatusSelf—∞200The user gains a 2-stage Critical-Hit Ratio Boost.
—Sky AttackFlyingPhysicalSingle1409080The user gains the Charging status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of making the target flinch, and it has a 1-stage Critical-Hit Ratio Boost.
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—SpiteGhostStatusSingle—100120Removes 4 PP from the move last used by the target.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—SwaggerNormalStatusSingle—85160Boosts the target’s Attack stat by 2 stages and confuses it.
—Steel WingSteelPhysicalSingle7090200Has a 10% chance of boosting the user’s Defense stat by 1 stage.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Metal ClawSteelPhysicalSingle5095200—
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—Feather DanceFlyingStatusSingle—100160Lowers the target’s Attack stat by 2 stages.
—Fake TearsDarkStatusSingle—100200Lowers the target’s Sp. Def stat by 2 stages.
—Air CutterFlyingSpecialAll Foes6095200This move has a 1-stage Critical-Hit Ratio Boost.
—Metal SoundSteelStatusSingle—85200Lowers the target’s Sp. Def stat by 2 stages.
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—PluckFlyingPhysicalSingle60100200If the target is holding a Berry, the user eats that Berry and gains its effect.
—U-turnBugPhysicalSingle70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—AssuranceDarkPhysicalSingle60100120This move’s power is doubled if the target has already taken damage during the turn this move is used.
—Air SlashFlyingSpecialSingle7595160Has a 30% chance of making the target flinch.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
—Flash CannonSteelSpecialSingle80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—DefogFlyingStatusSingle—∞160Lowers the target’s evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain.
—Hone ClawsDarkStatusSelf—∞160—
—Heavy SlamSteelPhysicalSingle—100120The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—RoundNormalSpecialSingle60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
—HurricaneFlyingSpecialSingle11070120Has a 30% chance of confusing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—Steel BeamSteelSpecialSingle1409580After attacking, the user takes damage equal to 1/2 of its max HP.
—Dual WingbeatFlyingPhysicalSingle4090120The user attacks twice in a row.