Greninja

Greninja

Rank #61WaterDark

HP
147
Atk
115
Def
87
SpA
123
SpD
91
Spe
142
Total705

Usage Format

Greninja Abilities

All Greninja Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
GreninjaGreninja
WaterDark147115871239114270540
Mega GreninjaMega GreninjaWaterDark1471459715310116280540

Greninja Type Effectiveness

Weak to

FightingBugGrassElectricFairy

Resistant to

Ghost½×Steel½×Fire½×Water½×Ice½×Dark½×

Immune to

Psychic

Damaged normally by

NormalFlyingPoisonGroundRockDragon

Greninja Moves

Usage Move Type Category Power Acc PP Prio Description
78.5%Dark PulseDarkSpecial80100160Has a 20% chance of making the target flinch.
70.2%Ice BeamIceSpecial90100120Has a 10% chance of freezing the target.
67.6%ProtectNormalStatus8+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.
44%ExtrasensoryPsychicSpecial80100200Has a 10% chance of making the target flinch.
21.4%Water ShurikenWaterSpecial1510020+1The user attacks 2 to 5 times in a row.
16.6%BlizzardIceSpecial1107080Has a 10% chance of freezing targets. This move never misses in snow.
12.8%Sludge WavePoisonSpecial95100120Has a 10% chance of poisoning targets.
12.7%Hydro PumpWaterSpecial1108080
12.6%Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
8%SurfWaterSpecial90100160This move’s power is doubled against targets that have the Submerged status.
Ice PunchIcePhysical75100160Has a 10% chance of freezing the target.
Swords DanceNormalStatus200Boosts the user’s Attack stat by 2 stages.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Low KickFightingPhysical100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
CounterFightingPhysical10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Quick AttackNormalPhysical4010020+1
Double TeamNormalStatus160Boosts the user’s evasiveness by 1 stage.
HazeIceStatus200Eliminates every stat change on the entire field.
WaterfallWaterPhysical80100160Has a 20% chance of making the target flinch.
RestPsychicStatus80Fully 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.
Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Mud-SlapGroundSpecial20100120Lowers the target’s accuracy by 1 stage.
SpikesGroundStatus200Gives the opponent’s side the Spikes status.
Icy WindIceSpecial5595160Lowers targets’ Speed stats by 1 stage.
EndureNormalStatus12+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.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Rain DanceWaterStatus80Summons rain for 5 turns.
FacadeNormalPhysical70100200This 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.
TauntDarkStatus100200Gives the target the Taunted status.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
Role PlayPsychicStatus120Changes the user’s Ability to be the same as the target’s.
Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
DiveWaterPhysical80100120The user gains the Submerged status on the turn this move is used, then attacks on the following turn.
Hydro CannonWaterSpecial1509080The user gains the Recharging status on the turn after this move is used.
Weather BallNormalSpecial50100120When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Aerial AceFlyingPhysical60200This move never misses.
BounceFlyingPhysical858580The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of paralyzing the target.
Mud ShotGroundSpecial5595160Lowers the target’s Speed stat by 1 stage.
Water PulseWaterSpecial60100200Has a 20% chance of confusing the target.
U-turnBugPhysical70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Toxic SpikesPoisonStatus200Gives the opponent’s side the Toxic Spikes status.
Night SlashDarkPhysical70100200This move has a 1-stage Critical-Hit Ratio Boost.
SwitcherooDarkStatus100120The user and the target swap their held items.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Shadow SneakGhostPhysical4010020+1
Gunk ShotPoisonPhysical1208080Has a 30% chance of poisoning the target.
Smack DownRockPhysical50100160If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
Low SweepFightingPhysical65100200Lowers the target’s Speed stat by 1 stage.
RoundNormalSpecial60100160If 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.
AcrobaticsFlyingPhysical55100160This move’s power is doubled if the user isn’t holding an item.
Brutal SwingDarkPhysical60100200
LiquidationWaterPhysical85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Skitter SmackBugPhysical7090120Lowers the target’s Sp. Atk stat by 1 stage.
Flip TurnWaterPhysical60100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
SnowscapeIceStatus80Summons snow for 5 turns.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.
Chilling WaterWaterSpecial50100200Lowers the target’s Attack stat by 1 stage.
Upper HandFightingPhysical6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority move.