Palafin
Rank #123![]()
HP
175
Atk
90
Def
92
SpA
73
SpD
82
Spe
120
Total632
Usage Format
Palafin Abilities
All Palafin Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 175 | 90 | 92 | 73 | 82 | 120 | 632 | 60.2 | ||
| 175 | 180 | 117 | 126 | 107 | 120 | 825 | 97.4 |
Palafin Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Palafin Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 91.9% | Jet Punch | 60 | 100 | 16 | +1 | — | ||
| 75.8% | Wave Crash | 120 | 100 | 12 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| 60.2% | Protect | — | ∞ | 8 | +4 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| 57.5% | Flip Turn | 60 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| 42.6% | Close Combat | 120 | 100 | 8 | 0 | Lowers the user’s Defense and Sp. Def stats by 1 stage. | ||
| 22.2% | Ice Punch | 75 | 100 | 16 | 0 | Has a 10% chance of freezing the target. | ||
| 20.8% | Drain Punch | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| 6.5% | Bulk Up | — | ∞ | 20 | 0 | Boosts the user’s Attack and Defense stats by 1 stage. | ||
| 6.4% | Throat Chop | 80 | 100 | 16 | 0 | Gives the target the Throat Chopped status. | ||
| 2.4% | Liquidation | 85 | 100 | 12 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Body Slam | 85 | 100 | 16 | 0 | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. | ||
| — | Hydro Pump | 110 | 80 | 8 | 0 | — | ||
| — | Surf | 90 | 100 | 16 | 0 | This move’s power is doubled against targets that have the Submerged status. | ||
| — | Ice Beam | 90 | 100 | 12 | 0 | Has a 10% chance of freezing the target. | ||
| — | Blizzard | 110 | 70 | 8 | 0 | Has a 10% chance of freezing targets. This move never misses in snow. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Counter | — | 100 | 20 | -5 | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. | ||
| — | Agility | — | ∞ | 20 | 0 | Boosts the user’s Speed stat by 2 stages. | ||
| — | Haze | — | ∞ | 20 | 0 | Eliminates every stat change on the entire field. | ||
| — | Focus Energy | — | ∞ | 20 | 0 | The user gains a 2-stage Critical-Hit Ratio Boost. | ||
| — | Waterfall | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | ||
| — | Substitute | — | ∞ | 12 | 0 | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | ||
| — | Reversal | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Icy Wind | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Outrage | 120 | 100 | 12 | 0 | The user gains the Rampaging status. | ||
| — | Endure | — | ∞ | 12 | +4 | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | ||
| — | Charm | — | 100 | 20 | 0 | Lowers the target’s Attack stat by 2 stages. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Encore | — | 100 | 8 | 0 | Gives the target the Encore status. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Psych Up | — | ∞ | 12 | 0 | The user copies the target’s stat changes. | ||
| — | Whirlpool | 35 | 85 | 16 | 0 | Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status. | ||
| — | Facade | 70 | 100 | 20 | 0 | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. | ||
| — | Focus Punch | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Endeavor | — | 100 | 8 | 0 | Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s. | ||
| — | Dive | 80 | 100 | 12 | 0 | The user gains the Submerged status on the turn this move is used, then attacks on the following turn. | ||
| — | Hyper Voice | 90 | 100 | 12 | 0 | — | ||
| — | Tickle | — | 100 | 20 | 0 | Lowers the target’s Attack and Defense stats by 1 stage. | ||
| — | Bounce | 85 | 85 | 8 | 0 | The 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. | ||
| — | Water Pulse | 60 | 100 | 20 | 0 | Has a 20% chance of confusing the target. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Aura Sphere | 80 | ∞ | 20 | 0 | This move never misses. | ||
| — | Aqua Tail | 90 | 90 | 12 | 0 | — | ||
| — | Focus Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Aqua Jet | 40 | 100 | 20 | +1 | — | ||
| — | Double Hit | 35 | 90 | 12 | 0 | The user attacks twice in a row. | ||
| — | Acrobatics | 55 | 100 | 16 | 0 | This move’s power is doubled if the user isn’t holding an item. | ||
| — | Disarming Voice | 40 | ∞ | 16 | 0 | — | ||
| — | Draining Kiss | 50 | 100 | 12 | 0 | The user’s HP is restored by 3/4 of the damage dealt by this move. | ||
| — | Boomburst | 140 | 100 | 12 | 0 | — | ||
| — | Chilling Water | 50 | 100 | 20 | 0 | Lowers the target’s Attack stat by 1 stage. | ||
| — | Hard Press | — | 100 | 12 | 0 | The more HP the target has left, the greater this move’s power (ranging between 1 and 100). |