Datos del Pokémon
electric steel
Altura: 0.3 m
Peso: 6 kg
Habilidades
- magnet-pull
Prevents steel opponents from fleeing or switching out.
- sturdy
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
- analytic
Strengthens moves to 1.3× their power when moving last.
| Movimientos | Descripción |
|---|---|
| headbutt | Has a 30% chance to make the target flinch. |
| tackle | Inflicts regular damage with no additional effect. |
| take-down | User receives 1/4 the damage it inflicts in recoil. |
| double-edge | User receives 1/3 the damage inflicted in recoil. |
| supersonic | Confuses the target. |
| sonic-boom | Inflicts 20 points of damage. |
| thunder-shock | Has a 10% chance to paralyze the target. |
| thunderbolt | Has a 10% chance to paralyze the target. |
| thunder-wave | Paralyzes the target. |
| thunder | Has a 30% chance to paralyze the target. |
| toxic | Badly poisons the target, inflicting more damage every turn. |
| rage | If the user is hit after using this move, its Attack rises by one stage. |
| teleport | Immediately ends wild battles. No effect otherwise. |
| mimic | Copies the target’s last used move. |
| screech | Lowers the target’s Defense by two stages. |
| double-team | Raises the user’s evasion by one stage. |
| confuse-ray | Confuses the target. |
| light-screen | Reduces damage from special attacks by 50% for five turns. |
| reflect | Reduces damage from physical attacks by half. |
| bide | User waits for two turns, then hits back for twice the damage it took. |
| swift | Never misses. |
| flash | Lowers the target’s accuracy by one stage. |
| explosion | User faints. |
| rest | User sleeps for two turns, completely healing itself. |
| substitute | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| snore | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
| curse | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
| protect | Prevents any moves from hitting the user this turn. |
| zap-cannon | Has a 100% chance to paralyze the target. |
| lock-on | Ensures that the user’s next move will hit the target. |
| sandstorm | Changes the weather to a sandstorm for five turns. |
| endure | Prevents the user’s HP from lowering below 1 this turn. |
| rollout | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
| swagger | Raises the target’s Attack by two stages and confuses the target. |
| spark | Has a 30% chance to paralyze the target. |
| sleep-talk | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| return | Power increases with happiness, up to a maximum of 102. |
| frustration | Power increases as happiness decreases, up to a maximum of 102. |
| hidden-power | Power and type depend upon user’s IVs. Power can range from 30 to 70. |
| rain-dance | Changes the weather to rain for five turns. |
| sunny-day | Changes the weather to sunny for five turns. |
| psych-up | Discards the user’s stat changes and copies the target’s. |
| facade | Power doubles if user is burned, paralyzed, or poisoned. |
| charge | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. |
| helping-hand | Ally’s next move inflicts half more damage. |
| magic-coat | Reflects back the first effect move used on the user this turn. |
| recycle | User recovers the item it last used up. |
| secret-power | Has a 30% chance to inflict a status effect which depends upon the terrain. |
| metal-sound | Lowers the target’s Special Defense by two stages. |
| signal-beam | Has a 10% chance to confuse the target. |
| iron-defense | Raises the user’s Defense by two stages. |
| shock-wave | Never misses. |
| gravity | Disables moves and immunities that involve flying or levitating for five turns. |
| gyro-ball | Power raises when the user has lower Speed, up to a maximum of 150. |
| natural-gift | Power and type depend on the held berry. |
| magnet-rise | User is immune to Ground moves and effects for five turns. |
| mirror-shot | Has a 30% chance to lower the target’s accuracy by one stage. |
| flash-cannon | Has a 10% chance to lower the target’s Special Defense by one stage. |
| discharge | Has a 30% chance to paralyze the target. |
| iron-head | Has a 30% chance to make the target flinch. |
| magnet-bomb | Never misses. |
| charge-beam | Has a 70% chance to raise the user’s Special Attack by one stage. |
| heavy-slam | Power is higher when the user weighs more than the target, up to a maximum of 120. |
| electro-ball | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
| round | Has double power if it’s used more than once per turn. |
| volt-switch | User must switch out after attacking. |
| electroweb | Lowers the target’s Speed by one stage. |
| wild-charge | User receives 1/4 the damage it inflicts in recoil. |
| confide | Lowers the target’s Special Attack by one stage. |
| eerie-impulse | Lowers the target’s Special Attack by two stages. |
| electric-terrain | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power. |
| steel-beam | Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. |
| rising-voltage | Inflicts regular damage with no additional effect. |
| tera-blast |
Estadísticas Base
hp 25
attack 35
defense 70
special attack 95
special defense 55
speed 45