Synchronize: Whenever this Pokémon is burned, paralyzed, or poisoned, the Pokémon who gave this Pokémon that ailment is also given the ailment.
This ability passes back bad poison when this Pokémon is badly poisoned. This ability cannot pass on a status ailment that the Pokémon did not directly receive from another Pokémon, such as the poison from Toxic Spikes or the burn from a Flame Orb.
Overworld: If the lead Pokémon has this ability, wild
The base power of Grass Knot / Low Kick versus this Pokemon is 40
Breeding: Belongs to the Field egg-group(s) and can breed with:
Damage Taken for Selected Generation:
We currently have 5 builds featuring this Pokemon:
Foul Defender (Special Wall and Healer/Cleric) submitted by Cybermewtwo Haxbreon (Double Wall and Healer/Cleric) submitted by Cybermewtwo Cursebreon (Physical Tank and Healer/Cleric) submitted by Cybermewtwo Cursebreon Xy (Special Wall) submitted by Cybermewtwo Nightmare Mode (Special Wall) submitted by Loken
Assurance Power is doubled if the target has already received damage this turn.Attract Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.Baby-Doll Eyes Lowers the target's Attack by one stage.Baton Pass Allows the trainer to switch out the user and pass effects along to its replacement.Bite Has a 30% chance to make the target flinch.Captivate Lowers the target's Special Attack by two stages if it's the opposite gender.Charm Lowers the target's Attack by two stages.Confide Lowers the target's Special Attack by one stage.Confuse Ray Confuses the target.Covet Takes the target's item.Curse Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.Cut Inflicts regular damage with no additional effect.Dark Pulse Has a 20% chance to make the target flinch.Detect Prevents any moves from hitting the user this turn.Dig User digs underground, dodging all attacks, and hits next turn.Double Team Raises the user's evasion by one stage.Double-Edge User receives 1/3 the damage inflicted in recoil.Dream Eater Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.Echoed Voice Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.Endure Prevents the user's HP from lowering below 1 this turn.Facade Power doubles if user is burned, paralyzed, or poisoned.Fake Tears Lowers the target's Special Defense by two stages.Feint Attack Never misses.Flail Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.Flash Lowers the target's accuracy by one stage.Foul Play Calculates damage with the target's attacking stat.Frustration Power increases as happiness decreases, up to a maximum of 102.Giga Impact User foregoes its next turn to recharge.Growl Lowers the target's Attack by one stage.Guard Swap User swaps Defense and Special Defense changes with the target.Heal Bell Cures the entire party of major status effects.Helping Hand Ally's next move inflicts half more damage.Hidden Power Power and type depend upon user's IVs. Power can range from 30 to 70.Hyper Beam User foregoes its next turn to recharge.Hyper Voice Inflicts regular damage with no additional effect.Iron Tail Has a 30% chance to lower the target's Defense by one stage.Last Resort Can only be used after all of the user's other moves have been used.Mean Look Prevents the target from leaving battle.Moonlight Heals the user by half its max HP. Affected by weather.Natural Gift Power and type depend on the held berry.Payback Power is doubled if the target has already moved this turn.Protect Prevents any moves from hitting the user this turn.Psych Up Discards the user's stat changes and copies the target's.Psychic Has a 10% chance to lower the target's Special Defense by one stage.Pursuit Has double power against, and can hit, Pokémon attempting to switch out.Quick Attack Inflicts regular damage with no additional effect.Rain Dance Changes the weather to rain for five turns.Refresh Cleanses the user of a burn, paralysis, or poison.Rest User sleeps for two turns, completely healing itself.Retaliate Has double power if a friendly Pokémon fainted last turn.Return Power increases with happiness, up to a maximum of 102.Round Has double power if it's used more than once per turn.Sand Attack Lowers the target's accuracy by one stage.Screech Lowers the target's Defense by two stages.Secret Power Has a 30% chance to inflict a status effect which depends upon the terrain.Shadow Ball Has a 20% chance to lower the target's Special Defense by one stage.Sleep Talk Randomly uses one of the user's other three moves. Only works if the user is sleeping.Snarl Has a 100% chance to lower the target's Special Attack by one stage.Snatch Steals the target's move, if it's self-targeted.Snore Has a 30% chance to make the target flinch. Only works if the user is sleeping.Spite Lowers the PP of the target's last used move by 4.Stored Power Power is higher the more the user's stats have been raised, to a maximum of 31×.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.Sunny Day Changes the weather to sunny for five turns.Swagger Raises the target's Attack by two stages and confuses the target.Swift Never misses.Synchronoise Hits any Pokémon that shares a type with the user.Tackle Inflicts regular damage with no additional effect.Tail Whip Lowers the target's Defense by one stage.Take Down User receives 1/4 the damage it inflicts in recoil.Taunt For the next few turns, the target can only use damaging moves.Tickle Lowers the target's Attack and Defense by one stage.Torment Prevents the target from using the same move twice in a row.Toxic Badly poisons the target, inflicting more damage every turn.Trump Card Power increases when this move has less PP, up to a maximum of 200.Wish User will recover half its max HP at the end of the next turn.Wonder Room All Pokémon's Defense and Special Defense are swapped for 5 turns.Work Up Raises the user's Attack and Special Attack by one stage each.Yawn Target sleeps at the end of the next turn.