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Absol
Absol RSE
Type Dark
Abilities Pressure
Gender Ratio 50% Male, 50% Female
Catch Rate 30 (3.9%)

Absol can only be found on Route 120 in all three games.

One of the rarest Pokémon without the help of duplicates clause... and paradoxically also one of the easiest to get with it. Absol is one of a kind: Dark-type, a mostly physical glass cannon, but with basically zero physical options other than Shadow Ball and the obligatory Normal coverage. Its poor physical options are nothing short of a tear-jerker to its amazing base 130 Attack stat. On the other hand, its special movepool is quite amazing, including even Calm Mind and the elemental beams in its ranks; sadly, it cannot be backed up by anything but a decent-but-not-too-high Special Attack in turn.

So what to do with Absol? Its nature might actually change the nuzlocker's play choices, and there are a few interesting options to note. With the right coverage, Absol is actually capable of taking on a good number of Pokémon in Hoenn.

Important Matchups Edit

  • Gym #6 - Winona (Fortree City, Flying-type): Absol should lead off with a move such as Strength or Bite, which damages Swellow just enough to then KO with Ice Beam; the move comes close to an OHKO but cannot achieve it, and Swellow is highly likely to exploit its Endeavor and Quick Attack combination if Absol leaves it in low health. Pelipper is ruined by Thunderbolt, and Skarmory is 2HKOed by it. Ice Beam also 2HKOs Altaria easily, as its best is an Earthquake 2HKO only after at least one Dragon Dance.
  • Rival (Lilycove City): Another Swellow with Endeavor and Quick Attack; Ice Beam cannot dispatch it in one go, so Absol should start the fight with a weaker move and finish it off on the second turn. Shroomish and Wailmer get 2HKOed by Ice Beam and Thunderbolt respectively, whereas Numel can be 2HKOed with a good physical move (Strength or better). Ice Beam can 2HKO Grovyle as well, but it will outspeed Absol and its Leaf Blade 3HKOs; this will not be an issue unless it scores a critical hit, but the move is likely to cause them. Combusken can be 2HKOed, but only with Return, and only if Absol's health is close to full, as its Double Kick cannot OHKO but does deal massive damage. Marshtomp is averagely 3HKOed by Return, but risk-free.
  • Tabitha/Matt (Lilycove Hideout): Since Numel can only 2HKO with two high-roll, full-power Magnitudes, Absol can easily profit of the first two turns to Swords Dance and then OHKO everything with Return, notwithstanding Mightyena's Intimidate. Carvanha is even less dangerous than Numel, but might use Scary Face, which impairs Absol against Mightyena due to Swagger; alternatively, Absol can OHKO Carvanha and 1-2HKO Sharpedo with Thunderbolt (Sharpedo is a likely OHKO), but will then be stuck with a 3HKO against Mightyena, and rely mostly on luck to defeat it.
  • Gym #7 - Tate and Liza (Mossdeep City, Psychic-type): Absol laughs at both Lunatone and Solrock, but Absol's battle partner may not like Lunatone's Calm Mind and Psychic combination, unless Dark-typed. If Absol's teammate is vulnerable to Psychic, Absol should take down Lunatone first, either 2HKOing with Shadow Ball or 2-3HKOing with Bite; the former should preferably be used, in order to dispatch Lunatone as quickly as possible. If Absol's battle partner is also a Dark-type, instead, both Pokémon can simply focus on beating Solrock first - which is invariantly 2HKOed by both Shadow Ball and Bite - and attack Lunatone afterwards.
  • Courtney/Shelly (Seafloor Cavern): Return 2HKOs Camerupt, but its Earthquake can kill with a critical hit; Sharpedo is non-threatening, and can be one-shot with Thunderbolt. It is advised that Absol be switched out before hitting Mightyena, as Intimidate cuts Return to a 3HKO instead of its natural 2HKO, and Mightyena's Swagger can easily get in the way.
  • Maxie/Archie (Seafloor Cavern): Mightyena relies on its typical Swagger and Scary Face tactics, but can also force Absol to switch out with Roar. Unfortunately, a Swords Dance is essential to get back to 2HKO range with Return; alternatively, Absol can use Calm Mind, which grants a lower damage throughput, but also helps it take less confusion damage in the event Mightyena does use Swagger. Still, even confusion damage after Intimidate + Swagger should not be underestimated. At +1 Attack, Absol is guaranteed to 2HKO Mightyena, whilst at +1 Special Attack Ice Beam is only a potential, but not certain, 2HKO; Crobat is 2HKOed after one boost in either stat, but safer to take on with Calm Mind, as it knows Confuse Ray. Sharpedo is OHKOed by Thunderbolt at +1 and likely to fall to a Return, once again at +1, but this is not certain; Camerupt is 2HKOed only by Return and only at +1, and Absol cannot take it on anywhere below near-full health, as its Earthquake can inflict up to 80% or thereabouts in damage.
  • Groudon (Cave of Origin, Ruby only): Groudon kills Absol in one hit. Do not use Absol here.
  • Kyogre (Cave of Origin, Sapphire only): Kyogre kills Absol in one hit. Do not use Absol here.
  • Gym #8 - Wallace (Sootopolis City, Water-type): Absol can set up against Luvdisc, but needs to be kept healed from Sweet Kiss-induced confusion, or possibly Water Pulse-induced confusion, as well. Swords Dance and Calm Mind are both workable; if setting up with Swords Dance, a +4 suffices to OHKO all of Wallace's team with Return. Calm Mind requires a full +6 to OHKO all with Thunderbolt except Whiscash, however, which will remain a 2HKO with Ice Beam; Absol can take an Earthquake from it, though.
  • Wally (Victory Road): Absol can either Swords Dance on the first two turns and then OHKO Altaria with Return, or use Calm Mind once and OHKO with Ice Beam. In the first case, the highest amount of damage it may take is roughly half its health from a +2 Aerial Ace, so Absol will survive unless critical hits occur. At +4 in Attack, Absol's Return OHKOs all of Wally's Pokémon minus Magneton, which is only 2HKOed; Absol can still OHKO it by getting to +6, however, as both Delcatty and Roselia offer some wiggle room for another Swords Dance. If going with Calm Mind, instead, at +1 Ice Beam will only 2HKO Delcatty and Roselia, but they are the least threatening of the group, and Magneton will be OHKOed by Flamethrower. An Absol that relies on Calm Mind, however, cannot fight Gardevoir, unlike its Swords Dance counterpart; only a full +6 setup, nearly impossible to achieve, would suffice to 2HKO it, and Calm Mind + Future Sight can hit Absol hard since Future Sight is typeless, and deals regular damage even to Dark-types.
  • Elite Four Sidney (Ever Grande City, Dark-type): A Swords Dance against Mightyena guarantees the Return OHKO against everything but Shiftry, which may or may not be OHKOed depending on its stats. Although two Swords Dances would fix that, Mightyena's Sand-Attack and Roar can easily foil Absol's setup plans; if anything, Cacturne or Shiftry should be used for another Swords Dance.
  • Elite Four Phoebe (Ever Grande City, Ghost-type): One Swords Dance is enough to net the OHKO against everything on Phoebe's team. Calm Mind is not viable, as it would expose Absol to Dusclops' Curse or the Banette's status moves.
  • Elite Four Glacia (Ever Grande City, Ice-type): Whether Absol uses Swords Dance or Calm Mind to set up, it needs to reach +4 in its offensive stat to OHKO all of Glacia's team, respectively with Return (Swords Dance) or a combination of Flamethrower and Thunderbolt (Calm Mind). The lead Glalie 3HKOs with Ice Beam, thus Calm Mind sets will not have a problem, but Swords Dance sets will fall short without healing, if Glalie outspeeds; this circumstance is thankfully unlikely. Absol's health should be replenished when possible regardless, as the higher-levelled Glalie may still outspeed. By contrast, Calm Mind sets will require more setup turns, but can spread them across several fights; Glalie is OHKOed after +2 is reached, and either of the Sealeo can be used for the remainder of the setup.
  • Elite Four Drake (Ever Grande City, Dragon-type): Shelgon is only OHKOed by Ice Beam at +1, so Calm Mind carriers should start off the fight by setting up. Return, instead, would require two Swords Dance turns to OHKO, leaving Absol vulnerable to too many potential Rock Tombs. At +1, however, Ice Beam also OHKOs all of Drake's team; if Absol's Speed is not lowered, Altaria will not deal damage to it, though the two Flygon and Salamence are likely to outspeed. Neither Flygon can 2HKO Absol, meaning it should be safe against both of them, but Salamence can do so with Fly; if Absol's health is well above half, though, it will take a non-critical Fly without problems and KO Salamence afterwards.
  • Champion Steven (Ever Grande City, Steel-type): Skarmory's Steel Wing is a 3HKO; if Absol can be kept healed throughout the fight, including from its Toxic poisoning, Calm Mind sets have good chances of performing well in this battle. The ideal setup is +5, which allows Absol to OHKO Skarmory and Metagross with Flamethrower, as well as Cradily and Claydol with Ice Beam; Flamethrower will also OHKO Aggron, but no amount of boosts can kill Armaldo in one hit. Its AncientPower, however, is only a 2-3HKO against Absol, so a 2HKO is fine. Absol that carry Swords Dance and physical moves, by contrast, have no chance against most of Steven's Pokémon and get easily outclassed, due to Steven's entire team (minus Claydol) sporting a resistance to Normal moves and Return being Absol's best physical asset.
  • Post-Game: Absol must be treated with velvet gloves even more so than before, as the postgame threats are scarier to it than anything before the Champion.

  • Gym #6 - Winona (Fortree City, Flying-type): Absol 2HKOs Swablu and 1-2HKOs Tropius with Ice Beam. Pelipper is ruined by Thunderbolt, and Skarmory is 2HKOed by it. Ice Beam also 2HKOs Altaria easily, as its best is an Earthquake 2HKO only after at least one Dragon Dance.
  • Rival (Lilycove City): Tropius is easily 1-2HKOed with Ice Beam, as is Pelipper with Thunderbolt. Slugma is 1-2HKOed by Return, but can be 2HKOed with Thunderbolt too; Return also beats Ludicolo in two to three hits. Ice Beam can 2HKO Grovyle as well, but it will outspeed Absol and its Leaf Blade 3HKOs; this will not be an issue unless it scores a critical hit, but the move is likely to cause them. Combusken can be 2HKOed, but only with Return, and only if Absol's health is close to full, as its Double Kick cannot OHKO but does deal massive damage. Marshtomp is averagely 3HKOed by Return, but risk-free.
  • Tabitha (Jagged Pass Hideout): Absol should be overlevelled enough to OHKO Numel with Return and Zubat with Ice Beam. Numel can be used for setups at will: Magnitude is only a 3HKO even at full power, if Absol is ten or more levels higher than it; even a single Swords Dance will power up Absol's Return against Mightyena, which is OHKOed at +1, where Absol will be if Intimidate hits it after a Swords Dance. Camerupt is still only 2HKOed, as it would be in Absol's natural state, but it also cannot 2HKO back, so Absol will still win.
  • Maxie (Jagged Pass Hideout): Deciding the course of action is difficult in this battle. While Swords Dance may help Absol in the long run, Mightyena's Swagger and Roar can foil any strategic plan; in addition, Absol's Return or special moves (such as Ice Beam) can only 3HKO, on average, if Intimidate is in effect. If Absol does manage a Swords Dance, it will get back to 2HKO range, and Return will 2HKO Crobat as well; Crobat does, however, pose further threats with its Confuse Ray, which is even deadlier to a Pokémon whose Attack has been boosted. Keeping Absol healed is crucial in this battle. Lastly, Absol should face Camerupt only if still somehow fully healthy and at +1 in Attack or more; its Earthquake is a strong 2HKO and Absol's Return can do better only if backed by setups.
  • Matt (Lilycove Hideout): Mightyena has no damaging moves, but should not be exploited for setups, due to both Swagger and Roar; it can be simply 3HKOed with a special move, or even Return, despite Intimidate. Golbat is 2HKOed by either Ice Beam or Thunderbolt.
  • Gym #7 - Tate and Liza (Mossdeep City, Psychic-type): Claydol's Earthquake is the only move Absol must be wary of with the leading pair; it 2-3HKOs, but Absol can thankfully 2HKO with Shadow Ball. However, Xatu is faster than Absol, and may use Confuse Ray on it. If Absol's battle partner can prevent this, for example by using Safeguard, Absol will be able to sweep more safely. Absol's battle partner may eithe help Absol defeat Claydol first, and focus on Xatu next, or target Xatu while Absol takes down Claydol; Xatu's only damaging move is Psychic, which for Absol is laughable, but its battle partner may or may not be immune to it and if not, Xatu's Calm Mind will quickly bring Psychic damage into the danger zone. Absol is not threatened by Lunatone and Solrock, but Absol's battle partner may not like Lunatone's Calm Mind and Psychic combination, unless Dark-typed. If Absol's teammate is vulnerable to Psychic, Absol should take down Lunatone first, either 2HKOing with Shadow Ball or 2-3HKOing with Bite; the former should preferably be used, in order to dispatch Lunatone as quickly as possible. If Absol's battle partner is also a Dark-type, instead, both Pokémon can simply focus on beating Solrock first - which is invariantly 2HKOed by both Shadow Ball and Bite - and attack Lunatone afterwards.
  • Maxie and Tabitha (Mossdeep Space Center, tag battle with Steven): Contributing to this fight is difficult for Absol, as a number of status moves can make the turnout unpredictable and get in the way of strategising. Absol can only reach 1-2HKO range with Return, against both Camerupt and Mightyena, if it uses Swords Dance once to compensate for Mightyena's Intimidate; otherwise, Return will only 3HKO both, leaving Absol vulnerable to their moves as well as Mightyena's Swagger shenanigans. Absol should also defeat Camerupt first, if it wants to stay on the battlefield for as long as possible; Tabitha's Mightyena will cut its Attack back to +0, but Return will still be in 2HKO range against it, though it also will be less likely to 2HKO Maxie's Mightyena. Golbat is 2HKOed by Ice Beam, a move best used without any positive Attack modifiers, as Golbat knows Confuse Ray; so does Crobat, which is only 3HKOed by Ice Beam instead. Fighting against Crobat is very difficult if Golbat or Mightyena are on the other side of the battlefield; Absol should first defeat all of Tabitha's Pokémon, and only then focus on Maxie's. Absol is also incapable of beating Maxie's Camerupt without painfully dying, and should switch out against it.
  • Shelly (Seafloor Cavern): Sharpedo is non-threatening, and can be one-shot with Thunderbolt. It is advised that Absol be switched out before hitting Mightyena, as Intimidate cuts Return to a 3HKO instead of its natural 2HKO, and Mightyena's Swagger can easily get in the way.
  • Archie (Seafloor Cavern): Mightyena relies on its typical Swagger and Scary Face tactics, but can also force Absol to switch out with Roar. Unfortunately, a Swords Dance is essential to get back to 2HKO range with Return; alternatively, Absol can use Calm Mind, which grants a lower damage throughput, but also helps it take less confusion damage in the event Mightyena does use Swagger. Still, even confusion damage after Intimidate + Swagger should not be underestimated. At +1 Attack, Absol is guaranteed to 2HKO Mightyena, whilst at +1 Special Attack Ice Beam is only a potential, but not certain, 2HKO; Crobat is 2HKOed after one boost in either stat, but safer to take on with Calm Mind, as it knows Confuse Ray. Sharpedo is OHKOed by Thunderbolt at +1 and likely to fall to a Return, once again at +1, but this is not certain.
  • Gym #8 - Juan (Sootopolis City, Water-type): Absol can set up against Luvdisc, but needs to be kept healed from Sweet Kiss-induced confusion, or possibly Water Pulse-induced confusion, as well. Swords Dance and Calm Mind are both workable; if setting up with Swords Dance, a +4 suffices to OHKO all of Juan's team with Return, though Kingdra is a likely (but not certain) OHKO: +5 or higher is needed to OHKO it for certain. Calm Mind requires a full +6 to OHKO Luvdisc, Sealeo and Crawdaunt, but Whiscash and Kingdra will remain a 2HKO with Ice Beam; Absol can take an Earthquake and a Surf from them, respectively, but only one of either move and not both, which is why Swords Dance should be preferred for setups.
  • Wally (Victory Road): Absol can either Swords Dance on the first two turns and then OHKO Altaria with Return, or use Calm Mind once and OHKO with Ice Beam. In the first case, the highest amount of damage it may take is roughly half its health from a +2 Aerial Ace, so Absol will survive unless critical hits occur. At +4 in Attack, Absol's Return OHKOs all of Wally's Pokémon minus Magneton, which is only 2HKOed; Absol can still OHKO it by getting to +6, however, as both Delcatty and Roselia offer some wiggle room for another Swords Dance. If going with Calm Mind, instead, at +1 Ice Beam will only 2HKO Delcatty and Roselia, but they are the least threatening of the group, and Magneton will be OHKOed by Flamethrower. An Absol that relies on Calm Mind, however, cannot fight Gardevoir, unlike its Swords Dance counterpart; only a full +6 setup, nearly impossible to achieve, would suffice to 2HKO it, and Calm Mind + Future Sight can hit Absol hard since Future Sight is typeless, and deals regular damage even to Dark-types.
  • Elite Four Sidney (Ever Grande City, Dark-type): A Swords Dance against Mightyena guarantees the Return OHKO against everything but Crawdaunt and Shiftry, which may or may not be OHKOed depending on their stats. Although two Swords Dances would fix that, Mightyena's Sand-Attack and Roar can easily foil Absol's setup plans; if anything, Cacturne or Shiftry should be used for another Swords Dance.
  • Elite Four Phoebe (Ever Grande City, Ghost-type): One Swords Dance is enough to net the OHKO against everything on Phoebe's team. Calm Mind is not viable, as it would expose Absol to Dusclops' Curse or the Banette's status moves.
  • Elite Four Glacia (Ever Grande City, Ice-type): Whether Absol uses Swords Dance or Calm Mind to set up, it needs to reach +4 in its offensive stat to OHKO all of Glacia's team, respectively with Return (Swords Dance) or a combination of Flamethrower and Thunderbolt (Calm Mind). The lead Sealeo 3-4HKOs with Ice Ball, thus neither set will have a problem setting up. Absol's health should be replenished when possible regardless, as the higher-levelled Glalie may still outspeed, and its Explosion is guaranteed to kill Absol; a Speed of 115 or higher, however, guarantees that Absol will move first, removing this risk. By contrast, Calm Mind sets will require more setup turns, but can spread them across several fights; Glalie is OHKOed after +2 is reached, and can be used for the remainder of the setup if Sealeo did not suffice.
  • Elite Four Drake (Ever Grande City, Dragon-type): Shelgon is only OHKOed by Ice Beam at +1, so Calm Mind carriers should start off the fight by setting up. Return, instead, would require two Swords Dance turns to OHKO, leaving Absol vulnerable to too many potential Rock Tombs. At +1, however, Ice Beam also OHKOs all of Drake's team minus Kingdra; if Absol's Speed is not lowered, Altaria will not deal damage to it, though Flygon and Salamence are likely to outspeed. Flygon can also 2HKO Absol with Earthquake, but Salamence only 3HKOs after a Special Defense boost; if Absol's health is still full or near-full when Flygon comes out, or Absol is healed before attacking Salamence, it will be able to take down both Pokémon. Absol struggles against Kingdra, however, and needs at least three prior Calm Minds to deal enough damage to measure up to it; its SmokeScreen and Dragon Dance, backed by Body Slam, will also endanger Absol with a stroke of bad luck.
  • Champion Wallace (Ever Grande City, Water-type): Wailord cannot be beaten by Absol: even after a Thunderbolt, its Water Spout deals massive damage - a 2HKO well over 50% - and unlike Water Spout, neither Blizzard nor Double-Edge lose power with Wailord's dwindling HP, remaining in the 2-3HKO range; Water Spout paired with either move can easily kill Absol. Tentacruel also outspeeds and 2HKOs. Gyarados is 2HKOed by Thunderbolt, but there is a serious risk of it using Dragon Dance and if it does, Absol will be offed by Hyper Beam on the following turn; Thunderbolt becomes an OHKO after one Calm Mind, however, if Absol manages to get one off. The issue is when: Ludicolo threatens it with its accuracy shenanigans, as well as Surf which is a near-certain 2HKO; Whiscash can be 3HKOed with Return, but will 3HKO Absol with Earthquake if it uses even only one more turn to beat it. Lastly, Milotic's damage throughput is roughly twice as much as Absol's, and even Return cannot match up to its Surf. Overall, Absol is better off not fighting here.
  • Post-Game: Absol must be treated with velvet gloves even more so than before, as the postgame threats are scarier to it than anything before the Champion.

Moves Edit

Absol starts off with Quick Attack, Razor Wind, Bite, and either Swords Dance if caught at level 26 or higher, or Taunt if not. Its Attack is amazing, but its defenses are not, so using Razor Wind is not advised; it should rely on Bite instead, or Strength for a physical move (Return is even better, if available). Absol learns Double Team at level 31, too, but using it is like gambling with something almost frail as crystal, and it should be avoided. At level 36, it gets Slash; it is not a great move, especially considering the absence of Super Luck in this generation, and Strength will usually outdamage it, Return even more so. Future Sight comes at 41, and once again, there are much better alternatives; lastly, Perish Song comes at 46, which can be strategic, but only if Absol used on the first turn and followed by a timely switch-out to a sturdier teammate, as Absol is unlikely to take hits for that long.

On the plus side, TMs offer a lot more to Absol than anything else. Unfortunately, as far as physical moves go, there is not much for Absol to learn, while on the special side it does much better. Its most viable physical options are... Return and Shadow Ball. That is it. There is also Aerial Ace, technically, though it will likely be useful only when accuracy matters; it still does sport a decent base power for that purpose. On the special side, Absol can learn all three of the elemental beams: Thunderbolt, Flamethrower and Ice Beam, as well as their more powerful alternatives, which are not recommended for accuracy reasons; Fire Blast can work in place of Flamethrower, but accuracy is generally better than power. Of all three, Ice Beam and Thunderbolt are the most likely to prove useful in the long run. Bite is, sadly, the best Dark move it gets, as Absol does not have access to Crunch. Water Pulse is another option for lovers of confusion games, but unreliable at best, as it only inflicts the status condition 20% of the time and confusion is not a sure-fire way of avoiding hits; for special sets, however, Calm Mind is a valuable option to boost Absol's otherwise decent-but-not-great Special Attack.

Recommended movesets:

Physical, setup: Swords Dance, Return, Shadow Ball, Aerial Ace

Special, setup: Calm Mind, Flamethrower, Ice Beam, Thunderbolt

Mixed: Return, Shadow Ball, Ice Beam, Thunderbolt

Recommended Teammates Edit

  • Psychic-types: Bug-type moves are uncommon and not that strong in this generation, leaving Absol with virtually just one weakness, Fighting. Several of the Psychic-types available in Hoenn are perfectly capable of handling Fighting-types.
  • Physical tanks: Absol is lacking in bulk, on both ends of the spectrum. Covering for physical hits is also more difficult than special ones, since a number of good physical walls has a Fighting weakness; sharing weaknesses on a team is never a good idea, especially if more than two Pokémon have a weakness to a certain type. On the upside, a number of good physically defensive options are not hard to obtain.

Other Edit

Absol's stats Edit

Stat Range
At Lv. 50 At Lv. 100
HP: 65
125 - 172 240 - 334
Attack: 130
121 - 200 238 - 394
Defense: 60
58 - 123 112 - 240
Sp.Atk: 75
72 - 139 139 - 273
Sp.Def: 60
58 - 123 112 - 240
Speed: 75
72 - 139 139 - 273
Total: 465   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Absol Ratings
Availability
1.5 Stars
Matchups
4 Stars
Movepool
4 Stars
Survivability
3 Stars
Type Usefulness
4 Stars
Team Role
4 Stars
Offensive Utility
4.5 Stars
Defensive Utility
2.5 Stars
Tankiness
2.5 Stars
Fun Factor
4 Stars


Overall
3.5 Stars
  • What Nature do I want? It depends on what set Absol will run: for physical sets, Adamant; for special sets, Modest; for mixed sets, anything that boosts one offensive stat and lowers one defensive stat: Lonely, Mild, Naughty and Rash. Any Speed-lowering nature is bad, as Absol is not very fast and will likely not accomplish much if it cannot outspeed.
  • How good is Absol in a Nuzlocke? Rather good, despite its unfortunate movepool, mostly geared towards the special side when Absol's physical Attack is its best stat by far. However, even with a mildly usable Special Attack, Absol can accomplish a lot with the right moves, and is fun and flexible to use on top of that.
  • Weaknesses: Bug, Fighting
  • Resistances: Dark, Ghost
  • Immunities: Psychic
  • Neutralities: Normal, Flying, Poison, Ground, Rock, Steel, Fire, Water, Grass, Electric, Ice, Dragon

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