zarator
^_^
Soundtrack
The mist engulfing the Spring Path makes it hard for you to understand where you are, even with the help of the map N gave you. On the upside, though, it provides you with a welcome cover. With the entire region roaming with Darkrai's vile minions, few places in Sinnoh can still be called safe.
Eventually, you find the entrance to Turnback Cave, although "stumbling" would better describe it. According to the information the Eon twins shared with you, Cresselia is being held captive somewhere inside. No one is guarding the entrance - either nothing of value is inside or there are defenses further in. Uncertain about which of the possibilities would be worse, you cautiously step in, piercing through the darkness with the faint light of your torches.
But what is the right direction? Every room you enter looks identical to the previous one. You can't even tell if you've been walking in circles or not, except you haven't stumbled upon the entrance in quite some time by now. You frequently glanced at your watches, wary about how much time passed. But ever since you entered the cave, the watches have marked the same time, as if they were frozen. Or have you really entered a place beyond time? Sure, travelling through time is one thing, but this? The blood chill in your veins, as you question what you've been putting yourselves through.
Then, out of nothing but your deepest fears, a room shows up with a glooming rift at the center of it. Eerie whispers and wails echo from it, and even in the light of your torches, the portal looks pitch black. The echoes would frighten even the bravest of the trainers. And yet, you feel enthralled to them. Is this a sorcery? Or was your rationality lost the moment you stepped in this ominous place? Maybe no one will ever know, as even before you decided it, your body is already walking inside, enticed by the voices.
You still had the suspect you didn't leave your homeworld while you were walking through the cave, even as your perception of time was drifting away. But nothing like that could prepare you to what awaited you on the other side of the portal. Even the most accurate descriptions of what was known as the Distortion World didn't resemble the realm of darkness now seeping around you. A colorless cloud of shadows, with visages sometimes emerging from the haze, their expressions twisted in agony and despair. Whether it is a phenomenon of self-suggestion or those visages are real, you can't tell. What could real mean, in that place? Is it real? Are you still real?
Then, as you slowly gain a glimpse of auto-conscience once again, you see the portal landed you on a gloomy bridge, suspended over the infinite, twisting shadow. At the end of the bridge, a being was floating motionless, its skin looking pale and sickeningly colorless. Even in this state, though, you could tell from its shape that the creature was indeed the Dreamer itself. The creature you came here to save, even if you don't know who will save yourselves should it come down to that.
Putting your fears aside for as long as you can muster, you approach the captive Pokemon, but a female, cold voice suddenly calls you out, shrieking like a frightening banshee in the endless night.
What is this disturbance? You dare trespass this hallowed ground? This shall be your final resting place
HP 1000
Atk 7
Def 6
SpA 5
SpD 7
Spe 94
Size Class: 3
Weight Class: 3
Accuracy Boost: 10%
Ability: Forewarn
Shadow Shield: Necturna has a shield that will absorb all damage inflicted against her. The shield will absorb up to 330 HP before faltering. For as long as the shield lasts, Necturna won't follow an threat table and no damage or heal will generate threat against her. Instead, she will use Baleful Hex on random targets. Once shield wears off, she will follow a normal threat table and damage/heals will generate threat against her as usual
In response to the witch's boasting, several phantoms emerge from the surrounding darkness!
HP 80
Atk 5
Def 4
SpA 4
SpD 4
Spe 75
Size Class: 2
Weight Class: 2
Abilities: Insomnia, Frisk
Note: Frisk does NOT ignore artifacts
HP 65
Atk 4
Def 4
SpA 4
SpD 4
Spe 58
Size Class: 1
Weight Class: 2
Abilities: Keen Eye, Stall
Frosty's team:
Hilda the Gardevoir(F)
Type: Psychic/Fairy
Abilities: Synchronize/Trace/Telepathy (U)
Nature: Modest(+1spa, -1atk)
Glyph of Heal Bell: Reduces the energy cost of Heal Bell by 1 and increases its priority by 1.
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 6 (+)
SpD: 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
Hilda the Gardevoir(F)
Type: Psychic/Fairy
Abilities: Synchronize/Trace/Telepathy(U)/Pixilate
Nature: Modest(+1spa, -1atk)
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 8 (+)
SpD: 5
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 25
EC: 9/9
MC: 0
AC: 5/5
Attacks (85/??):
Ally Switch
Attract
Calm Mind
Charge Beam
Confide
Confuse Ray
Confusion
Dazzling Gleam
Destiny Bond
Disable
Disarming Voice
Double Team
Draining Kiss
Dream Eater
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Moonblast
Nightmare
Pain Split
Protect
Psychic
Psyshock
Rain Dance
Reflect
Rest
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Taunt
Telekinesis
Teleport
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Will-o-Wisp
Wish
Wonder Room
Zen Headbutt
Dispel
Shadow Mend
Syclant [Caffie] (Male)
Nature: Quiet (+1SpA, -10% eva)
Type: Ice/Bug
Glyph of Icicle Spear: Reduces the energy cost of Icicle Spear by 2 and raises its critical hit rate by 1
Abilities:
Compoundeyes/Mountaineer/Technician (H) [UNLOCKED]
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 105 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC: 6/6
MC: 0
AC: 5/5
Attacks (83/83 - Movepool Completed!):
Acrobatics
Aerial Ace
Attract
Avalanche
Blizzard (*)
Brick Break
Bug Bite (*)
Bug Buzz
Bulldoze
Captivate
Confide
Counter
Cut
Dig
Double Team
Earth Power (*)
Earthquake
Echoed Voice
Electoweb
Endure
Facade
False Swipe
Fell Stinger
Fling
Focus Blast
Focus Energy (*)
Focus Punch
Freeze Dry
Frost Breath
Frustration
Fury Attack
Fury Cutter
Giga Drain
Giga Impact
Hail
Hidden Power Fire
Hone Claws
Hyper Beam
Ice Punch
Ice Shard (*)
Ice Beam
Icicle Crash
Icicle Spear (*)
Icy Wind (*)
Infestation
Knock Off
Leech Life (*)
Leer (*)
Natural Gift
Pin Missile
Protect (*)
Quash
Rain Dance
Rest
Return
Rock Slide
Rock Smash
Round
Scratch (*)
Secret Power
Sheer Cold
Signal Beam
Silver Wind
Slash (*)
Sleep Talk
Snore
Solarbeam
Spikes
Stone Edge
Strength
String Shot
Struggle Bug
Substitute
Superpower (*)
Swagger
Swords Dance
Tail Glow
Taunt
Toxic
U-turn (*)
Venoshock
Water Pulse (*)
X-Scissor
Bloodlust
Its_A_Random's team:
Salamence [Wyrm] (M)
NATURE: Quiet (-10% Evasion)
TYPE: Dragon / Flying
ABILITIES: Intimidate / Moxie (H) / Aerilate (Mega)
STATS (NORMAL)
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 86 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 22
STATS (MEGA)
HP: 100
Atk: Rank 6
Def: Rank 5
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 104 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 27
EC: 9/9
MC: 0
AC: 5/5
ATTACKS (55/84)
PHYSICAL
Aerial Ace
Aqua Tail
Bite
Body Slam
Brick Break
Crunch
Double-Edge
Dragon Claw
Dragon Tail
Earthquake
Facade
Fire Fang
Fly
Frustration
Giga Impact
Headbutt
Iron Tail
Rage
Return
Rock Slide
Secret Power
Shadow Claw
Thrash
Thunder Fang
Zen Headbutt
SPECIAL
Air Cutter
Dragon Breath
Dragon Pulse
Ember
Fire Blast
Flamethrower
Heat Wave
Hydro Pump
Hyper Beam
Hyper Voice
Snore
Swift
OTHER
Defog
Double Team
Endure
Focus Energy
Iron Defence
Leer
Mimic
Protect
Refresh
Rest
Roar
Roost
Scary Face
Sleep Talk
Substitute
Tailwind
Toxic
Wish
RAID
Bloodlust
The mist engulfing the Spring Path makes it hard for you to understand where you are, even with the help of the map N gave you. On the upside, though, it provides you with a welcome cover. With the entire region roaming with Darkrai's vile minions, few places in Sinnoh can still be called safe.
Eventually, you find the entrance to Turnback Cave, although "stumbling" would better describe it. According to the information the Eon twins shared with you, Cresselia is being held captive somewhere inside. No one is guarding the entrance - either nothing of value is inside or there are defenses further in. Uncertain about which of the possibilities would be worse, you cautiously step in, piercing through the darkness with the faint light of your torches.
But what is the right direction? Every room you enter looks identical to the previous one. You can't even tell if you've been walking in circles or not, except you haven't stumbled upon the entrance in quite some time by now. You frequently glanced at your watches, wary about how much time passed. But ever since you entered the cave, the watches have marked the same time, as if they were frozen. Or have you really entered a place beyond time? Sure, travelling through time is one thing, but this? The blood chill in your veins, as you question what you've been putting yourselves through.
Then, out of nothing but your deepest fears, a room shows up with a glooming rift at the center of it. Eerie whispers and wails echo from it, and even in the light of your torches, the portal looks pitch black. The echoes would frighten even the bravest of the trainers. And yet, you feel enthralled to them. Is this a sorcery? Or was your rationality lost the moment you stepped in this ominous place? Maybe no one will ever know, as even before you decided it, your body is already walking inside, enticed by the voices.
You still had the suspect you didn't leave your homeworld while you were walking through the cave, even as your perception of time was drifting away. But nothing like that could prepare you to what awaited you on the other side of the portal. Even the most accurate descriptions of what was known as the Distortion World didn't resemble the realm of darkness now seeping around you. A colorless cloud of shadows, with visages sometimes emerging from the haze, their expressions twisted in agony and despair. Whether it is a phenomenon of self-suggestion or those visages are real, you can't tell. What could real mean, in that place? Is it real? Are you still real?
Then, as you slowly gain a glimpse of auto-conscience once again, you see the portal landed you on a gloomy bridge, suspended over the infinite, twisting shadow. At the end of the bridge, a being was floating motionless, its skin looking pale and sickeningly colorless. Even in this state, though, you could tell from its shape that the creature was indeed the Dreamer itself. The creature you came here to save, even if you don't know who will save yourselves should it come down to that.
Putting your fears aside for as long as you can muster, you approach the captive Pokemon, but a female, cold voice suddenly calls you out, shrieking like a frightening banshee in the endless night.
What is this disturbance? You dare trespass this hallowed ground? This shall be your final resting place
HP 1000
Atk 7
Def 6
SpA 5
SpD 7
Spe 94
Size Class: 3
Weight Class: 3
Accuracy Boost: 10%
Ability: Forewarn
Shadow Shield: Necturna has a shield that will absorb all damage inflicted against her. The shield will absorb up to 330 HP before faltering. For as long as the shield lasts, Necturna won't follow an threat table and no damage or heal will generate threat against her. Instead, she will use Baleful Hex on random targets. Once shield wears off, she will follow a normal threat table and damage/heals will generate threat against her as usual
In response to the witch's boasting, several phantoms emerge from the surrounding darkness!
HP 80
Atk 5
Def 4
SpA 4
SpD 4
Spe 75
Size Class: 2
Weight Class: 2
Abilities: Insomnia, Frisk
Note: Frisk does NOT ignore artifacts
HP 65
Atk 4
Def 4
SpA 4
SpD 4
Spe 58
Size Class: 1
Weight Class: 2
Abilities: Keen Eye, Stall
Weather: None - No weather allowed without stone
Restrictions: No water source, no grass source
Affected moves: Sunlight based moves (low sunlight), Camouflage (Ghost), Nature Power (Shadow Ball)
Restrictions: No water source, no grass source
Affected moves: Sunlight based moves (low sunlight), Camouflage (Ghost), Nature Power (Shadow Ball)
Frosty's team:
Hilda the Gardevoir(F)
Type: Psychic/Fairy
Abilities: Synchronize/Trace/Telepathy (U)
Nature: Modest(+1spa, -1atk)
Glyph of Heal Bell: Reduces the energy cost of Heal Bell by 1 and increases its priority by 1.
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 6 (+)
SpD: 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21
Hilda the Gardevoir(F)
Type: Psychic/Fairy
Abilities: Synchronize/Trace/Telepathy(U)/Pixilate
Nature: Modest(+1spa, -1atk)
Stats:
HP: 100
Atk: 2 (-)
Def: 3
SpA: 8 (+)
SpD: 5
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 25
EC: 9/9
MC: 0
AC: 5/5
Attacks (85/??):
Ally Switch
Attract
Calm Mind
Charge Beam
Confide
Confuse Ray
Confusion
Dazzling Gleam
Destiny Bond
Disable
Disarming Voice
Double Team
Draining Kiss
Dream Eater
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Moonblast
Nightmare
Pain Split
Protect
Psychic
Psyshock
Rain Dance
Reflect
Rest
Return
Round
Safeguard
Shadow Ball
Shadow Sneak
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swift
Taunt
Telekinesis
Teleport
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Will-o-Wisp
Wish
Wonder Room
Zen Headbutt
Dispel
Shadow Mend
Syclant [Caffie] (Male)
Nature: Quiet (+1SpA, -10% eva)
Type: Ice/Bug
Glyph of Icicle Spear: Reduces the energy cost of Icicle Spear by 2 and raises its critical hit rate by 1
Abilities:
Compoundeyes/Mountaineer/Technician (H) [UNLOCKED]
Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 105 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC: 6/6
MC: 0
AC: 5/5
Attacks (83/83 - Movepool Completed!):
Acrobatics
Aerial Ace
Attract
Avalanche
Blizzard (*)
Brick Break
Bug Bite (*)
Bug Buzz
Bulldoze
Captivate
Confide
Counter
Cut
Dig
Double Team
Earth Power (*)
Earthquake
Echoed Voice
Electoweb
Endure
Facade
False Swipe
Fell Stinger
Fling
Focus Blast
Focus Energy (*)
Focus Punch
Freeze Dry
Frost Breath
Frustration
Fury Attack
Fury Cutter
Giga Drain
Giga Impact
Hail
Hidden Power Fire
Hone Claws
Hyper Beam
Ice Punch
Ice Shard (*)
Ice Beam
Icicle Crash
Icicle Spear (*)
Icy Wind (*)
Infestation
Knock Off
Leech Life (*)
Leer (*)
Natural Gift
Pin Missile
Protect (*)
Quash
Rain Dance
Rest
Return
Rock Slide
Rock Smash
Round
Scratch (*)
Secret Power
Sheer Cold
Signal Beam
Silver Wind
Slash (*)
Sleep Talk
Snore
Solarbeam
Spikes
Stone Edge
Strength
String Shot
Struggle Bug
Substitute
Superpower (*)
Swagger
Swords Dance
Tail Glow
Taunt
Toxic
U-turn (*)
Venoshock
Water Pulse (*)
X-Scissor
Bloodlust
Its_A_Random's team:
Salamence [Wyrm] (M)
NATURE: Quiet (-10% Evasion)
TYPE: Dragon / Flying
ABILITIES: Intimidate / Moxie (H) / Aerilate (Mega)
STATS (NORMAL)
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 86 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 22
STATS (MEGA)
HP: 100
Atk: Rank 6
Def: Rank 5
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 104 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 27
EC: 9/9
MC: 0
AC: 5/5
ATTACKS (55/84)
PHYSICAL
Aerial Ace
Aqua Tail
Bite
Body Slam
Brick Break
Crunch
Double-Edge
Dragon Claw
Dragon Tail
Earthquake
Facade
Fire Fang
Fly
Frustration
Giga Impact
Headbutt
Iron Tail
Rage
Return
Rock Slide
Secret Power
Shadow Claw
Thrash
Thunder Fang
Zen Headbutt
SPECIAL
Air Cutter
Dragon Breath
Dragon Pulse
Ember
Fire Blast
Flamethrower
Heat Wave
Hydro Pump
Hyper Beam
Hyper Voice
Snore
Swift
OTHER
Defog
Double Team
Endure
Focus Energy
Iron Defence
Leer
Mimic
Protect
Refresh
Rest
Roar
Roost
Scary Face
Sleep Talk
Substitute
Tailwind
Toxic
Wish
RAID
Bloodlust
THIS IS RAID EXCLUSIVE AND HENCE CANNOT BE USED OUTSIDE OF RAIDS.
Dragonair [] (-)
NATURE: Timid (+12% Accuracy)
TYPE: Dragon / Light
ABILITIES: Solar Power
IN-GAME STATS: HP 81 / Atk 104 / Def 85 / SpA 120 / SpD 120 / Spe 90
STATS
HP: 100
Atk: Rank 3 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 5
Spe: 104 (+)
Size Class: 4
Weight Class: 2
Base Rank Total: 23
EC: N/A
MC: 0
AC: N/A
ATTACKS (58/58)
PHYSICAL
Aqua Tail
Bind
Dragon Tail
Extreme Speed
Facade
Frustration
Iron Tail
Lustre Strike
Outrage
Return
Secret Power
Waterfall
Wrap
SPECIAL
Blizzard
Dazzling Gleam
Draco Meteor
Dragon Pulse
Dragon Rage
Flamethrower
Fire Blast
Hidden Power (Ghost)
Holy Fire
Hyper Beam
Ice Beam
Icy Wind
Incinerate
Round
Shock Wave
Smite
Snore
Solar Beam
Surf
Thunder
Thunderbolt
Twister
Water Pulse
OTHER
Agility
Attract
Confide
Dispel
Double Team
Flash
Hail
Hallowed Terrain
Leer
Light Screen
Morning Sun
Protect
Rain Dance
Rest
Safeguard
Sleep Talk
Substitute
Sunny Day
Swagger
Tail Glow
Thunder Wave
Toxic
Dragonair [] (-)
NATURE: Timid (+12% Accuracy)
TYPE: Dragon / Light
ABILITIES: Solar Power
IN-GAME STATS: HP 81 / Atk 104 / Def 85 / SpA 120 / SpD 120 / Spe 90
STATS
HP: 100
Atk: Rank 3 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 5
Spe: 104 (+)
Size Class: 4
Weight Class: 2
Base Rank Total: 23
EC: N/A
MC: 0
AC: N/A
ATTACKS (58/58)
PHYSICAL
Aqua Tail
Bind
Dragon Tail
Extreme Speed
Facade
Frustration
Iron Tail
Lustre Strike
Outrage
Return
Secret Power
Waterfall
Wrap
SPECIAL
Blizzard
Dazzling Gleam
Draco Meteor
Dragon Pulse
Dragon Rage
Flamethrower
Fire Blast
Hidden Power (Ghost)
Holy Fire
Hyper Beam
Ice Beam
Icy Wind
Incinerate
Round
Shock Wave
Smite
Snore
Solar Beam
Surf
Thunder
Thunderbolt
Twister
Water Pulse
OTHER
Agility
Attract
Confide
Dispel
Double Team
Flash
Hail
Hallowed Terrain
Leer
Light Screen
Morning Sun
Protect
Rain Dance
Rest
Safeguard
Sleep Talk
Substitute
Sunny Day
Swagger
Tail Glow
Thunder Wave
Toxic
Light is a new type, with its own chart:
Light is supereffective against: Dark, Ghost, Poison, Psychic, Light
Light is not very effective against: Dragon, Steel
Light is resistant to: Electric, Fighting, Fire, Grass, Ground, Ice, Normal, Poison, Psychic, Water, Rock, Steel, Bug
Light is immune to: Dark, Ghost
Light is weak to: Dragon, Light
Level Up
- Extremespeed
- Morning Sun
- Wrap
- Leer
- Thunder Wave
- Twister
5 Thunder Wave
11 Twister
15 Dragon Rage
21 Lustre Strike
25 Agility
33 Smite
39 Sunny Day
47 Dragon Pulse
53 Hallowed Terrain
61 Tail Glow
67 Holy Fire
75 Solar Beam
Tutor moves
Aqua Tail
Bind
Dispel (Raid-only)
Draco Meteor
Dragon Pulse
Icy Wind
Iron Tail
Outrage
Shock Wave
Snore
Water Pulse
TMs & HMs
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM11 Sunny Day
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM22 Solar Beam
TM24 Thunderbolt
TM25 Thunder
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM59 Incinerate
TM70 Flash
TM73 Thunder Wave
TM82 Dragon Tail
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM94 (ORAS) Secret Power
TM99 Dazzling Gleam
TM100 Confide
HM03 Surf
HM05 Waterfall
New moves:
Hallowed Terrain: Summons a holy aura that shrouds the entire battlefield for four (4) rounds. While in effect, the power of Light moves used by grounded Pokemon is increased by three (3) BAP, while the power of Dark moves used against grounded Pokemon is reduced by two (2) BAP. Moves used against Grounded Pokemon have their secondary effect chance reduced to 0% while Hallowed Terrain is in effect. Nature Power becomes Smite when Hallowed Terrain is in effect.
Type: Light | Category: Other | Target: Entire Battle | BAP: -- | Acc: -- | Energy Cost: 10 | Effect Chance: -- | Contact: N/A | Priority: 0 | Snatch? Yes | Magic Coat? No
Holy Fire: Drops a torrent of sacred fire on the foe from the sky. Can burn the opponent.
Type: Light | Category: Special | Target: Any Single Target | BAP: 9 | Acc: 90% | Energy Cost: 7 | Effect Chance: 10% | Contact: No | Priority: 0 | Snatch? No | Magic Coat? No
Lustre Strike: Hits the foe with a bursting blow. Can lower the foe's Accuracy.
Type: Light | Category: Physical | Target: Adjacent Target | BAP: 7 | Acc: 100% | Energy Cost: 5 | Effect Chance: 30% | Contact: Yes | Priority: 0 | Snatch? No | Magic Coat? No
Smite: Blasts the foe with holy power. Can lower the foe's Special Defence.
Type: Light | Category: Special | Target: Adjacent Target | BAP: 8 | Acc: 100% | Energy Cost: 6 | Effect Chance: 20% | Contact: No | Priority: 0 | Snatch? No | Magic Coat? No
Light is supereffective against: Dark, Ghost, Poison, Psychic, Light
Light is not very effective against: Dragon, Steel
Light is resistant to: Electric, Fighting, Fire, Grass, Ground, Ice, Normal, Poison, Psychic, Water, Rock, Steel, Bug
Light is immune to: Dark, Ghost
Light is weak to: Dragon, Light
Level Up
- Extremespeed
- Morning Sun
- Wrap
- Leer
- Thunder Wave
- Twister
5 Thunder Wave
11 Twister
15 Dragon Rage
21 Lustre Strike
25 Agility
33 Smite
39 Sunny Day
47 Dragon Pulse
53 Hallowed Terrain
61 Tail Glow
67 Holy Fire
75 Solar Beam
Tutor moves
Aqua Tail
Bind
Dispel (Raid-only)
Draco Meteor
Dragon Pulse
Icy Wind
Iron Tail
Outrage
Shock Wave
Snore
Water Pulse
TMs & HMs
TM06 Toxic
TM07 Hail
TM10 Hidden Power
TM11 Sunny Day
TM13 Ice Beam
TM14 Blizzard
TM15 Hyper Beam
TM16 Light Screen
TM17 Protect
TM18 Rain Dance
TM20 Safeguard
TM21 Frustration
TM22 Solar Beam
TM24 Thunderbolt
TM25 Thunder
TM27 Return
TM32 Double Team
TM35 Flamethrower
TM38 Fire Blast
TM42 Facade
TM44 Rest
TM45 Attract
TM48 Round
TM59 Incinerate
TM70 Flash
TM73 Thunder Wave
TM82 Dragon Tail
TM87 Swagger
TM88 Sleep Talk
TM90 Substitute
TM94 (ORAS) Secret Power
TM99 Dazzling Gleam
TM100 Confide
HM03 Surf
HM05 Waterfall
New moves:
Hallowed Terrain: Summons a holy aura that shrouds the entire battlefield for four (4) rounds. While in effect, the power of Light moves used by grounded Pokemon is increased by three (3) BAP, while the power of Dark moves used against grounded Pokemon is reduced by two (2) BAP. Moves used against Grounded Pokemon have their secondary effect chance reduced to 0% while Hallowed Terrain is in effect. Nature Power becomes Smite when Hallowed Terrain is in effect.
Type: Light | Category: Other | Target: Entire Battle | BAP: -- | Acc: -- | Energy Cost: 10 | Effect Chance: -- | Contact: N/A | Priority: 0 | Snatch? Yes | Magic Coat? No
Holy Fire: Drops a torrent of sacred fire on the foe from the sky. Can burn the opponent.
Type: Light | Category: Special | Target: Any Single Target | BAP: 9 | Acc: 90% | Energy Cost: 7 | Effect Chance: 10% | Contact: No | Priority: 0 | Snatch? No | Magic Coat? No
Lustre Strike: Hits the foe with a bursting blow. Can lower the foe's Accuracy.
Type: Light | Category: Physical | Target: Adjacent Target | BAP: 7 | Acc: 100% | Energy Cost: 5 | Effect Chance: 30% | Contact: Yes | Priority: 0 | Snatch? No | Magic Coat? No
Smite: Blasts the foe with holy power. Can lower the foe's Special Defence.
Type: Light | Category: Special | Target: Adjacent Target | BAP: 8 | Acc: 100% | Energy Cost: 6 | Effect Chance: 20% | Contact: No | Priority: 0 | Snatch? No | Magic Coat? No
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