SPOILERS! Pokemon Sword and Shield Datamine Thread

I'm I reading this wrong, or is there two indeedee entries?

I get one is F and one is M, and different stats for gender differences was a thing since meowstic, but the dump says only one gets psycho shift through egg move???

baton pass seems to only be on one of them as well.

  1. ======
  2. 876 - Indeedee (Stage: 2)
  3. ======
  4. Galar Dex: #337
  5. Base Stats: 60.65.55.105.95.95 (BST: 475)
  6. EV Yield: 0.0.0.2.0.0
  7. Abilities: Inner Focus (1) | Synchronize (2) | Psychic Surge (H)
  8. Type: Psychic / Normal
  9. Items: None
  10. EXP Group: Fast
  11. Egg Group: Fairy
  12. Hatch Cycles: 40
  13. Height: 00.90 m, Weight: 028.0 kg, Color: Purple
  14. Level Up Moves:
  15. - [01] Stored Power
  16. - [01] Play Nice
  17. - [05] Encore
  18. - [10] Disarming Voice
  19. - [15] Psybeam
  20. - [20] Helping Hand
  21. - [25] After You
  22. - [30] Aromatherapy
  23. - [35] Psychic
  24. - [40] Calm Mind
  25. - [45] Power Split
  26. - [50] Psychic Terrain
  27. - [55] Last Resort
  28. Egg Moves:
  29. - Psych Up
  30. - Fake Out
  31. - Extrasensory
  32. TMs:
  33. - [TM02] Pay Day
  34. - [TM10] Magical Leaf
  35. - [TM21] Rest
  36. - [TM24] Snore
  37. - [TM25] Protect
  38. - [TM31] Attract
  39. - [TM39] Facade
  40. - [TM40] Swift
  41. - [TM41] Helping Hand
  42. - [TM44] Imprison
  43. - [TM60] Power Swap
  44. - [TM63] Drain Punch
  45. - [TM70] Trick Room
  46. - [TM71] Wonder Room
  47. - [TM72] Magic Room
  48. - [TM76] Round
  49. - [TM87] Draining Kiss
  50. - [TM91] Psychic Terrain
  51. - [TM92] Mystical Fire
  52. TRs:
  53. - [TR11] Psychic
  54. - [TR14] Metronome
  55. - [TR19] Tri Attack
  56. - [TR20] Substitute
  57. - [TR25] Psyshock
  58. - [TR26] Endure
  59. - [TR27] Sleep Talk
  60. - [TR30] Encore
  61. - [TR33] Shadow Ball
  62. - [TR34] Future Sight
  63. - [TR38] Trick
  64. - [TR42] Hyper Voice
  65. - [TR49] Calm Mind
  66. - [TR65] Energy Ball
  67. - [TR69] Zen Headbutt
  68. - [TR82] Stored Power
  69. - [TR83] Ally Switch
  70. - [TR90] Play Rough
  71. - [TR92] Dazzling Gleam
  72. It uses the horns on its head to sense the emotions of others. Males will act as valets for those they serve, looking after their every need.
  73. Through its horns, it can pick up on the emotions of creatures around it. Positive emotions are the source of its strength.

  74. ======
  75. 1166 - Indeedee 1 (Stage: 2)
  76. ======
  77. Galar Dex: #337
  78. Base Stats: 70.55.65.95.105.85 (BST: 475)
  79. EV Yield: 0.0.0.0.2.0
  80. Abilities: Own Tempo (1) | Synchronize (2) | Psychic Surge (H)
  81. Type: Psychic / Normal
  82. Items: None
  83. EXP Group: Fast
  84. Egg Group: Fairy
  85. Hatch Cycles: 40
  86. Height: 00.90 m, Weight: 028.0 kg, Color: Purple
  87. Level Up Moves:
  88. - [01] Stored Power
  89. - [01] Play Nice
  90. - [05] Baton Pass
  91. - [10] Disarming Voice
  92. - [15] Psybeam
  93. - [20] Helping Hand
  94. - [25] Follow Me
  95. - [30] Aromatherapy
  96. - [35] Psychic
  97. - [40] Calm Mind
  98. - [45] Guard Split
  99. - [50] Psychic Terrain
  100. - [55] Healing Wish
  101. Egg Moves:
  102. - Psych Up
  103. - Fake Out
  104. - Psycho Shift
  105. - Heal Pulse
  106. TMs:
  107. - [TM02] Pay Day
  108. - [TM10] Magical Leaf
  109. - [TM17] Light Screen
  110. - [TM18] Reflect
  111. - [TM19] Safeguard
  112. - [TM21] Rest
  113. - [TM24] Snore
  114. - [TM25] Protect
  115. - [TM31] Attract
  116. - [TM39] Facade
  117. - [TM40] Swift
  118. - [TM41] Helping Hand
  119. - [TM44] Imprison
  120. - [TM61] Guard Swap
  121. - [TM63] Drain Punch
  122. - [TM76] Round
  123. - [TM87] Draining Kiss
  124. - [TM91] Psychic Terrain
  125. - [TM92] Mystical Fire
  126. TRs:
  127. - [TR11] Psychic
  128. - [TR14] Metronome
  129. - [TR20] Substitute
  130. - [TR25] Psyshock
  131. - [TR26] Endure
  132. - [TR27] Sleep Talk
  133. - [TR29] Baton Pass
  134. - [TR33] Shadow Ball
  135. - [TR34] Future Sight
  136. - [TR38] Trick
  137. - [TR42] Hyper Voice
  138. - [TR49] Calm Mind
  139. - [TR65] Energy Ball
  140. - [TR69] Zen Headbutt
  141. - [TR82] Stored Power
  142. - [TR83] Ally Switch
  143. - [TR90] Play Rough
  144. - [TR92] Dazzling Gleam
 

fvfrythfng

formerly Mashfinch
Gorilla Tactics: Boosts the Pokémon’s Attack stat but only allows the use of the first selected move

Galarian Darmanitan (Ice): 105/140/55/30/55/95 (BST: 480) w/ Gorilla Tactics

It loses Sheer Force but gets a Choice Band as its ability instead, which you could probably combine with another Choice Band or Choice Scarf if you want to be completely ridiculous. The stats appear to be the same as regular Darmanitan. Appears that it can be taught Flare Blitz still.

However, it has Zen Mode as its HA and there's this mon listed below it:
(Ice/Fire) 105/160/55/30/55/135 (BST: 540)

Assuming that this is its Zen Mode, and that it still changes form when at 50% HP or less, this is a crazy boost and unlike the regular Zen Mode it is actually usable. Almost like a reverse Archeops.
Working under the assumption that Gorilla Tactics operates exactly the same as Choiced Items this thing has an effective attack stat of 936 with a Choice Band assuming boosts are applied sequentially, which is genuinely terrifying, given that Earthquake + Icicle Crash are borderline perfect coverage. 95 Speed is also significantly more impressive as a tier in Generation 8; I don't see it having much of a niche as a Scarf user given that from what little we know of fast threats there isn't much in terms of Setup mons or Weather abusers it will be able to outspeed, but 252 Adamant is going to be faster than basically every defensive mon in the metagame. Of course, it's incredibly frail and weak to Hazards but as a Wallbreaker you can pivot into this, it's definitely going to be a big threat. Rotom is the only relevant mon that resists Quake + Crash but Crash has more than 1/3rd chance to 2HKO the "Standardish" Bold 200 Rotom with Rocks up and also has the 30% flinch chance. The +1 Atk is intended to simulate Gorilla Tactics.

+1 (252+ Atk Choice Band Darmanitan Icicle Crash vs. 252 HP / 200+ Def Rotom-Wash: 129-153 (42.4 - 50.3%) -- 36.3% chance to 2HKO after Stealth Rock and Leftovers recovery

It also has a tiny chance to OHKO the "Standard" OU Ferrothorn with absolute max roll with Rocks up, but it's literally just always a guaranteed 2HKO through Protect + Leftovers against even 252/252+ Ferrothorn without Rocks, and even a 10.9% chance to 2HKO Specially Defensive Pex with Rocks up, which is kind of moot since it can get nailed with EQ if you're anticipating it as a switch in. With U-Turn this thing applies so much offensive pressure it's unreal, pivoting around it is actually kind of challenging. I don't think it's going to be a dominant mon since it'll rely on coming in and out and can't take a single hit; which for an Ice-Type is kind of a big problem so it definitely needs support but in terms of sheer offensive presence it's pretty impressive.
 
They really went overboard with Zacian. At the minimum, they should have given Zamazenta the Fairy/Steel typing instead, and Zacian Fighting/Steel so that not only could Zamazenta be a good check to Zacian, but Zacian would have a few more weaknesses. Giving one of the most offensive mons in the game one of the best defensive typings... is laughable.
Based on the Dex descriptions, it makes perfect sense that the elder sister is more OP than her younger brother.
 
Do we know if they changed the base power/accuracy of any moves besides Rapid Spin and Multi Attack? I feel like physical Normal types are going to miss Return a lot, since Body Slam and Double Edge have somewhat limited distribution.
 
Snowmanitan is basically pulling a similar trick Charizard did in the past 2 gens. It'll be a 50/50 toss up on whether you'll get the Belly Drum Zen Mode variant or the Gorilla Tactics + Choice set.
Gorilla seems way better to me but the Zen Mode sprite looking like the original Darmanitan is bursting out of its new form is pretty cool aesthetically. Can't wait to see what it looks like model wise.

Regardless, an Ice mon being able to learn Flare Blitz is crazy. I'm surprised they let Snowmanitan keep basically all of its old moves.
 
Swoobat gets nasty plot now. With a base 114 speed, 77 SpA, and simple as its HA, that could actually be a big boon for it
+4 252 SpA Swoobat Stored Power (100 BP) vs. 252 HP / 252+ SpD Toxapex: 390-458 (128.2 - 150.6%) -- guaranteed OHKO

So yeah... don't think it will be running Calm Mind anymore.

+4 252 SpA Swoobat Stored Power (100 BP) vs. 252 HP / 4 SpD Unaware Clefable: 126-148 (31.9 - 37.5%) -- 0.2% chance to 3HKO after Leftovers recovery

WOW that's weak.
 
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Boltund (Electric): 69/90/60/90/60/121 (490) w/ Strong Jaw

Stats seems whatever but it has Competitive as HA with basically nothing to use it with. Game Freak pls. Why do they do this?
 
Farfetch'd 1 (Galarian) has the 50% chance of Leek.

I'm disappointed that Sirfetch'd is less slashy. Brick Break and Slam over Slash and Air Slash? Slam better be buffed. And all its shield amounts to is access to Iron Defense. To be honest I was expecting more Flying moves and had Farfetch'd's current moves in mind, but I guess it's all due to becoming pure Fighting.

EDIT: Apparently it's a 5% chance to find it in 2 places too, outside of the raids and such.
It's a jouster. Jousting is about ramming an opponent, not slashing at them, so that's the motif they are going for. It seems like Farfetch'd in the region just lose the ability to fly thanks to the larger leaks in Galar.

----------



Are the moveset lists excluding breedable moves? (Wait I see them on the first form only.)
 
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On Coalossal again.

With maxed dynamax/gigamax level providing Pkm double hp, I realized Coalossoal is quite hard to take down. Since I couldn't double Coalossal's hp on the calculator, I tried to make it as high as possible by maxing its IVs and EVs for its hp, thus reaching 362 hp on level 50. It misses out 72 hp, so I wouldn't be surprised if Close Combat from Terrakion were a 3HKO. Even without the +72 hp, it's definitely a 3HKO or a 4HKO with a Sitrus Berry and/or Intimidate. It also doesn't look well for STAB Earthquake user like Excadrill if they are affected by Intimidate and/or Grassy Terrain or even Wide Guard.

So, that leaves only water being reliable against it--so long as there is no Storm Drain on the field, of course. While some Pkm like Intelleon or Barrskewda can ignore such abilities, I find it unlikely that they will find much use in VGC since they are pretty frail. In case you don't have any way to stop water moves, it can definitely survive almost any unboosted Scald or Liquidation attack.

Now, obviously, Coalossal needs support in order to be somewhat usable and successful in VGC. It doesn't even help that its offensive stats are quite low. While dynamaxing/gigamaxing would increase the power of its moves and add special effects, I don't think it's enough to outright threaten opposing Pkm unless they are weak to its moves. In which case, you might as well use other Pkm who are better at threatening Pkm resisting or taking neutral damage from your moves. The only thing that might distinguish Coalossal from other Pkm like Rhyperiour is the effect of its rock gigamax move, which hurts every opposing Pkm for several turns, so it's like Fire Pledge. Combine that with Sandstorm, and you might quickly wear down several Pkm to the point where they could be OHKOed by one of its moves.

I'm not sure if this gimmick would be that effective or if it's even worth it, but it's just something I wanted to point out because I actually like the type combo and wished Coalossoal had a similar offensive presence as Rhyperiour. Of course, you could still put Weakness Policy on it and rely on your opponent or on your other Pkm to activate the boost, but I don't find it much reliable since your opponent could just ignore Coalossal and attack your other Pkm or use Knock Off.

On the other hand, I can see Rhyperiour being quite frightening in its dynamax form in VGC. With that much hp and Solid Rock, it will tank physical attacks like a champ. If it uses a ground move, it will boost its SpD. If it uses a rock move, it will summon a Sandstorm which, in turn, boosts its SpD. Give it a Figy Berry, and you will likely make your opponent despair because not only does it hit like a truck, it's also hard to take down.

As for Stonjourner, it has quite an interesting ability in Power Shot. Wonder how much it increases your partner's attack. If it's like a free Choice Band, it could definitely be a viable option for physically offensive Pkm in VGC, especially if they are dynamaxed/gigamaxed.
 
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Umm...both pokemon being hit with yawn status is a big deal. It forces then to switch, try and set up misty terrain, or suffer sleep. Meanwhile your partner pokemon has free reign to do whatever, and grimmsnarl can just use max snooze on whatever switches in.
Yeah, I like this.

Basically, the same thing - we never could get a Necrozma with all stats +2 xD
For curiosity's sake, if we apply 2 to all Ultra Necrozma's stats, how would its BST end up being?
 
It's 145, to be pedantic. But it's also not quite Amnesia because it only works with one specific attack, which four ubers are immune to and another one resists. The rest still use its attack stat. I also doubt it could run a positive nature, because unlike Zacian, its Crowned form drops its speed and it absolutely cannot afford to underspeed Marshadow.

It would have been a potent build, but I don't think it would have been overpowered.
It still gets a 100 BP Steel STAB, so I'm not sure where 'cannot afford to underspeed Marshadow' would come from given that it would tank a CC just fine (Life Orb would do 52-62% even with no Iron Defense boost) and OHKO back after the Defense drop (hell, it could just OHKO on the switch) and if Marshadow used Spectral Thief it'd do a measly 22-26% without even stealing any boosts that would make it hit harder. The fact that it could still outspeed Marshadow if it wanted to while still having enough Defense to make something like super-effective LO STAB CC not even that much of a threat is a pretty good indicator of how broken it would be.
 
+4 252 SpA Swoobat Stored Power (100 BP) vs. 252 HP / 252+ SpD Toxapex: 390-458 (128.2 - 150.6%) -- guaranteed OHKO

So yeah... don't think it will be running Calm Mind anymore.

+4 252 SpA Swoobat Stored Power (100 BP) vs. 252 HP / 4 SpD Unaware Clefable: 126-148 (31.9 - 37.5%) -- 0.2% chance to 3HKO after Leftovers recovery

WOW that's weak.
Unaware ignores stat boosts, try a magic gaurd one
 
It still gets a 100 BP Steel STAB, so I'm not sure where 'cannot afford to underspeed Marshadow' would come from given that it would tank a CC just fine (Life Orb would do 52-62% even with no Iron Defense boost) and OHKO back after the Defense drop (hell, it could just OHKO on the switch) and if it used Spectral Thief it'd do a measly 22-26% without even stealing any boosts that would make it hit harder. The fact that it could still outspeed Marshadow if it wanted to while still having enough Defense to make something like super-effective LO STAB CC not even that much of a threat is a pretty good indicator of how broken it would be.
The threat of the opponent switching into Marshadow (which, recall, is immune to the one move you're trying to make good with this strategy) and Spectral Thiefing all your stat boosts away makes it a total waste of time to set up unless you can outspeed Marshadow and get a solid hit in before it uses Spectral.

Plus, Marshadow is just bulky enough for Zamazenta to have trouble OHKOing it unboosted even if Zamazenta is fully invested in attack and Marshadow has taken LO recoil -- only Play Rough deals enough damage, and even then I am not 100% sure. At +3 defense and with Zamazenta having zero attack EVs, it will be an utter nightmare for Zamazenta to take down. Meanwhile, once Marshadow steals the defense boost, Zamazenta has to switch out unleas it outspeeds because Marshadow cleanly OHKOs with Close Combat after its ability boost is removed and it's taken Spectral Thief damage.

Don't forget Technician Shadow Sneak here too. The *only* way a Zamazenta that underspeeds Marshadow can beat it is if (a) Marshadow switches into it and you predict the switch with a coverage move, or (b) it uses CC on a Zamazenta which still has its defense buff up when Zamazenta is already in, which no competent player will do, or (c) they try to kill a Zamazenta that comes in after a KO that caused Close Combat defense drops instead of switching out.
 

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