Pokemon 5th Edition - Gen I, II, & III
Pokemon 5th Edition - Gen I, II, & III
Disclaimer
Based on the orginal game by Satoshi Taijiri
© Game Freak © Nintendo Company Inc.
We do not claim ownership of anything related to Pokémon or Dungeons and Dragons. Please support the original source
No profits are made from the release of this supplement
Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
All others are credited below image.
Pokémon images in Stat Block section come from bulbapedia.bulbagarden.net
Inspiration and Ideas from: Pokémon Tabletop United, Pokérole, Sakutian from trulyoutofcharacter.wordpress.com
Special Thanks
To the members of the "You Meet in a Tavern" and Pokémon 5e Discord for your support, ideas, and playtesting
To R1bs99, John K. Walz Jr., Eschatonic, Ryan Wilkinson, Kolkyboi, and for all their behind the scenes work in creating this
manual.
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Ideas/Concerns/Questions?
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Pokémon 5E
Introductory Note Table Of Contents
Hello and welcome to Pokémon 5e! My name is Joe and I am 1. Creating a Pokémon Trainer (pg 3)
the creator of this supplement, general D&D and Pokémon a. Pokémon Trainer Class
lover, and DM/Host of the "You Meet in a Tavern" D&D b. Starter Pokémon
podcast. c. Pokémon Control
d. Specializations
Pokémon 5e is very different than any other D&D game you e. Trainer Paths
have played before. No longer is your PC a powerhouse with a 2. Catching Pokémon (pg 7)
slew of dangerous spells and deadly weapons. You are now a 3. Pokémon Care (pg 7)
Pokémon trainer – a mortal in control of your Pokémon with a. Active Pokémon
an iron fist or a gentle heart. As such, player characters have b. Healing
normal abilities and skills, but your focus is not in hand to c. Pokémon Nature
hand combat. In fact, trainer vs. trainer and trainer vs. d. Bonding
Pokémon fighting is strictly prohibited by laws. Your ability to e. Loyalty
stay in the game is dependent on the status of the Pokémon in 4. Battling Pokémon (pg 11)
your control. Although the threat of death is still very real, the a. Combat
battling and utility in the game is mostly transferred to your b. Moves/Move Power
Pokémon. c. Trainer Actions
d. Attacks of Opportunity
I set out to create this guide as a way to run a simplified e. Running Away
Pokémon RPG using basic rules from an already well-known 5. Pokémon and Character Advancement (pg 12)
and popular TTRPG system. Many things in 5th Edition do a. Pokémon Experience
not transfer well to the Pokémon world we know and love, so b. Pokémon Advancement
do not expect the statistics of Pokémon, effects of moves, etc. c. Evolution
to play out exactly as they would in the games. This has been d. Character Advancement
a project full of love for the game, and for the people that play 6. Other Changes (pg 13)
it, and I hope it brings something new and exciting to your a. Death Saving Throws
table! b. Damage Types
c. Status Effects
I will be continuing to update things in this manual as more d. Species Rating (SR)
people playtest the material, so be sure to keep checking the e. Mounts
Changelog at the end of the PDF for the latest updates. If you 7. Running a Game (pg 14)
have any questions about the material, or are looking for tips a. Building Encounters
on how to run it, please take advantage of our communities on b. Starting Past Level 1
Reddit (https://reddit.com/r/Pokemon5e) and/or Discord c. Weather
(https://discord.gg/DA9gQAa). d. Experience Points
Happy Catching! 8. Additional Items (pg 15)
Joe a. Basic Restoratives
b. Pokéballs
d. Evolutionary Items
e. Berries and Held Items
New to this Edition! f. X-Items
This third edition of Pokémon 5e contains: g. Vitamins
h. Miscellaneous
The addition of all 135 new Generation III Pokémon i. TMs/HMs
Four new trainer paths to choose from 9. Feats (pg 21)
New items including a variety of berries with different 10. Move List (pg 22)
effects 11. Pokémon Stat Blocks (pg 67)
Updated PP for all moves to improve move strategy 12. Appendix (pg 259)
Improved stats for most Pokémon, with the addition of a. Experience by SR/Level
more abilities translated to 5e b. Pokémon List by SR
Ability points granted at evolution now varies by species. c. Pokémon Index
Improved learnsets based on familiar progression d. Character Sheets
e. DM Pokemon Creator Tool
13. Changelog (pg 264)
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Cheerleader:
Trainer Paths At level 9, once per short resr, you may use an action to boost
There are many ways and reasons to train Pokémon, ranging all allied Pokémon with inspiring words. Until your next turn,
from a desire for adventure to a wish to learn more about you may add your CHA modifier to all allied attack rolls OR
them. At the 2nd level, depending on your long term goals, damage rolls OR AC. In addition, your Pokéchef treat now
choose one of the following paths: heals 6d4+6 hit points
Ace Trainer Loyal to a Fault:
The care and attention you show to your Pokémon is returned
Your goal is to become one of the strongest trainers in the in kind. When you reach level 15, your Pokémon have
world, and so you excel in battle. All of your Pokémon gain a advantage on saving throws against negative status effects. In
+1 bonus to their attack and damage rolls. addition, your Pokéchef treat now heals 10d4+10 hit points
Battle Master:
When you reach level 5, you gain a number of battle dice (d6) Researcher
equal to 1 + your Wisdom modifier. You may assign these to You wish to learn more about Pokémon and the secrets that
any of your Pokémon to be added to a single attack or damage they hold within. Due to your heightened understanding of
roll. You replenish your pool of battle dice at each long rest. your Pokémon, you may increase any skill check your
Pokémon makes by your trainer's Wisdom or Intelligence
Tactical Mastery: modifier. You must choose which at the time you choose this
Certain trainers choose to excel in one area, utilizing it to its path.
fullest potential. When you reach level 9, choose to increase all
of your Pokémon’s speed by 10, increase their STR by 1, Analyst:
increase their DEX by 1, or increase their CON by 1. A keen mind allows you to discern details about a Pokémon
others might overlook. At level 5, you can make a DC 12
Rapid Switching: Investigation roll as a bonus action to determine a Pokémon’s
When you reach level 15, you can recall and release Pokémon level and identify one of its abilities as determined by the DM.
as a bonus action.
Evolutionary Expert:
Hobbyist At level 9, your understanding of the secrets behind Pokémon
evolution allows you to acceleraate the process. The level
You choose to dabble in a variety of skills to take care of your required for your Pokémon to evolve is reduced by 1. If you
Pokémon as it suits the current situation at hand. Whenever have any Pokémon that would be past evolution level when
you capture a Pokémon, choose two of its abilities to increase you gain this, you can choose to evolve them now.
by 1.
Professor:
Versatile: At level 15, you are an expert in your field. Once per combat,
At level 5, you gain a number of skill dice (d6) equal to 1 + choose a Pokémon and make a DC 12 INT roll as as a bonus
your WIS modifier. You may assign these to any of your action. On a success, you identify all four of its known moves.
Pokémon to be added to a single skill check or saving throw. In addition, you learn that target's weak spots, granting +2 to
You replenish your pool of skill dice at each long rest. all attack rolls against the Pokémon.
Many Faces:
At level 9, you may select a feature of any of the other trainer Pokémon Collector
paths as long as it requires level 9 or lower. Your fascination with all the different types of Pokémon of the
world drives your need to collect them all. You now have
Pokéball Crafter: expertise in Animal Handling, doubling your proficiency in
At level 15, at each long rest, you can gather enough natural this skill.
materials to craft an Ultra Ball.
Gotta Catch ‘Em
Em All:
Poké Mentor At level 5, once per long rest, you may roll an Animal Handling
You have a nurturing touch and a skill for mentoring Pokémon check with advantage, even if the opponent is not suffering
to bring out the best in them. Your TMs can be used twice from a negative status effect.
before breaking. Careful Catching:
Pokéchef: At level 9, any Pokémon you catch are instantly healed of their
You excel at creating meals for your Pokémon, seemingly out status ailments and have full health.
of nothing. At level 5, you are frequently prepared with an Disciplined Strikes:
"Edible Treat" for Pokémon, healing 2d4+2 hit points when At level 15, you have trained your Pokémon to hold back or
given as an action. You can use this feature twice per day. unleash power when necessary. When damaging a Pokémon
enough to cause it to faint, you can choose to bring it to 1 HP
instead.
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Nurse Commander
You have a pure heart and a healing spirit. You want the best You rule over your Pokémon with an iron fist, demanding
for your Pokémon, and that involves always keeping them in respect and forming an unbreakable bond with your team.
tip-top shape. When you choose this path, gain proficiency in When you choose this path, your starter’s Loyalty increases to
the Medicine skill. At each long rest or Pokémon center visit, “Loyal”.
your held Pokémon gain temporary hit points equal to your
level. Follow Me:
You have a firm hand, but a trusting presence. When you reach
Pure Heart: level 5, any new Pokémon you catch get a +1 bonus to Loyalty.
Your kindness radiates to all those around you. You have a
pool of healing power that replenishes when you take a long Show Me What You’ve
You ve Got:
rest. You can touch a willing creature and restore any number Your confidence and leadership inspires your Pokémon to
of hit points from this pool. The total pool is equal to your reach deep inside themselves for unknown power. Once per
trainer level x 5. short rest, you may choose a Pokémon in battle to activate a
single move from one tier above moves that it currently can
Healing Spirit: learn. (For example: A level 4 Bulbasaur can use Sleep
Your healing spirit is transferred to your Pokémon. When you Powder - a move only available at level 6 and above.) In the
reach level 9, whenever you use a consumable that heals your case of Pokémon that are already at the highest level, you may
Pokémon, or your Pokémon uses a healing move, roll the dice instead treat a known move as a critical if it hits.
twice and take the higher result.
We’re
We re a Team:
Joy: Your commanding presence is felt by all ally Pokémon on the
You have ascended to an ultimate Pokémon healer. When you battlefield. When you reach level 15, you may use a bonus
reach level 15, once per long rest, you can spend 1 hour to action to speak a commanding phrase. Until the end of your
gain a similar advantage as visiting a Pokémon Center. Up to next turn, all allied Pokémon within 60 feet of you have
six Pokémon of your choice are fully healed and cured of all advantage on their attacks. You may use this feature a number
status effects. of times equal to 1 + your Charisma modifier. This pool resets
at each long rest.
Type Master
You feel drawn to the elements, focusing your skills into a Grunt
particular type of Pokémon. When you choose this path, Whether current or aspiring evil team member, your goal is to
increase the STAB of any Pokémon that is the same type as cast down all goody two shoe trainers and rise up in the
your specialization by +1 at all levels. If you select multiple ranks! When you choose this path, take an additional
specializations at later levels, the bonus applies to the new specialization.
type as well. If your Pokémon is dual-type and you are
specialized in both types, the bonus is +2. Dark Arts
When you reach level 5, you know the ins and outs of what it
Drawing Power: means to be a part of an evil team! Gain proficiency in either
Your Pokémon are trained to draw power from each other. Deception, Stealth, or Sleight of Hand. Once per Pokémon
When you reach level 5, as long as half or more of your carried battle, you can impose disadvantage on an opponent's attack
Pokémon are of the same type, Pokémon of that type add 2 to roll or saving throw.
their attack rolls.
Speed of Light
Storing Power: You know how to blast off with the best of them. At level 9
Even Pokémon that are not of your specialization types can gain the “Alert” feat, and increase your Pokémon’s move speed
feel the effect you have in battle. When you reach level 9, all of by 10.
your carried Pokémon have resistance to your specialization
types. If a Pokémon was once vulnerable to that type, it now Admin
takes the regular amount of damage. You have made it to the top ranks, commanding authority over
people and Pokémon alike. At level 15, gain proficiency in
Releasing Power: Persuasion and increase your control upgrade to the next SR
Your Pokémon are masters of their own types, focusing their level (at level 17 you can get the final control upgrade.)
energy in every attack they make. When you reach level 15, for
types you are specialized in, your Pokémon’s STAB can be
added to any damaging move of their choosing, even if it is a
different type from their own.
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2. Catching Pokémon
Catching Pokémon, much like in the original game, is crucial
to your success as a Pokémon trainer. There are several rules
to follow when catching Pokémon: Throw Pokéball
Casting Time: 1 action
A trainer can hold no more than their Pokéslots allow. If a
trainer’s Pokéslots are full when a Pokemon is caught, the Range: 60 feet
trainer must choose one Pokemon to send to their PC. Components: Pokéball
A Pokéball is destroyed on a failureed catch attempt.
A caught Pokémon retains its level, all status effects, and You hurl a Pokéball at a wild Pokémon in attempt to
current HP at the time of the catch. capture it. Make an Animal Handling skill check. You
It is impossible for a Trainer to catch a Pokémon greater have advantage on the throw if the Pokémon is
poisoned, restrained, asleep, burning, confused,
than their current level. paralyzed, or frozen.
A caught Pokémon is given the minimum amount of
experience for that Pokémon’s level to start. The DC to catch a Pokémon is equal to:
A fainted Pokémon cannot be caught. 10 + Pokémon’s Base SR (rounded down) +
Catching a Pokémon gives 1/5 the normal XP. Pokémon level + Remaining HP / 10 (rounded down)
There may be Pokémon in the wild that are friendly and Note: Bonuses are added to your throw depending
happy to join you in your adventures. For those that need a on which type of Pokéball you use. See the item list
little more coaxing, the mechanics of catching a Pokémon are for the different types of Pokéballs.
much like casting a spell that everyone knows.
For Example
You are a Level 5 Trainer and want to capture a level 3 Pikachu (Base SR 1/2). The DM knows you have knocked its health down to
15/18, and your Bellsprout has poisoned it. The DM would calculate your DC to capture it as:
Starting value: 10
+ Pokémon SR: 1/2 rounded down = 0
+ Pokémon Level: 3
+ Current HP / 10: 1.5 rounded down = 1
= 14
You would have to roll a 14 or higher on an Animal Handling check to capture the Pikachu with a regular Pokéball, and have advantage
because the Pikachu is poisoned!
Note: It is at the discretion of the DM to reveal any information regarding the DC to capture Pokémon, but the player should at least
know whether or not the chance is impossible due to level constraints.
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3. Pokémon Care
Active Pokémon Pokémon Nature
At all times, a trainer must have an Active Pokémon. This Each Pokémon has their own personality - their own wants,
Pokémon stays outside their Pokéball and roams around with needs, likes and dislikes. Taking care of your Pokémon means
the trainer to socialize and help with skill checks. In battle, building a trusting relationship with them and accepting them
they are the first one to fight until switched out. At the end of for who they are. As such, any Pokémon you come into contact
battle, they resume status as the Active Pokémon. A trainer with has its own Nature that effects their ability scores and
can switch out their Active Pokemon at any time, except sticks with them for their entire life. The following table can
immediately before entering a battle. If this Pokémon faints, be used by the DM to randomly give Pokémon a nature with a
the trainer must choose a new Active Pokémon at that time. roll of a d20. When you choose your starter, you may choose
Pokémon, like trainers, are proficient in various skills. any of the following with their effects.
Outside of battle, a Pokémon may “help” their trainers,
granting advantage on one of the trainer’s skill checks as long d20 Nature Effect
as the Pokémon is proficient in that skill.
For example: Ash has chosen Pikachu as his active 1 Reckless +2 Strength, -2 Dexterity
Pokémon. Pikachu is proficient in Acrobatics and Persuasion. 2 Rash +2 Strength, -2 Constitution
If Ash has to use either of this skills, he is given advantage on
the roll. 3 Brave +2 Strength, -2 Wisdom
4 Cocky +2 Strength, -2 Charisma
Healing 5 Skittish +2 Dexterity, -2 Strength
There are three ways to heal your Pokémon. 6 Hasty +2 Dexterity, -2 Constitution
7 Energetic +2 Dexterity, -2 Charisma
Bring them to a Pokécenter.
Take a long or short rest 8 Clumsy +2 Dexterity, -2 Wisdom
Give them potions or food. 9 Apathetic +2 Constitution, -2 Dexterity
Pokécenters: 10 Stubborn +2 Constitution, -2 Wisdom
Pokécenters are small hospital-like facilities that can heal 11 Grumpy +2 Constitution, -2 Charisma
your Pokémon to full health and recover all PP in less than 30 12 Relaxed +2 Constitution, -2 Strength
minutes. Free for those with Trainer Licenses, they can be 13 Careful +2 Wisdom, -2 Strength
found across the world in abundance.
14 Curious +2 Wisdom, -2 Constitution
Rests: 15 Naughty +2 Wisdom, -2 Charisma
Long rests take at least six hours and refresh all Pokémon 16 Cheerful +2 Charisma, -2 Strength
health, statuses, and PP. 17 Sassy +2 Charisma, -2 Dexterity
Short rests can be as little as a half an hour and recover an
amount of health equal to the number rolled on a Pokémon’s 18 Dumb +2 Charisma, -2 Wisdom
hit dice. PP is not recovered on short rests, and short rests do 19 Hardy +1 AC, -2 Dexterity
not revive fainted Pokémon.
20 Nimble + 1 AC, -2 Strength
Potions/Food:
Perishable items can be given to a Pokémon as an action to Bonding
instantly restore hit points or temporarily increase abilities.
Bonding with your Pokémon is an important part of any
trainer’s routine. At each long rest, you have the ability to take
special time to bond with your active Pokémon. Bonding with
a Pokémon can take the form of practicing, eating together,
playing games, or simply just enjoying one another’s company.
Bonding with your Pokémon has two main benefits that last
until your next long rest:
The Pokémon gains an additional 10 temporary hit points
The Pokémon gains 1 point of inspiration
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Loyalty
The bond between a Pokemon and its trainer is not always stable; It can ebb and flow as the two parties interact with one another.
In Pokemon 5e, the relationship between a Pokemon and its trainer moves through various level of Loyalty. These levels each have
different effects on the ability of a Pokemon, how well they listen to you, and even whether or not certain Pokemon can evolve.
Ultimately, the Loyalty level of a Pokemon is determined by the DM. Examples of raising loyalty may include bonding with a
Pokemon multiple times, seeking out snack and foods that the Pokemon enjoys, winning a particularly difficult battle, etc. Lowering
loyalty may involve catching a Pokemon in an undeserving way, leaving a Pokemon in the PC for too long, allowing a Pokemon to
faint from poison instead of healing it with antidote. The extremes of the loyalty scale should be more difficult to reach than the
levels closer to Neutral. Rarely should Pokemon reach -3 or +3 without extreme circumstances.
The following table describes the effects of each Loyalty level:
Level Emotion Effect
Disloyal Pokemon want nothing to do with their trainers. They despise being owned and consciously go
-3 Disloyal against their trainer's wishes at all times. Pokemon at this level add -3 to any saving throw they make. In addition,
before activating a move, must roll higher than an 18 on a d20 roll or lose their turn.
Angry Pokemon genuinely dislike their owners. They are hard to control and go against their trainer's wishes
-2 Angry if it does not align with their own. Pokemon at this level add -2 to any saving throw they make. In addition,
before activating a move, must roll higher than a 10 on a d20 roll or lose their turn.
-1 Unhappy An unhappy Pokemon stays with their owner, but would leave if they could. They hold no fondness for being
taken care of. Pokemon at this level add -1 to any saving throw they make.
A neutral Pokemon acts normally with no stat modifiers. It responds to its trainers commands and acts on its
0 Neutral own accord outside of combat as an Active Pokemon. Most freshly caught Pokemon begin at this level or
lower depending on the circumstances of their catch.
+1 Content A content Pokemon shows a fondness and respect for their owners. Caught Pokemon very rarely begin at any
loyalty level higher than this. Pokemon at this level gain an additional +1 to any saving throw they make.
+2 Pleased A pleased Pokemon puts great trust in their owners, and enjoys spending quality time with them. Pokemon at
this level gain an additional 5 hit points and +2 to any saving throw they make.
+3 Loyal Pokemon at this level have an incredible bond with their trainers, willing to risk their own life for their
trainer's safety. Pokemon at this level gain an additional 10 hit points and +3 to any saving throw they make.
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4. Battling
Being a master of your Pokémon in battle is one of the most
important parts of this game. Pokémon have their own set of Moves/Move Powers
moves, stats, and levels to gain. Your Pokémon have several moves to choose from in battle,
and can learn more as they advance levels or are given TMs
Combat and HMs. Moves in Pokémon 5e work similarly to spells in 5e.
Combat in Pokémon 5e is not much different than what you Each move has a number of Power Points (PP) that
are used to, with a few exceptions: determine how many times the move can be used. Refilling
PP can be done by resting your Pokémon, or using an item
At the start of a battle, you make one initiative roll for both such as Ether.
you and your Pokémon using your trainer's initiative Each move has a Move Power – the focused abilities of that
bonus. move. Move Powers can be any of the six main abilities, and
Only one Pokémon of yours may be on the battlefield at determine which ability to use for attack, damage, and saving
once. throw DC.
Changing out a Pokémon before it has fainted takes up an
entire action, but changing out a Pokemon when it faints Attack Roll Bonus = Move Power Mod + Proficiency Mod
can be done immediately as a free action. Either way, a Damage Bonus = Move Power Mod
new Pokemon cannot be switched out until it has taken a Saving Throw DC = 8 + Proficiency Mod + Move Power Mod
full turn in combat.
In order to switch out a fainted Pokémon, your trainer Trainer Actions
must be within 60 feet.
On your turn, both your trainer and your active Pokémon In Pokemon battles, a trainer's main job is to interact with the
have a movement up to their speed, but only one of you environment, issue commands, and keep their Pokemon in
may take an action/bonus action. A Pokémon Trainer’s job the fight by administering boosts or potions. There are strict
on their turn is to assist their Pokémon in battle by laws governing the world of Pokemon and any trainer vs.
interacting with the environment, providing potions or trainer combat is strictly prohibited, the penalty being the loss
boosts, commanding their Pokémon to attack, or of one's Trainer License. As such, trainers may not target
attempting to run away. other trainers or a trainer's Pokemon in battle. All is fair in
You MUST have a Pokémon in the battle at all times. If you wild Pokemon encounters, however. A trainer may assist their
have no remaining Pokémon, you lose the battle. A battle Pokemon in battle, or defend against any incoming attacks.
loss results in you losing half your total money (rounded
up), all carried Pokemon lose 1 level of loyalty, and you Running Away
must immediately use a revive or find a Pokécenter. If trainers get caught up in a fight with wild Pokémon they do
not think they can win against, they can attempt a group DEX
Attacks of Opportunity check as an action on a PC’s turn, contested by the DEX
If a Pokemon leaves the melee range of another without using ability score of the wild Pokémon involved in the combat.
the Disengage action, or when not returning to a Pokeball, the More PCs need to succeed than fail. Tie goes to the runner. In
opponent may use a melee move that has a time of "1 action" case of a fail, trainers may not attempt to run away again until
immediately as a reaction. The move costs the normal amount that PC’s next turn (one full round).
of PP.
New Move:
Ability Score Improvement:
Your Pokémon adds new moves that it can learn. All moves at
this level can be taught to your Pokémon. Pokémon cannot Your Pokémon can gain two points to spend on increasing
have more than four moves at a time without the Extra Move their abilities (to a maximum of 20) OR can select a Feature.
Feat, so they may have to replace one of their old moves to (See Feats Section)
make room. Moves can only be replaced when a Pokémon
gains a level, and must be chosen from the Pokémon’s current Same-Type Attack Bonus (STAB)
move list at a level at or below their current level. Your Pokemon gains a bonus to damage rolls when it uses an
attack move type that is the same as their Pokemon type. The
Damage Increase STAB bonus may only be applied once when it comes to
The damage of each damaging move increases at the acquired moves that hit multiple times. This bonus increases as the
level, as shown in the move description. Pokemon levels up.
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6. Other Changes
Death Saving Throws for Pokémon Paralyzed:
A paralyzed creature has disadvantage on any STR or DEX
There are none. When your Pokémon reaches 0 HP, it faints saving throws, and attacks against it have advantage. At the
and you must replace it with another available Pokémon in beginning of each of its turns, roll a d4. On a result of 1, it
your inventory immediately as a free action. cannot move and its turn is over, but the trainer of a paralyzed
Pokémon still may take an action.
Damage Types
Pokémon 5e replaces the standard 5e damage types Species Rating (SR)
(bludgeoning, slashing, etc.) with ones more typical to the In Pokémon 5e, each Pokémon is given a "Base Species
Pokémon universe. These include fire, water, ice, grass, Rating” (SR). This is different than a typical CR rating in D&D
ground, rock, electric, fighting, ghost, psychic, poison, bug, 5e, and does not fall under the traditional encounter building
steel, dark, fairy, and normal. rules. SR is a numerical device that signifies the strength of
the species as a whole, regardless of level. For example, a level
New Status Effects 10 Pidgey (Base SR 1/8) is not as strong as a level 10
In addition to the previous effects such as grappled, Bulbasaur (Base SR 1/2). This SR gives a guideline to
restrained, etc., Pokémon 5e adds or modifies several new compare Pokémon across species, and puts each Pokémon in
status effects. a different column for experience rewards.
Poisoned: Mounts
A poisoned creature has disadvantage on all ability checks The following Pokémon can be mounted and are grouped by
and attack rolls, and takes 1d6 poison damage at the end of their main method of transportation. (The following is simply
each of its turns until it faints or is cured of its poison. just an example. Additional mounts or changes to this list may
Frozen: be determined by DM). When you mount an active Pokémon,
A frozen creature is grappled and restrained. In combat, it can you take on their walking, swimming, or flying speeds.
attempt to break free of the ice with a DC 15 STR save at the By Land
end of each of its turns. Outside of combat, the frozen status Absol, Arcanine, Blastoise, Camerupt, Crawdaunt, Dodrio,
lasts for one hour. Entei, Feraligatr, Girafarig, Golem, Graveler, Groudon,
Confused: Kangaskhan, Machamp, Meganium, Nidoking, Nidoqueen,
A confused creature is affected for three rounds. During this Ninetales, Onix, Poliwrath, Ponyta, Raikou, Rapidash,
time, it loses its ability to take reactions and moves at half Rhydon, Sceptile, Stantler, Steelix, Suicune, Tauros,
speed. It must roll a d20 at the beginning of each of its turns. Typhlosion, Tyranitar, Ursaring, Venusaur, Victreebel
On a result of 9 or lower, the creature hurts itself for 1d6 By Air
damage and may not make an attack, but the trainer of a Aerodactyl, Altaria, Articuno, Charizard, Dragonite, Fearow,
confused Pokémon still may take an action. On a roll of 20, the Flygon, Ho-Oh, Latias, Latios, Lugia, Metagross, Mewtwo,
creature is no longer confused. Moltres, Noctowl, Pidgeot, Rayquaza, Salamence, Skarmory,
Burning: Tropius, Zapdos
A burned creature's attacks deal half their normal damage. In By Sea
addition, the creature takes 1d6 fire damage at the beginning Dewgong, Gyarados, Kingdra, Kyogre, Lapras, Mantine,
of each of its turns until it faints or is cured of its burns. Milotic, Seaking, Tentacruel, Wailord, Swampert
Asleep:
A creature that is asleep is incapacitated and restrained for a
maximum of three rounds, failing all STR and DEX saves
during that time. A sleeping creature can make a DC 12 CON
save as a bonus action at the beginning of each of its turns to
attempt to wake up.
Flinched:
A flinched Pokémon has disadvantage on any attack roll, skill
check, or saving throw it makes before the end of its next turn.
If it activates a move that requires a saving throw during that
time, the target has advantage on the roll.
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7. Running a Game
Building Encounters Weather
There will be essentially two types of encounters in Pokémon Weather plays a large role in Pokémon 5e. Many Pokémon
5e: Wild Pokémon encounters and Trainer Battles. have abilities that are affected by the surrounding weather or
terrain. Be sure to implement this into your game as much as
Wild Pokémon: possible. Below is an example d100 table you can roll on at
Wild Pokémon encounters should be treated with caution. As the beginning of each day to determine the weather.
a DM, you have a responsibility to continually introduce your Alternatively, it may be fun to determine the weather by what
players to new Pokémon of various levels throughout the is actually happening outside your game table!
campaign. Your trainers will want to go out into the
wilderness to gain experience fighting as well as catching new Spring/Summer
Pokémon. Clusters of Pokémon should contain those of high
and low levels, and the players should not know what those d100 Weather
levels are until they have successfully captured a Pokémon. It 1-30 Bright Sun, Calm
is important to remember that Pokémon of higher levels
cannot be caught until the trainer has also reached that level, 31-40 Bright Sun, Windy
and higher leveled Pokémon help players progress through 41-70 Cloudy, Calm
their levels without having to do much training. As such,
capture-focused expeditions should contain several Pokémon 71-80 Cloudy, Windy
of lower levels, while battle-focused encounters should 81-90 Light Drizzle
contain high level Pokémon to present a challenge to the 91-99 Heavy Rain
player, perhaps even 1 or 2 Pokémon of much higher level
than the players. 100 Dangerous Storm
Experience for wild Pokémon encounters should be given
out at the discretion of the DM, based on participation in the Fall/Winter
fight by each PC, or distributed equally among all players.
d100 Weather
Trainer Battles
Often in a campaign, your players will come across other 1-15 Bright Sun, Calm
trainers that will want to engage in a Pokémon battle. Combat 16-25 Bright Sun, Windy
for these fights are similar to wild Pokémon encounters with 26-40 Cloudy, Calm
the exception that an enemy trainer’s Pokémon cannot be
caught by any means. 41-50 Cloudy, Windy
Additionally, Pokémon that belong to an enemy trainer are 51-55 Foggy
usually stronger than those found in the wild. When building
trainer Pokémon, consider the fact that their Pokémon may 56-70 Light Drizzle
have started at level 1 and have gone through an evolution or 71-80 Heavy Rain
two with that trainer. Advance the enemy Pokémon just the 81-90 Hail
same as a PC would advance their own Pokémon.
It may be a good idea to give the entire party experience and 91-95 Light Snow
money for defeating a trainer, in addition to experience gained 96-99 Heavy Snow
from each defeated Pokémon.
100 Blizzard, Dangerous
Starting Past Level 1
You may want to start a game with trainers higher than level 1. Abilities
If this is the case, make sure you follow these additional rules: Listed on every Pokémon's stat block are 1 to 3 special
abilities unique to the species. You may choose to give your
If using Option 1 for character advancement, The total players all of the abilities for a species, or for added fun, have
levels of a trainer’s Pokémon cannot exceed the minimum them roll for the ability and roll your own for wild Pokémon
level as shown in the experience chart. encounters. This will create even more variety in the
None of the trainer’s Pokémon can have a SR above what Pokémon your players can find! For two abilities, split a d4
they can control based on their level. into 1-2 and 3-4 for the results. For three abilities, split a d6
One of the trainer’s Pokémon must be of a SR ½ or lower into 1-2, 3-4, and 5-6.
as their starter.
Experience Points
See the Appendix for an example table on rewarding
experience for defeating Pokémon based on SR and level.
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8. Items
Basic Restoratives
The following items are given to your Pokémon to restore HP, revive, or cure status ailments. A master trainer is always prepared
with a slew of restoratives.
Item Effect Cost
Potion Restores 2d4+2 HP $200
Super Potion Restores 3d6+6 HP $500
Hyper Potion Restores 4d12+10 HP $800
Antidote Cures Poison $200
Paralyze Heal Cures Paralysis $200
Burn Heal Cures Burn $200
Ice Heal Cures Frozen $200
Full Heal Restores all Status Effects $450
Revive Revives fainted Pokémon with 2d4+2 HP $3000
Max Revive Revives fainted Pokémon with 4d12+10 HP $5000
Ether Restores 5 PP to a single move $500
Max Ether Restores 5 PP to all moves $1800
Elixer Restores 3 PP to a single move $900
Max Elixer Restores 3 PP to all moves $3200
Candy Bar Restores 5 HP $150
Soda Pop Restores 10 HP $275
Berry Juice Restores 20 HP $500
Lemonade Restores 30 HP $650
MooMoo Milk Restores 50 HP $1200
Energy Powder Restores 3d6+6 HP. 1/4 chance to lower Loyalty by 1 $300
Energy Root Restores 4d12+10 HP. 1/4 chance to lower Loyalty by 1 $700
Heal Powder Restores all negative status effects. 1/4 chance to lower Loyalty by 1 $300
Revival Herb Revives fainted Pokémon with 10d4+10 HP. 1/4 chance to lower Loyalty by 1 $4,200
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Pokéballs
The essential inventory item for any Pokémon trainer, the Pokéball allows you to catch wild Pokémon and gives them a place to be
safe, warm, and ready for battle.
Item Effect Cost
Pokéball +0 to Capture Rolls $250
Great Ball +5 to Capture Rolls $500
Ultra Ball +10 to Capture Rolls $1,000
Hyper Ball +20 to Capture Rolls $2,400
Nest Ball +5 to Capture Rolls against Pokemon level 5 or below $400
Level Ball +5 to Capture Rolls if active Pokemon is a higher level than target. $400
Timer Ball +1 to Capture Rolls for each round of combat that has passed before throwing. (Max +10) $600
Luxury Ball +5 to Capture Rolls. Sets Loyalty level to +1 after catch $800
Repeat Ball +10 to Capture Rolls against species already caught by user $800
Net Ball +10 to Capture Rolls against Bug or Water type Pokemon $800
Dive Ball +10 to Capture Rolls while fishing or underwater $800
Dusk Ball +10 to Capture Rolls at night $800
Moon Ball +10 to Capture Rolls against Pokemon that evolve with Moon Stone $800
Heal Ball +5 to Capture Rolls. Restores caught Pokemon's health and cures all status effects $1,000
Quick Ball +15 to Capture Rolls only if used in the first round of combat $1,000
Love Ball +15 to Capture Rolls against target that is the same species as your Active Pokemon $1,300
Heavy Ball +15 to Capture Rolls against Pokemon of size Medium or bigger. $1,300
Master Ball Automatic Success on Capture Roll Not Sold
Evolutionary Items
Some Pokémon require particular items to evolve. The following can be found at most major stores:
Item Effect Cost
Fire Stone Evolves Vulpix, Growlith, and Eevee $4000
Leaf Stone Evolves Gloom, Weepinbell, Exeggcute, and Nuzleaf $4000
Moon Stone Evolves Nidorina, Nidorino, Clefairy, Jigglypuff, and Skitty $4000
Thunder Stone Evolves Pikachu and Eevee $4000
Water Stone Evolves Poliwhirl, Shellder, Eevee, Staryu, and Lombre $4000
Sun Stone Evolves Gloom and Sunkern $4000
Dragon Scale Evolves Seadra $4000
Prism Scale Evolves Feebas $4000
Deap Sea Scale/Tooth Evolves Clamperl $4000
King's Rock Evolves Slowpoke and Poliwhirl $4000
Metal Coat Evolves Onix, Scyther $4000
Up-Grade Evolves Porygon $4000
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Berries
Berries are one-time use items that can usually be found in nature and many shops and markets. You can feed them to your
Pokémon like other consumables, or you can have your Pokémon hold them for delayed effects that only occur when activated.
Item Effect Cost
Cheri Berry Cures paralysis. Activated when a Pokémon becomes paralyzed $200
Chesto Berry Wakes from sleep. Activated when a Pokémon falls asleep $200
Pecha Berry Cures poison. Activated when a Pokémon becomes poisoned $200
Rawst Berry Cures burn. Activated when a Pokémon is burned $200
Aspear Berry Cures freeze. Activated when a Pokémon is frozen $200
Leppa Berry Restores 10 PP to a move. Activated when Pokémon runs out of PP for a move. $500
Oran Berry Restores 2d4+2 HP. Activated when Pokémon drops below 50% HP. $200
Lum Berry Cures any negative status effect. Activated when Pokémon is affected with status. $400
Persim Berry Cures confusion. Activated when Pokémon becomes confused. $200
Sitris Berry Restores 30 HP. Activated when Pokémon drops below 50% HP. $800
Pomeg Berry Permanently lowers Pokémon CON score by 2, but raises Loyalty by 1. $1,000
Kelpsy Berry Permanently lowers Pokémon STR score by 2, but raises Loyalty by 1. $1,000
Qualot Berry Permanently lowers Pokémon AC by 2, but raises Loyalty by 1. $1,000
Hondew Berry Permanently lowers Pokémon DEX score by 2, but raises Loyalty by 1. $1,000
Grepa Berry Permanently lowers Pokémon WIS score by 2, but raises Loyalty by 1. $1,000
Tomato Berry Permanently lowers Pokémon speed by 10, but raises Loyalty by 1. $1,000
Occa Berry Pokémon takes half damage from a fire-type attack. Activates when hit by fire-type move. $200
Passho Berry Pokémon takes half damage from a water-type attack. Activates when hit by water-type move. $200
Wacan Berry Pokémon takes half damage from an electric-type attack. Activates when hit by electric-type move. $200
Rindo Berry Pokémon takes half damage from a grass-type attack. Activates when hit by grass-type move. $200
Yache Berry Pokémon takes half damage from an ice-type attack. Activates when hit by ice-type move. $200
Chople Berry Pokémon takes half damage from a fighting-type attack. Activates when hit by fighting-type move. $200
Kebia Berry Pokémon takes half damage from a poison-type attack. Activates when hit by poison-type move. $200
Shuca Berry Pokémon takes half damage from a ground-type attack. Activates when hit by ground-type move. $200
Coba Berry Pokémon takes half damage from a flying-type attack. Activates when hit by flying-type move. $200
Papaya Berry Pokémon takes half damage from a psychic-type attack. Activates when hit by psychic-type move. $200
Tanga Berry Pokémon takes half damage from a bug-type attack. Activates when hit by bug-type move. $200
Charti Berry Pokémon takes half damage from a rock-type attack. Activates when hit by rock-type move. $200
Kasib Berry Pokémon takes half damage from a ghost-type attack. Activates when hit by ghost-type move. $200
Haban Berry Pokémon takes half damage from a dragon-type attack. Activates when hit by dragon-type move. $200
Colbur Berry Pokémon takes half damage from a dark-type attack. Activates when hit by dark-type move. $200
Babiri Berry Pokémon takes half damage from a steel-type attack. Activates when hit by steel-type move. $200
Chilin Berry Pokémon takes half damage from a normal-type attack. Activates when hit by normal-type move. $200
Roseli Berry Pokémon takes half damage from a fairy-type attack. Activates when hit by fairy-type move. $200
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X – Items
The following items are boosts that may be used to increase your Pokémon’s effectiveness in battle. (Not stackable)
Item Effect Cost
X Attack Adds +2 to attack rolls for 1 minute $350
X Defense Adds +2 to AC for 1 minute $350
X Special Increases your Move DC by +2 for 1 minute $350
X Special Defense Increases saving throws by +2 for 1 minute $350
X Speed Increases a speed type by 10 feet for 1 minute $350
Dire Hit Critical hits on attacks occur on rolls of 19 and 20 for 1 minute $400
X Accuracy Grants advantage on next three attack rolls $350
Guard Spec Prevents status ailments for 1 minute $700
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Vitamins
Vitamins are rare and expensive items that can be used to permanently increase the stats of your Pokémon (to a max of 18).
Item Effect Cost
HP Up Increase maximum HP by the maximum roll of one of your hit dice. $4900
Protein Increase STR by 1 $4900
Iron Increase DEX by 1 $4900
Calcium Increases CON by 1 $4900
Zinc Increase WIS by 1 $4900
Carbos Increase CHA by 1 $4900
PP Up Increase the max PP of one move by 2 $8800
Miscellaneous
Item Effect Cost
Pokédex Used to register Pokémon (See Below) $10,000
Old Rod Used to fish for Pokémon (See Below) $1,000
Good Rod Used to fish for Pokémon (See Below) $5,000
Super Rod Used to fish for Pokémon (See Below) $15,000
Escape Use as an automatic success to run away from combat $150
Rope
XP Share Half of experience from combat can be distributed to carried Pokémon that did not fight in the $7,500
battle
Pokédex
A hand-held computer with an advanced camera and image recognition software given to trainers at the start of their journey. A
trainer can use a bonus action to register a Pokémon (that hasn't fainted) within 50 feet using the Pokédex's scanner. Doing so
registers the Pokémon on the Pokédex, and reveals the base SR and some brief facts about the species.
Fishing Rods
Fishing Rods are used to Fish. They are two-handed items and come in three varieties; Old Rods, Good Rods, and Super Rods. Old
Rods cost $1000, Good Rods cost $5,000, and Super Rods cost $15,000. The type of Pokémon you can catch with a fishing rod
depends on which rod you use and where you use them. Fishing for a Pokémon takes one hour. The DM may ask for a d100 roll,
with more rare Pokémon appearing at a higher result, and an unsuccessful catch at a lower result.
Old Rod: Magikarp
Good Rod: Squirtle, Wartortle, Psyduck, Poliwag, Poliwhirl, Tentacool, Slowpoke, Seel, Shellder, Krabby, Horsea, Goldeen,
Staryu, Magikarp, Omanyte, Kabuto, Totodile, Croconaw, Chinchou, Lanturn, Marill, Azumarill, Wooper, Quagsire, Qwilfish,
Corsola, Remoraid, Octillery, Mudkip, Marshtomp, Lotad, Lombre, Wingull, Surskit, Carvanha, Wailmer, Barboach, Whiscash,
Corphish, Crawdaunt, Feebas, Spheal, Clamperl, Luvdisc
Super Rod: Blastoise, Golduck, Poliwrath, Tentacruel, Slowbro, Dewgong, Cloyster, Kingler, Seadra, Seaking, Starmie,
Gyarados, Lapras, Vaporeon, Omastar, Kabutops, Feraligatr, Politoed, Slowking, Mantine, Kingdra, Swampert, Ludicolo,
Pelipper, Sharpedo, Wailord, Milotic, Sealeo, Walrein, Huntail, Gorebyss, Relicanth
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TMs/HMs
The tables below contain a list of moves that can be taught to your Pokémon, even if they do not learn them in their natural
progression of leveling. TMs are destroyed after one use, but HMs can be used indefinitely. Note: If a TM move is replaced, it can
only be relearned by purchasing another TM. HMs CAN be replaced by other moves.
TMs
TM Cost TM Cost
01 - Focus Punch $10,800 26 - Earthquake $8,000
02 - Dragon Claw $6,000 27 - Return $5,200
03 - Water Pulse $5,200 28 - Dig $6,000
04 - Calm Mind $5,000 29 - Psychic $7,200
05 - Roar $4,000 30 - Shadow Ball $6,000
06 - Toxic $8,000 31 - Brick Break $5,600
07 - Hail $8,000 32 - Double Team $5,200
08 - Bulk Up $6,000 33 - Reflect $8,000
09 - Bullet Seed $2,800 34 - Shock Wave $5,200
10 - Hidden Power $5,200 35 - Flamethrower $7,200
11 - Sunny Day $4,400 36 - Sludge Bomb $7,200
12 - Taunt $4,400 37 - Sandstorm $8,800
13 - Ice Beam $7,200 38 - Fire Blast $8,400
14 - Blizzard $8,400 39 - Rock Tomb $5,200
15 - Hyper Beam $10,800 40 - Aerial Ace $5,200
16 - Light Screen $4,400 41 - Torment $6,000
17 - Protect $8,000 42 - Facade $5,600
18 - Rain Dance $4,400 43 - Secret Power $5,600
19 - Giga Drain $5,600 44 - Rest $6,000
20 - Safeguard $6,000 45 - Attract $4,000
21 - Frustration $3,600 46 - Thief $5,200
22 - Solar Beam $10,800 47 - Steel Wing $5,600
23 - Iron Tail $8,000 48 - Skill Swap $4,400
24 - Thunderbolt $7,200 49 - Snatch $8,000
25 - Thunder $8,400 50 - Overheat $10,000
HMs
HM Cost HM Cost
01 - Cut $4,400 05 - Flash $6,000
02 - Fly $7,200 06 - Rock Smash $4,000
03 - Surf $7,200 07 - Waterfall $6,000
04 - Strength $6,000 08 - Dive $6,000
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9. Feats
Any feature from the 5e PHB can be selected for trainers. The Combo Master
following features can be selected by your Pokémon instead of Your Pokémon is an expert in combining strikes against a foe.
taking the Ability Score Increase given during the leveling When this feature is selected, add +3 to damage rolls from
process. attacks that hit more than once. (Fury Swipes, Double Slap,
Extra Move: etc.)
Your Pokémon can know five total moves instead of four. Smooth Façade
AC Up: Your Pokémon is hardened, shrugging pain off like it is
Your Pokémon’s AC increases by 1. This bonus is included nothing. When suffering from a negative status ailment other
through a Pokémon’s evolutions. than sleep, your Pokémon gains +3 to their AC.
Tireless:
Your Pokémon endures hours of rigorous training which keep
it in battle longer than the average Pokémon. Gain +1 PP for
every move.
Terrain Adept
Your Pokémon is especially skilled when fighting on a specific
terrain. Choose one of the following terrains when selecting
this feature. Your Pokémon gains +2 to attack rolls when in
this terrain. Terrains: Coastal, Swamp, Forest, Arctic, Desert,
Grassland, Hill, Mountain, Underwater.
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Clamp Constrict
Type: Water Type: Normal
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 20
Duration: 1 minute Duration: Instantaneous
Range: Melee Range: Melee
Description: You clamp down on an enemy Pokémon, Description: You wrap yourself around an enemy Pokémon,
attempting to deal damage and keep them in place. Make a trying to squeeze the life from them. Make a melee attack
melee attack roll. On a hit, the target takes 1d6 + MOVE roll. On a hit, the target takes 1d4 + MOVE normal damage
water damage and is grappled and restrained. At the and is grappled and restrained. At the beginning of each of
beginning of each of its turns, it may attempt to pry itself its turns, it may attempt to escape with a STR save against
away with a STR save against your Move DC. While a your Move DC. As long as it is restrained, continue to do
Pokémon is grappled, you may use an action to 1d4 normal damage as a bonus action on each of your turns
automatically hit with the move again without spending any without making an attack roll.
additional PP. As soon as a different move is activated, the Higher Levels: The damage dice rolls for this moves change
opponent is released from your Clamp. to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Higher Levels: The damage dice roll for this moves changes Conversion
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Type: Normal
Comet Punch Move Power: None
Type: Normal Move Time: 1 bonus action
Move Power: STR/DEX PP: 15
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Self
Duration: Instantaneous Description: Your Pokémon takes on a new type for
Range: Melee resistances/vulnerabilities/immunities, equal to one of the
Description: You strike out with a lightning fast punch. Make types of a move it currently knows.
a melee attack roll. The target takes 1d4 + MOVE on a hit. Conversion 2
After successfully hitting a target, roll a d4. On a result of 3
or 4, you may immediately hit again for an additional 1d4 Type: Normal
normal damage. Continue this process until you fail to roll a Move Power: None
3 or 4 on the d4 roll. Move Time: 1 reaction
Higher Levels: The damage dice rolls for this moves change PP: 5
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Duration: Instantaneous
Range: Self
Confuse Ray Description: After taking damage from an attack, You may
Type: Ghost use your reaction to change your Pokémon type to one of
Move Power: DEX/INT your choice that is resistant or immune to the type of move
Move Time: 1 action used against you.
PP: 5 Cosmic Power
Duration: Instantaneous
Range: 60ft Type: Normal
Description: You release a ray of psychic energy meant to Move Power: WIS
confuse an opponent. Choose a target in range. The target Move Time: 1 action
must make an INT saving throw against your Move DC or PP: 10
take 1d4 + MOVE psychic damage and become confused. Duration: 1 minute, Concentration
Higher Levels: The damage dice roll for this moves changes Range: Self
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Description: You call upon a mystic force to come to your aid.
For the duration, you have advantage on all saving throws.
Confusion
Type: Psychic Cotton Spore
Move Power: INT/WIS Type: Grass
Move Time: 1 action Move Power: DEX/CON
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 20
Range: 80ft Duration: 1 minute
Description: You attempt to enter the mind of an enemy and Range: 30ft
cause confusion. Make a ranged attack on a Pokémon in Description: You unleash spores of thick cotton that covers
range. On a hit, the target takes 1d8 + MOVE psychic the opponent. Force a target in range to make a CON save
damage. If the natural attack roll is 15 or more, the target against your Move DC. On a fail, the target’s speed is
becomes confused. reduced by 10 for the duration. If this reduction in speed
Higher Levels: The damage dice roll for this moves changes causes their speed to be 0, they are restrained for the
to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17. duration.
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Glare Guillotine
Type: Normal Type: Normal
Move Power: WIS/CHA Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 100ft Range: Melee
Description: You stare into the depths of a Pokémon’s eyes Description: You are filled with an incredible rage, grabbing
with intense ferocity. The Pokémon must make a WIS the head of an enemy Pokémon in an attempt to squeeze
saving throw against your Move DC or become paralyzed. A the life from it. Roll a d20. On a 20, you instantly cause the
creature that succeeds on this saving throw is unaffected by Pokémon to faint. On any other roll, this move has no effect.
future attempts during this combat. If the target's level is 10 more than your own, this move
Grass Whistle
automatically fails.
Type: Grass Gust
Move Power: CON/CHA Type: Flying
Move Time: 1 action Move Power: DEX
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 20
Range: 30ft Duration: Instantaneous
Description: You attempt to put the target to sleep. The target Range: 120ft
must make a WIS save against your Move DC, falling asleep Description: You create a strong wind that batters enemy
on a failure. Pokémon. Make a ranged attack on a single Pokémon,
Growl
doing 1d6 + MOVE normal damage on a hit.
Higher Levels: The damage dice roll for this moves changes
Type: Normal to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Power: CHA/STR
Move Time: 1 action Hail
PP: 20 Type: Ice
Duration: 1 minute Move Power: DEX
Range: 100ft Move Time: 1 action
Description: You target a Pokémon with an intimidating PP: 3
growl. The Pokémon must make a WIS save against your Duration: 1 minute, Concentration
Move DC. On a fail, it adds -1 to any attack it makes for the Range: 50ft
duration. This modifier can be stacked if it fails multiple Description: You summon a hail storm that covers the
growl saves, up to a maximum of -5. battlefield in a 50 foot circle, centered on you. As long as
Growth
you hold your concentration, all non-ice type creatures in
the area must take 1d6 + MOVE ice damage at the start of
Type: Normal each of their turns.
Move Power: None Higher Levels: The damage dice roll for this moves changes
Move Time: 1 action to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
PP: 20
Duration: 1 minute Harden
Range: 30ft Type: Normal
Description: You increase the size of an ally Pokémon. When Move Power: None
you use this move, a Pokémon in range (or you) grows Move Time: 1 action
slightly larger, gaining the ability to add a d4 to any attack PP: 15
roll or saving throw for the duration. Duration: Instantaneous
Higher Levels: The dice to add increases to 1d6 at level 10. Range: Self
Grudge
Description: You increase your defense, adding + 1 to your
AC. This effect can be stacked with multiple Harden moves,
Type: Ghost to a maximum of + 5 AC. Your AC returns to normal after
Move Power: WIS/CHA combat.
Move Time: 1 reaction
PP: 3
Duration: Instantaneous
Range: None
Description: This move may only be used as a reaction after
taking damage that would cause you to faint. When you take
damage from a move that reduces you to zero hit points,
force the attacker to make a WIS saving throw against your
Move DC. On a failure, all PP from the move that caused
you to faint is depleted .
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Magical Leaf Higher Levels: For damae rolls, use 2x Dice at level 5, 3x
Type: Grass Dice at level 10, and 4x Dice at level 17.
Move Power: DEX
Move Time: 1 bonus action Mean Look
PP: 3 Type: Normal
Duration: Instantaneous Move Power: STR/CHA
Range: Melee Move Time: 1 action
Description: Your grass attacks are imbued with a magical PP: 3
energy. When used in combination with a grass move with a Duration: Instantaneous
Move Time of 1 action, increase the damage by an amount Range: 50ft
equal to your DEX bonus. This Move does damage even if Description: You flash an intimidating look at a Pokémon,
the main attack misses. attempting to freeze them in fear. Force a target in range to
make a WIS save against your Move DC. On a fail, the
target cannot flee or be switched out for 3 rounds.
Meditate
Type: Psychic
Move Power: None
Move Time: 1 action
PP: 20
Duration: 1 minute, Concentration
Range: Self
Description: You become one with your inner self. For the
duration, double your proficiency bonus when it comes to
attack rolls and saving throws. This move cannot be
stacked.
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Moonlight Mud-Slap
Type: Fairy Type: Ground
Move Power: WIS/CHA Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: 100ft
Description: A ray of moonlight shines upon you, basking you Description: You hurl mud at an enemy Pokémon. Make a
in healing light. The user gains 2d6 + MOVE hit points. ranged attack roll, doing 1d4 + MOVE ground damage on a
Higher Levels: The dice roll for healing changes to 3d6 at hit.
level 5, 5d6 at level 10, and 8d6 at level 17. Higher Levels: The damage dice roll for this moves changes
Morning Sun
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Normal Muddy Water
Move Power: WIS/CHA Type: Water
Move Time: 1 action Move Power: DEX/CON
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Self Duration: Instantaneous
Description: If the sky is visible, a ray of sunlight shines upon Range: 30ft
you, basking You in healing light. The user gains 2d6 + Description: You fire a stream of muddy water at an opponent
MOVE hit points. in range. Make a ranged attack against an opponent,
Higher Levels: The damage dice roll for this moves changes dealing 2d8 + MOVE water damage. If the natural attack
to 3d6 at level 5, 4d6 at level 10, and 5d6 at level 17. roll is 15 or higher, the opponent has disadvantage on its
Mud Shot
next attack.
Higher Levels: The damage dice roll for this moves changes
Type: Ground to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
Move Power: DEX
Move Time: 1 action Nature Power
PP: 10 Type: Normal
Duration: Instantaneous Move Power: STR/DEX
Range: 20ft Move Time: 1 action
Description: You fire a glob of mud at an opponent, dealing PP: 10
damage with a change to hinder your opponent's Duration: Varies
movement. Make a ranged attack against an opponent in Range: Varies
range, dealing 1d8 + MOVE ground damage on a hit. If the Description: You call upon the powers of nature nearby and
natural attack roll is higher than 15, the opponent has activate a move based on the terrain. The DM gets final say
disadvantage on its next attack. on what move you activate, but here are example terrain
Higher Levels: The damage dice roll for this moves changes types:
to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17. Terrain Move
Mud Sport Cities/Roads/Buildings Swift
Type: Ground Sandy areas Earthquake
Move Power: None
Move Time: 1 action Volcanos/Lava areas Fire Blast
PP: 10 Caves, Dark areas Shadow Ball
Duration: 1 minute
Range: Self Rocky terrain, Mountains Rock Slide
Description: You cover yourself with thick mud, reducing the Fields, Plains Stun Spore
amount of electric damage you take. For the duration, you Forests, Tall Grasslands Razor Leaf
have resistance to electric-type attacks. If you were already
resistant, you halve the already reduced damage. If you are Ponds/Swams Bubblebeam
immune to electric-type moves already, the move fails. At sea Surf
Underwater Hydro Pump
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Will-O-Wisp Wrap
Type: Fire Type: Normal
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: You send a sinister, white-hot flame at an Description: You attempt to grapple a target into submission.
opponent attempting to inflict a burn. Make a ranged attack Make a melee attack roll. On a hit, the target takes 1d4 +
roll on a target, causing burn on a hit. MOVE normal damage and is grappled and restrained. At
Wing Attack
the beginning of each of its turns, it may attempt to escape
with a STR save against your Move DC. On each successive
Type: Flying turn, if the Pokémon is still grappled, you may use this move
Move Power: STR/DEX again as a bonus action and automatically hit.
Move Time: 1 action Higher Levels: The damage dice rolls for this move change to
PP: 20 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Duration: Instantaneous
Range: Melee Yawn
Description: You strike out at an enemy Pokémon with your Type: Normal
wings. Make a ranged attack roll, doing 1d10 + MOVE flying Move Power: WIS/CHA
damage on a hit. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 5
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Duration: 1 round
Wish
Range: 30ft
Description: You release a big yawn that causes an opponent
Type: Normal to become very drowsy. Choose a target in range. If that
Move Power: WIS/CHA target is still in the battle at the end of its next turn, it falls
Move Time: 1 action asleep.
PP: 5
Duration: 1 round Zap Cannon
Range: Self Type: Electric
Description: You send forth a healing wish that takes time to Move Power: STR/DEX
come true. At the end of your next turn, heal for 3d8 + Move Time: 1 action
MOVE hit points. PP: 3
Higher Levels: The damage dice roll for this moves changes Duration: Instantaneous
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Range: 120ft
Withdraw
Description: You fire out an extreme blast of pure electric
energy at an opponent. Make a ranged attack against a foe
Type: Water in range, doing 2d10 + MOVE electric damage. If the
Move Power: None natural attack roll is 15 or higher, the target is paralyzed.
Move Time: 1 reaction Higher Levels: The damage dice roll for this move changes to
PP: 3 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17.
Duration: Instantaneous
Range: Self
Description: When hit by a melee or ranged attack, you can
spend your reaction to increase your AC by +2 if it would
cause the attack to miss.
Higher Levels: Increase your AC by +3 at level 10 and above.
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Bulbasaur
Small Grass/Poison Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 30ft. walking
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Venusaur
Medium Grass/Poison Type | Level 10 | SR 13
Armor Class: 16
Hit Points: 92
Hit Dice: d12
Speed: 30ft. walking
Moves
Starting Moves: Growl, Scratch
Level 2: Ember, Smokescreen
Level 6: Dragon Rage, Scary Face
Level 10: Slash
Level 14: Flamethrower
Level 18: Fire Spin
Learnable Moves:
TM: 01, 02, 06, 10, 11, 17, 21, 23, 27, 28, 31, 32,
35, 38, 40, 42, 43, 44, 45, 50
HM: 01, 04, 06
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Charmeleon
Small Fire Type | Level 5 | SR 5
Armor Class: 14
Hit Points: 40
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Growl, Scratch, Ember, Dragon Claw,
Wing Attack, Smokescreen, Dragon Rage, Scary Face
Level 14: Slash
Level 18: Flamethrower, Fire Spin, Heat Wave
Learnable Moves:
TM: 01, 02, 05, 06, 10, 11, 15, 17, 21, 23, 26, 27,
28, 31, 32, 35, 38, 40, 42, 43, 44, 45, 47, 50
HM: 01, 02, 04, 06
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Squirtle
Small Water Type | Level 1 | SR 1/2
Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 30ft. walking, 20ft. swimming
Moves
Starting Moves: Tackle, Tail Whip, Water Gun,
Withdraw
Level 6: Bubble, Bite
Level 10: Rapid Spin, Protect
Level 14: Water Pulse, Skull Bash
Level 18: Iron Defense, Rain Dance, Hydro Pump
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27,
28, 31, 32, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08
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Blastoise
Medium Water Type | Level 10 | SR 13
Armor Class: 17
Hit Points: 102
Hit Dice: d12
Speed: 30ft. walking, 30ft. swimming
Moves
Starting Moves: Tackle, Tail Whip, Water Gun,
Withdraw, Bubble, Bite, Rapid Spin, Protect Caterpie
Level 14: Water Pulse, Skull Bash Tiny Bug Type | Level 1 | SR 1/8
Moves
Starting Moves: String Shot, Tackle
Learnable Moves: None
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Metapod
Small Bug Type | Level 2 | SR 1
Armor Class: 12
Hit Points: 21
Hit Dice: d8
Speed: 5ft. walking
Moves
Starting Moves: Confusion, Gust
Level 6: Poison Powder, Sleep Powder, Stun Spore,
Psybeam, Silver Wind
Level 10: Supersonic, Safeguard
Level 14: Whirlwind
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 19, 20, 21, 22, 27, 29,
30, 32, 40, 42, 43, 44, 45, 46, 48
HM: 05
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Weedle
Tiny Bug/Poison Type | Level 1 | SR 1/8
Armor Class: 11
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking
Moves Kakuna
Starting Moves: Poison Sting, String Shot Small Bug/Poison Type | Level 2 | SR 1
Learnable Moves: None
Armor Class: 12
Hit Points: 25
Hit Dice: d8
Speed: 5ft. walking
Moves
Starting Moves: Harden
Learnable Moves: None
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Beedrill
Medium Bug/Poison Type | Level 5 | SR 6
Armor Class: 14
Hit Points: 57
Hit Dice: d10
Speed: 30ft. walking, 30ft. flying
Moves
Starting Moves: Tackle
Level 2: Sand Attack, Gust
Level 6: Quick Attack, Whirlwind
Level 10: Twister, Feather Dance
Level 14: Agility, Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 27, 32, 40, 42, 43, 44,
45, 46, 47
HM: 02
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Pidgeotto
Medium Normal/Flying Type | Level 5 | SR 3
Armor Class: 13
Hit Points: 40
Hit Dice: d8
Speed: 20ft. walking, 30ft. flying
Moves
STR DEX CON INT WIS CHA
Starting Moves: Tackle, Sand Attack, Gust
14 (+2) 20 (+5) 12 (+1) 6 (-2) 14 (+2) 10 (+0)
Level 6: Quick Attack, Whirlwind
Level 10: Twister, Feather Dance Proficient Skills: Perception
Saving Throws: Dexterity
Level 14: Agility, Wing Attack Vulnerabilities: Electric, Ice, Rock
Level 18: Mirror Move Resistances: Bug, Grass
Immunities: Ghost, Ground
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 27, 32, 40, 42, 43, 44, Keen Eye: This Pokémon ignores disadvantage when
45, 46, 47 it relates to sight.
HM: 02 Tangled Feet: Attacks against this Pokémon have
disadvantage when it is confused.
Big Pecks: This Pokémon's AC cannot be reduces by
an opponent's moves.
Moves
Starting Moves: Gust, Quick Attack, Sand Attack,
Tackle, Whirlwind
Level 10: Twister, Feather Dance
Level 14: Agility, Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 27, 32, 40, 42, 43,
44, 45, 46, 47
HM: 02
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Rattata
Tiny Normal Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Quick Attack, Tackle, Tail Whip,
Focus Energy, Scary Face, Swords Dance, Bite
Level 6: Pursuit
Level 10: Hyper Fang, Crunch
Level 14: Super Fang
Level 18: Double-Edge, Endeavor
Learnable Moves:
TM: 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, 23, 24,
25, 27, 28, 30, 32, 34, 42, 43, 44, 45, 46
HM: 01, 04, 06
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Spearow
Tiny Normal/Flying Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 10ft. walking, 25ft. flying
Moves
Starting Moves: Growl, Leer, Peck, Pursuit
Level 6: Fury Attack, Aerial Ace, Mirror Move
Level 10: Agility
Level 14: Focus Energy
Level 18: Drill Peck
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 27, 32, 40, 42, 43,
44, 45, 46, 47
HM: 02
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Ekans
Medium Poison Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Bite, Crunch, Leer, Poison Sting,
Wrap
Level 6: Glare, Screech
Level 10: Acid, Spit Up, Stockpile, Swallow
Level 18: Haze
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 19, 21, 23, 26, 27, 28,
32, 36, 41, 42, 43, 44, 45, 46, 49
HM: 04
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Pikachu Raichu
Small Electric Type | Level 1 | SR 1/2 Medium Electric Type | Level 5 | SR 7
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1) 12 (+1) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Lightning Rod: If an ally within 30 feet is attacked Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can with an electric type move, this Pokémon can
choose to use a reaction to redirect that attack to choose to use a reaction to redirect that attack to
themselves instead. This does not work on area of themselves instead. This does not work on area of
effect moves. effect moves.
Evolution: Pikachu can evolve into Raichu at level 8 Static: When this Pokémon is hit by a melee attack,
and above with the help of a Thunder Stone. When it roll a d4. On a result of 4, the attacker takes 1d6
evolves, its health increases by double its level, and it electric damage.
gains 9 points to add to its ability scores (max 20).
Moves
Moves Starting Moves: Quick Attack, Tail Whip, Thunder
Starting Moves: Tail Whip, Thunder Shock Shock, Thunderbolt
Level 2: Growl, Quick Attack Learnable Moves:
Level 6: Thunder Wave TM: 01, 06, 10, 15, 16, 17, 18, 21, 23, 24, 25, 27,
28, 31, 32, 34, 42, 43, 44, 45, 46
Level 10: Double Team, Spark
HM: 04, 05, 06
Level 14: Discharge, Slam, Thunderbolt, Agility
Level 18: Light Screen, Thunder
Learnable Moves:
TM: 01, 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 28,
31, 32, 34, 42, 43, 44, 45
HM: 04, 05, 06
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Sandshrew
Small Ground Type | Level 1 | SR 1/2
Armor Class: 14
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Crush Claw, Defense Curl, Poison
Sting, Sand Attack, Scratch, Rollout, Rapid spin, Fury
cutter
Level 6: Magnitude, Swift
Level 10: Fury Swipes, Sand Tomb
Level 14: Slash, Dig
Level 18: Swords Dance, Sandstorm, Earthquake
Learnable Moves:
TM: 01, 06, 10, 11, 15, 17, 21, 23, 26, 27, 28, 31,
32, 37, 39, 40, 42, 43, 44, 45, 46
HM: 01, 04, 06
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Nidoran ♀
Small Poison Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking
TM: 03, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25, Evolution: Nidorina can evolve into Nidoqueen at
27, 28, 32, 34, 36, 40, 42, 43, 44, 45, 46 level 14 and above with the help of a Moon Stone.
When it evolves, its health increases by double its
HM: 01, 04, 06 level, and it gains 12 points to add to its ability
scores (max 20).
Moves
Starting Moves: Growl, Scratch, Tail Whip, Double
Kick
Level 6: Poison Sting
Level 10: Fury Swipes, Bite
Level 14: Helping Hand
Level 18: Flatter, Crunch, Poison Fang
Learnable Moves:
TM: 03, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25,
27, 28, 32, 34, 36, 40, 42, 43, 44, 45, 46
HM: 01, 04, 06
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Nidoqueen Nidoran ♂
Medium Poison/Ground Type | Level 10 | SR 13 Small Poison Type | Level 1 | SR 1/4
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Rivalry: This Pokémon adds an additional 1d6 to Rivalry: This Pokémon adds an additional 1d6 to
damage when attacking a Pokémon of the same damage when attacking a Pokémon of the same
type. type.
Poison Point: On melee attacks made by this Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned. target is poisoned.
Sheer Force: This Pokémon deals an additional 1d6 Evolution: Nidoran ♂ can evolve into Nidorino at
damage while poisoned, burned, confused, or level 6 and above. When it evolves, its health
paralyzed. increases by double its level, and it gains 5 points to
add to its ability scores (max 20).
Moves
Starting Moves: Double Kick, Poison Sting, Scratch,
Moves
Tail Whip Starting Moves: Leer, Peck
Level 14: Body Slam Level 2: Focus Energy, Double Kick
Level 18: Superpower Level 6: Poison Sting, Fury Attack
Learnable Moves: Level 10: Horn Attack, Helping Hand
TM: 01, 03, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, Level 14: Flatter
21, 23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35, 36,
Level 18: Horn Drill
37, 38, 39, 40, 41, 42, 43, 44, 45, 46
Learnable Moves:
HM: 01, 03, 04, 06
TM: 03, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25,
27, 28, 32, 34, 36, 42, 43, 44, 45, 46
HM: 01, 04, 06
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Nidorino Nidoking
Small Poison Type | Level 5 | SR 4 Medium Poison/Ground Type | Level 10 | SR 12
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0) 18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
Rivalry: This Pokémon adds an additional 1d6 to Rivalry: This Pokémon adds an additional 1d6 to
damage when attacking a Pokémon of the same damage when attacking a Pokémon of the same
type. type.
Poison Point: On melee attacks made by this Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned. target is poisoned.
Hustle: When this Pokémon scores a critical hit, it Sheer Force: This Pokémon deals an additional 1d6
may immediately use the same move to attack again damage while poisoned, burned, confused, or
at disadvantage. paralyzed.
Evolution: Nidorino can evolve into Nidoking at level
14 and above with the help of a Moon Stone. When Moves
it evolves, its health increases by double its level, and
it gains 12 points to add to its ability scores (max Starting Moves: Double Kick, Focus Energy, Peck,
20). Poison Sting, Thrash
Level 18: Megahorn
Moves Learnable Moves:
Starting Moves: Leer, Peck, Focus Energy, Double TM: 01, 03, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18,
Kick 21, 23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35, 36,
37, 38, 39, 41, 42, 43, 44, 45, 46
Level 6: Poison Sting
HM: 01, 03, 04, 06
Level 10: Fury Attack, Horn Attack
Level 14: Helping Hand
Level 18: Flatter, Horn Drill
Learnable Moves:
TM: 03, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25,
27, 28, 32, 34, 36, 42, 43, 44, 45, 46
HM: 01, 04, 06
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Clefairy Clefable
Small Fairy Type | Level 1 | SR 1 Medium Fairy Type | Level 5 | SR 8
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 12 (+1) 6 (-2) 14 (+2) 14 (+2)
Magic Guard: If this Pokémon is subjected to a move Magic Guard: If this Pokémon is subjected to a move
that forces it to make a saving throw to take only half that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success. damage, it instead takes no damage on a success.
Cute Charm: Once per short rest, you can impose Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. disadvantage on an enemy attack roll of your choice.
Friend Guard: Once per long rest, when an ally within Friend Guard: Once per long rest, when an ally within
15 feet of this Pokémon is hit by an attack, it may 15 feet of this Pokémon is hit by an attack, it may
choose to halve the damage dealt. choose to halve the damage dealt.
Evolution: Clefairy can evolve into Clefable at level 8
and above with the help of a Moon Stone. When it Moves
evolves, its health increases by double its level, and it
gains 11 points to add to its ability scores (max 20). Starting Moves: Double Slap, Metronome, Minimize,
Sing, Spotlight
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Vulpix Ninetales
Small Fire Type | Level 1 | SR 1/4 Small Fire Type | Level 5 | SR 7
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1) 14 (+2) 18 (+4) 11 (+0) 6 (-2) 12 (+1) 12 (+1)
Flash Fire: This Pokémon takes no damage from fire. Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire- Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next type move, or in open flames, the Pokémon’s next
damage roll gets a +5. damage roll gets a +5.
Evolution: Vulpix can evolve into Ninetales at level 8 Drought: When this Pokémon enters an outside
and above with the help of a Fire Stone. When it battle, the weather immediately changes to bright
evolves, its health increases by double its level, and it sunlight. In the case of another Pokémon with a
gains 12 points to add to its ability scores (max 20). similar weather ability, the tie goes to the Pokémon
with the highest DEX score.
Moves
Starting Moves: Ember
Moves
Starting Moves: Confuse Ray, Flamethrower,
Level 2: Tail Whip, Roar, Quick Attack, Grudge Imprison, Quick Attack, Safeguard
Level 6: Confuse Ray, Fire Spin
Learnable Moves:
Level 10: Will-O-Wisp, Feint Attack
TM: 05, 06, 10, 11, 15, 17, 20, 21, 23, 27, 28, 32,
Level 14: Extrasensory, Safeguard 35, 38, 42, 43, 44, 45, 50
Level 18: Flamethrower, Imprison, Fire Blast, Grudge
Learnable Moves:
TM: 05, 06, 10, 11, 17, 20, 21, 23, 27, 28, 32, 35,
38, 42, 43, 44, 45, 50
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Jigglypuff Wigglytuff
Small Normal/Fairy Type | Level 1 | SR 1 Small Normal/Fairy Type | Level 5 | SR 6
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 6 (-2) 14 (+2) 14 (+2)
Competitive: This Pokémon does an extra 1d6 Competitive: This Pokémon does an extra 1d6
damage when suffering from a negative effect. damage when suffering from a negative effect.
Cute Charm: Once per short rest, you can impose Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. disadvantage on an enemy attack roll of your choice.
Evolution: Jigglypuff can evolve into Wigglytuff at Friend Guard: Once per long rest, when an ally within
level 8 and above with the help of a Moon Stone. 15 feet of this Pokémon is hit by an attack, it may
When it evolves, its health increases by double its choose to halve the damage dealt.
level, and it gains 11 points to add to its ability
scores (max 20).
Moves
Starting Moves: Defense Curl, Disable, Double-Edge,
Moves Double Slap, Sing
Starting Moves: Sing, Defense Curl
Learnable Moves:
Level 2: Pound
TM: 01, 03, 06, 10, 11, 13, 14, 15, 16, 17, 18, 20,
Level 6: Disable, Double Slap 21, 22, 24, 25, 27, 28, 29, 30, 31, 32, 33, 34, 35,
38, 42, 43, 44, 45, 49
Level 10: Rollout, Spit Up, Stockpile, Swallow
HM: 04, 05
Level 14: Rest, Body Slam, Mimic
Level 18: Mimic, Double-Edge
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 16, 17, 18, 20, 21,
22, 24, 25, 27, 28, 29, 30, 31, 32, 33, 34, 35, 38,
42, 43, 44, 45, 49
HM: 04, 05
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Zubat
Small Poison/Flying Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 5ft. walking, 25ft. flying
Moves
Starting Moves: Absorb, Astonish, Bite, Screech,
Supersonic
Level 6: Wing Attack, Confuse Ray, Air cutter
Level 10: Swift, Poison fang
Level 14: Mean Look, Leech Life
Level 18: Haze
Learnable Moves:
TM: 06, 10, 11, 12, 15, 17, 18, 19, 20, 21, 30, 32,
36, 40, 41, 42, 43, 44, 45, 46, 47, 49
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Oddish
Small Grass/Poison Type | Level 1 | SR 1/4
Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Absorb, Acid, Growth, Sweet Scent
Level 6: Poison Powder, Stun Spore, Sleep Powder
Level 10: Mega Drain
Level 14: Moonlight, Giga Drain
Level 18: Toxic, Petal Dance
Learnable Moves:
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 36, 42,
43, 44, 45
HM: 01, 05
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Vileplume
Small Grass/Poison Type | Level 10 | SR 13
Armor Class: 16
Hit Points: 97
Hit Dice: d12
Speed: 30ft. walking
Moves
Starting Moves: Scratch
Level 2: Poison Powder, Stun Spore, Absorb
Level 6: Fury cutter
Level 10: Spore, Slash
Level 14: Growth
Level 18: Giga Drain, Aromatherapy
Learnable Moves:
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 28, 32, 36,
40, 42, 43, 44, 45, 46
HM: 01, 05, 06
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Parasect
Medium Bug/Grass Type | Level 5 | SR 7
Armor Class: 15
Hit Points: 50
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Disable, Foresight, Tackle
Level 2: Supersonic, Confusion
Level 6: Poison Powder, Psybeam
Level 10: Stun Spore, Signal Beam
Level 14: Sleep Powder, Leech Life
Level 18: Poison Fang, Psychic
Learnable Moves:
TM: 06, 10, 11, 19, 21, 22, 27, 29, 32, 36, 42, 43,
44, 45, 46, 48
HM: 05
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Venomoth
Medium Bug/Poison Type | Level 8 | SR 8
Armor Class: 15
Hit Points: 56
Hit Dice: d10
Speed: 10ft. walking, 30ft. flying
Moves
STR DEX CON INT WIS CHA
Starting Moves: Disable, Foresight, Gust, Silver Wind,
Supersonic, Tackle, Confusion, Poison Powder, 12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Psybeam
Proficient Skills: Stealth, Athletics
Level 10: Stun Spore, Signal Beam Saving Throws: Dexterity
Level 14: Sleep Powder, Leech Life Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock
Level 18: Poison Fang, Psychic Immunities: Electric
Learnable Moves:
Sand Veil: This Pokémon’s AC increases by 2 in
TM: 06, 10, 11, 15, 19, 21, 22, 27, 29, 32, 36, 40, desert terrain.
42, 43, 44, 45, 46, 48
HM: 05 Burrower: This Pokémon can burrow underground
traveling a distance equal to its walking speed before
re-emerging.
Evolution: Diglett can evolve into Dugtrio at level 8
and above. When it evolves, its health increases by
double its level, and it gains 13 points to add to its
ability scores (max 20).
Moves
Starting Moves: Sand Attack, Scratch
Level 2: Growl, Astonish
Level 6: Mud-Slap, Magnitude
Level 14: Dig, Slash
Level 18: Earthquake, Fissure
Learnable Moves:
TM: 06, 10, 11, 17, 21, 26, 27, 28, 32, 36, 39, 40,
42, 43, 44, 45, 46
HM: 01, 06
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Dugtrio
Medium Ground Type | Level 5 | SR 8
Armor Class: 15
Hit Points: 50
Hit Dice: d10
Speed: 20ft. walking
Moves
Starting Moves: Growl, Scratch
Level 2: Bite, Fake Out
Level 6: fury Swipes, Screech
Level 10: Feint Attack, Taunt
Level 14: Pay Day, Slash
Learnable Moves:
TM: 03, 06, 10, 11, 12, 17, 18, 21, 23, 24, 25, 27,
28, 30, 32, 34, 40, 41, 42, 43, 44, 45, 46, 49
HM: 01, 05
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Persian
Medium Normal Type | Level 5 | SR 7
Armor Class: 15
Hit Points: 40
Hit Dice: d10
Speed: 40ft. walking
Moves
Starting Moves: Scratch, Water Sport
Level 2: Tail Whip, Water Gun, Confusion
Level 6: Fury Swipes, Water Pulse, Disable
Level 10: Screech
Level 14: Psych Up
Level 18: Amnesia, Hydro Pump
Learnable Moves:
TM: 01, 03, 04, 06, 07, 10, 13, 14, 17, 18, 21, 23,
27, 28, 31, 32, 40, 42, 43, 44, 45
HM: 03, 04, 05, 06, 07, 08
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Golduck
Medium Water Type | Level 8 | SR 10
Armor Class: 16
Hit Points: 72
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Covet, Focus Energy, Leer, Low Kick,
Scratch
Level 2: Fury Swipes, Karate Chop
Level 6: Pursuit, Seismic Toss, Swagger
Level 10: Cross Chop
Level 14: Thrash
Level 18: Screech, Outrage
Learnable Moves:
TM: 01, 06, 08, 10, 11, 12, 17, 18, 21, 23, 24, 25,
26, 27, 28, 31, 32, 39, 40, 42, 43, 44, 45, 46, 50
HM: 04, 06
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Primeape
Medium Fighting Type | Level 5 | SR 6
Armor Class: 15
Hit Points: 40
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Bite, Roar
Level 2: Ember, Leer, Odor Sleuth
Level 6: Helping Hand, Flame Wheel
Level 10: Reversal, Take Down
Level 14: Agility, Flamethrower
Level 18: Crunch, Heat Wave, Outrage
Learnable Moves:
TM: 05, 06, 10, 11, 17, 21, 23, 27, 28, 32, 35, 38,
40, 42, 43, 44, 45, 46, 50
HM: 04, 06
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Arcanine
Medium Fire Type | Level 8 | SR 9
Armor Class: 16
Hit Points: 56
Hit Dice: d10
Speed: 30ft. walking
Moves
STR DEX CON INT WIS CHA
Starting Moves: Bite, Odor Sleuth, Roar
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 14: Extreme Speed
Learnable Moves: Proficient Skills: Acrobatics
Saving Throws: Dexterity
TM: 05, 06, 10, 11, 15, 17, 21, 23, 27, 28, 32, 35, Vulnerabilities: Electric, Grass
38, 40, 42, 43, 44, 45, 46, 50 Resistances: Fire, Ice, Steel
HM: 04, 06 Immunities: Water
Moves
Starting Moves: Water Sport
Level 2: Water Gun, Hypnosis, Bubble
Level 6: Double Slap, Rain Dance
Level 10: Body Slam, Bubble Beam
Level 14: Mud Shot, Belly Drum
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 28, 29,
32, 42, 43, 44, 45, 46
HM: 03, 07, 08
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Poliwhirl Poliwrath
Small Water Type | Level 5 | SR 3 Medium Water/Fighting Type | Level 10 | SR 12
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0) 19 (+4) 17 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
Water Absorb: Water type moves do not damage this Water Absorb: Water type moves do not damage this
Pokémon. Instead, half of any water damage done is Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP. absorbed, restoring the Pokémon's HP.
Damp: This Pokémon is unaffected by Self Destruct Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves. and Explosion moves.
Evolution: Poliwhirl can evolve into Poliwrath at level Swift Swim: This Pokémon's swim speed is doubled
14 and above with the help of a Water Stone, or in rainy conditions.
Politoad at level 14 while holding a King's Rock.
When it evolves, its health increases by double its
level, and it gains 12 points to add to its ability Moves
scores (max 20). Starting Moves: Bubble Beam, Double Slap, Hypnosis,
Submission
Moves Level 14: Dynamic Punch
Starting Moves: Hypnosis, Water Gun, Water Sport, Level 18: Mind Reader
Bubble
Learnable Moves:
Level 6: Double Slap, Rain Dance
TM: 01, 03, 06, 07, 08, 10, 13, 14, 15, 17, 18, 21,
Level 10: Body Slam, Bubble Beam 26, 27, 28, 29, 31, 32, 39, 42, 43, 44, 45, 46
Level 14: Mud Shot HM: 03, 04, 06, 07, 08
Level 18: Belly Drum, Hydro Pump
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27,
28, 29, 31, 32, 42, 43, 44, 45, 46
HM: 03, 04, 06, 07, 08
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Abra
Small Psychic Type | Level 1 | SR 1/2
Armor Class: 12
Hit Points: 15
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Confusion, Kinesis, Teleport
Level 6: Disable
Level 10: Psybeam, Reflect
Level 14: Recover, Psychic
Level 18: Role Play, Future Sight, Trick
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 23,
27, 29, 30, 32, 33, 34, 41, 42, 43, 44, 45, 46, 48,
49
HM: 05
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Alakazam
Medium Psychic Type | Level 10 | SR 12
Armor Class: 17
Hit Points: 77
Hit Dice: d12
Speed: 30ft. walking
Moves
Starting Moves: Leer, Low Kick, Focus Energy
Level 2: Karate Chop, Foresight
Level 6: Seismic Toss, Revenge
Level 10: Knock Off, Vital Throw
Level 14: Submission, Bulk Up
Level 18: Cross Chop, Scary Face, Dynamic Punch
Learnable Moves:
TM: 01, 06, 08, 10, 11, 17, 18, 26, 27, 28, 31, 32,
35, 38, 39, 42, 43, 44, 45, 46
HM: 04, 06
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Machoke Machamp
Medium Fighting Type | Level 5 | SR 5 Medium Fighting Type | Level 10 | SR 12
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0) 18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
Guts: This Pokémon does an additional 1d6 damage Guts: This Pokémon does an additional 1d6 damage
on attacks when suffering a negative status effect. on attacks when suffering a negative status effect.
Anger Point: After suffering a critical hit, this Anger Point: After suffering a critical hit, this
Pokémon deals and extra 1d6 if its next attack hits. Pokémon deals and extra 1d6 if its next attack hits.
Evolution: Machoke can evolve into Machamp at level Steadfast: Once per long rest, when this Pokémon
15 and above. When it evolves, its health increases fails a saving throw against a negative status effect, it
by double its level, and it gains 9 points to add to its can choose to pass instead.
ability scores (max 20).
Moves
Moves Starting Moves: Focus Energy, Karate Chop, Leer, Low
Starting Moves: Focus Energy, Karate Chop, Leer, Low Kick, Strength, Foresight, Seismic Toss, Revenge,
Kick, Foresight Knock Off, Vital Throw
Level 6: Seismic Toss, Revenge Level 18: Submission, Bulk Up, Cross Chop, Scary
Face, Dynamic Punch
Level 10: Knock Off, Vital Throw
Learnable Moves:
Level 14: Submission, Bulk Up
TM: 01, 06, 08, 10, 11, 15, 17, 18, 26, 27, 28, 31,
Level 18: Cross Chop, Scary Face, Dynamic Punch
32, 35, 38, 39, 42, 43, 44, 45, 46
Learnable Moves:
HM: 04, 06
TM: 01, 06, 08, 10, 11, 17, 18, 26, 27, 28, 31, 32,
35, 38, 39, 42, 43, 44, 45, 46
HM: 04, 06
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Bellsprout
Small Grass/Poison Type | Level 1 | SR 1/4
Armor Class: 11
Hit Points: 18
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Growth, Vine Whip, Wrap
Level 6: Sleep Powder, Poison Powder, Stun Spore
Level 10: Acid
Level 14: Knock Off, Sweet Scent
Level 18: Razor Leaf, Slam
Learnable Moves:
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 36, 42,
43, 44, 45, 46
HM: 01, 05
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Victreebel
Medium Grass/Poison Type | Level 10 | SR 12
Armor Class: 14
Hit Points: 102
Hit Dice: d12
Speed: 30ft. walking
Moves
Starting Moves: Poison Sting
Level 2: Supersonic, Constrict, Acid
Level 6: Water Pulse, Wrap
Level 10: Bubble Beam
Level 14: Barrier
Level 18: Screech, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 19, 21, 27, 32,
36, 42, 43, 44, 45, 46
HM: 01, 03, 07, 08
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Tentacruel
Medium Water/Poison Type | Level 5 | SR 8
Armor Class: 17
Hit Points: 50
Hit Dice: d10
Speed: 20ft. walking, 40ft. swimming
Moves
Starting Moves: Defense Curl, Tackle
Level 2: Mud Sport, Rollout
Level 6: Magnitude, Rock Throw
Level 10: Self-Destruct
Level 14: Rock Blast, Earthquake
Level 18: Explosion, Double-Edge, Stone Edge
Learnable Moves:
TM: 01, 06, 10, 11, 17, 21, 26, 27, 28, 31, 32, 35,
37, 38, 39, 42, 43, 44, 45
HM: 04, 06
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Graveler Golem
Medium Rock/Ground Type | Level 5 | SR 6 Large Rock/Ground Type | Level 10 | SR 13
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0) 19 (+4) 13 (+1) 18 (+4) 6 (-2) 14 (+2) 10 (+0)
Sturdy: This Pokémon cannot be KO’d from full Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP to health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead. 0, it lowers it to 1HP instead.
Rock Head: This Pokémon takes no recoil damage. Rock Head: This Pokémon takes no recoil damage.
Sand Veil: This Pokémon’s AC increases by 2 in Sand Veil: This Pokémon’s AC increases by 2 in
desert terrain. desert terrain.
Evolution: Graveler can evolve into Golem at level 14
and above. When it evolves, its health increases by Moves
double its level, and it gains 9 points to add to its
ability scores (max 20). Starting Moves: Defense Curl, Mud Sport, Tackle,
Magnitude, Rock Throw, Self-Destruct
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Ponyta Rapidash
Medium Fire Type | Level 1 | SR 1/2 Medium Fire Type | Level 10 | SR 11
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0) 16 (+3) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
Flash Fire: This Pokémon takes no damage from fire. Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire- Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next type move, or in open flames, the Pokémon’s next
damage roll gets a +5. damage roll gets a +5.
Flame Body: When hit by a melee attack, roll a d10. Flame Body: When hit by a melee attack, roll a d10.
On a 10, the attacker is burned. On a 10, the attacker is burned.
Evolution: Ponyta can evolve into Rapidash at level
10 and above. When it evolves, its health increases Moves
by double its level, and it gains 12 points to add to
its ability scores (max 20). Starting Moves: Ember, Fury Attack, Growl,
Megahorn, Quick Attack, Tail Whip, Flame Wheel,
Stomp, Fire Spin
Moves
Level 14: Take Down, Agility
Starting Moves: Growl, Tackle
Level 18: Fire Blast, Bounce
Level 2: Tail Whip, Ember
Learnable Moves:
Level 6: Flame Wheel, Stomp
TM: 06, 10, 11, 15, 17, 21, 22, 23, 27, 32, 35, 38,
Level 10: Fire Spin 42, 43, 44, 45, 50
Level 14: Take Down, Agility HM: 04
Level 18: Fire Blast, Bounce
Learnable Moves:
TM: 06, 10, 11, 17, 21, 22, 23, 27, 32, 35, 38, 42,
43, 44, 45, 50
HM: 04
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Slowpoke Slowbro
Medium Water/Psychic Type | Level 1 | SR 1/2 Medium Water/Psychic Type | Level 8 | SR 11
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 14 (+2) 6 (-2) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 18 (+4) 6 (-2) 16 (+3) 10 (+0)
Own Tempo: This Pokémon is immune to becoming Own Tempo: This Pokémon is immune to becoming
confused. confused.
Oblivious: This Pokémon is immune to moves that Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it. attempt to charm or taunt it.
Evolution: Slowpoke can evolve into Slowbro at level Regenerator: Once per long rest, this Pokémon
10 and above, or Slowking at level 10 and above regains hit points equal to its level when it returns to
while holding a King's Rock. When it evolves, its its Pokéball.
health increases by double its level, and it gains 14
points to add to its ability scores (max 20).
Moves
Starting Moves: Curse, Growl, Tackle, Withdraw,
Moves Yawn, Water Gun, Confusion, Disable
Starting Moves: Curse, Tackle, Yawn
Level 10: Headbutt
Level 2: Growl, Water Gun
Level 14: Water Pulse, Slack Off
Level 6: Confusion, Disable
Level 18: Amnesia, Psychic, Rain Dance, Psych Up
Level 10: Headbutt
Learnable Moves:
Level 14: Water Pulse, Slack Off, Amnesia
TM: 01, 03, 04, 06, 07, 10, 11, 13, 14, 15, 17, 18,
Level 18: Psychic, Rain Dance, Psych Up 20, 21, 13, 26, 27, 28, 29, 30, 31, 32, 35, 38, 42,
43, 44, 45, 48
Learnable Moves:
HM: 03, 04, 05, 06, 08
TM: 03, 04, 06, 07, 10, 11, 13, 14, 17, 18, 20, 21,
23, 26, 27, 28, 29, 30, 32, 35, 38, 42, 43, 44, 45,
48
HM: 03, 04, 05, 08
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Magnemite
Small Electric/Steel Type | Level 1 | SR 1/2
Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 0ft. walking, 20ft. flying
Moves
Starting Moves: Supersonic, Tackle, Thunder Shock,
Tri Attack, Thunder Wave
Level 6: Light Screen, Sonic Boom
Level 10: Spark, Metal Sound
Level 14: Screech
Level 18: Screech, Lock-On, Zap Cannon
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 24, 25, 27, 32, 33,
34, 42, 43, 44
HM: 05
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Farfetch'd
Small Normal/Flying Type | Level 1 | SR 3
Armor Class: 14
Hit Points: 25
Hit Dice: d8
Speed: 25ft. walking, 30ft. flying
Moves
Starting Moves: Growl, Peck
Level 2: Quick Attack, Rage
Level 6: Fury Attack, Pursuit
Level 10: Agility
Level 14: Uproar, Swords Dance, Jump Kick
Level 18: Drill Peck, Endeavor, Thrash
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 27, 32, 40, 42, 43, 44,
45, 46, 47
HM: 02
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Dodrio
Medium Normal/Flying Type | Level 8 | SR 9
Armor Class: 15
Hit Points: 64
Hit Dice: d10
Speed: 50ft. walking
Moves
Starting Moves: Headbutt, Growl
Level 2: Water Sport, Icy Wind
Level 6: Encore, Rest
Level 10: Aurora Beam
Level 14: Take Down
Level 18: Dive, Ice Beam, Safeguard, Hail
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32,
42, 43, 44, 45, 46
HM: 03, 07, 08
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Dewgong
Medium Water/Ice Type | Level 8 | SR 10
Armor Class: 16
Hit Points: 64
Hit Dice: d10
Speed: 15ft. walking, 50ft. swimming
Moves
Starting Moves: Poison Gas, Pound
Level 2: Harden, Mud-Slap
Level 6: Disable, Sludge
Level 10: Minimize
Level 14: Sludge Bomb, Screech
Level 18: Acid Armor, Memento
Learnable Moves:
TM: 06, 10, 11, 12, 17, 18, 19, 21, 24, 25, 27, 28,
32, 34, 35, 36, 38, 39, 41, 42, 43, 44, 45, 46
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Muk
Medium Poison Type | Level 8 | SR 8
Armor Class: 16
Hit Points: 44
Hit Dice: d10
Speed: 20ft. walking
Moves
Starting Moves: Tackle, Water Gun
Level 2: Withdraw, Supersonic
Level 6: Icicle Spear, Protect
Level 10: Leer, Clamp
Level 14: Aurora Beam, Whirlpool
Level 18: Iron Defense, Ice Beam, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32,
42, 43, 44, 45
HM: 03, 08
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Cloyster
Medium Water/Ice Type | Level 5 | SR 8
Armor Class: 18
Hit Points: 50
Hit Dice: d12
Speed: 5ft. walking, 30ft. swimming
Moves
Starting Moves: Hypnosis, Lick
Level 2: Spite, Mean Look
Level 6: Curse, Night Shade
Level 10: Confuse Ray
Level 14: Shadow Ball, Dream Eater
Level 18: Destiny Bond, Nightmare
Learnable Moves:
TM: 06, 10, 11, 12, 17, 18, 19, 21, 24, 27, 29, 30,
32, 36, 41, 42, 43, 44, 45, 46, 48, 49
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Haunter
Medium Ghost/Poison Type | Level 5 | SR 5
Armor Class: 14
Hit Points: 40
Hit Dice: d10
Speed: 0ft. walking, 30ft. flying
Moves
Starting Moves: Hypnosis, Lick, Shadow Punch, Spite,
Mean Look, Curse, Night Shade, Confuse Ray
Level 14: Shadow Ball
Level 18: Dream Eater, Destiny Bond, Nightmare
Learnable Moves:
TM: 01, 06, 10, 11, 12, 15, 17, 18, 19, 21, 24, 25,
27, 29, 30, 31, 32, 36, 41, 42, 43, 44, 45, 46, 48,
49
HM: 04, 06
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Onix
Huge Rock/Ground Type | Level 5 | SR 10
Armor Class: 17
Hit Points: 65
Hit Dice: d10
Speed: 30ft. walking
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Hypno
Medium Psychic Type | Level 5 | SR 8
Armor Class: 16
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Bubble, Mud Sport
Level 2: Vice Grip, Leer, Harden
Level 6: Bubble Beam, Mud Shot
Level 10: Metal Claw, Stomp
Level 14: Protect, Guillotine, Slam
Level 18: Crabhammer, Flail
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 28, 32,
39, 42, 43, 44, 45, 46
HM: 01, 03, 04, 06, 08
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Kingler
Medium Water Type | Level 5 | SR 8
Armor Class: 16
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking, 30ft. swimming
Moves
Starting Moves: Charge, Tackle
Level 2: Sonic Boom, Spark
Level 6: Rollout, Screech
Level 10: Swift, Self-Destruct
Level 14: Light Screen
Level 18: Discharge, Explosion, Mirror Coat
Learnable Moves:
TM: 06, 10, 12, 16, 17, 18, 21, 24, 25, 27, 32, 34,
41, 42, 43, 44, 46
HM: 05
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Electrode Exeggcute
Medium Electric Type | Level 5 | SR 7 Tiny Grass/Psychic Type | Level 1 | SR 1/2
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1) 13 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
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Exeggutor Cubone
Medium Grass/Psychic Type | Level 5 | SR 8 Small Ground Type | Level 1 | SR 1/2
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)
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Marowak
Medium Ground Type | Level 5 | SR 7
Armor Class: 16
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Double Kick, Revenge, Reversal,
Meditate, Rolling Kick
Level 6: Jump Kick, Brick Break
Level 10: Focus Energy, Foresight
Level 14: High Jump Kick, Mind Reader
Level 18: Blaze Kick, Endure, Mega Kick
Learnable Moves:
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32,
39, 42, 43, 44, 45, 46
HM: 04, 06
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Hitmonchan
Medium Fighting Type | Level 5 | SR 7
Armor Class: 16
Hit Points: 51
Hit Dice: d10
Speed: 30ft. walking
Moves Lickitung
Starting Moves: Comet Punch, Pursuit, Revenge, Medium Normal Type | Level 5 | SR 7
Agility, Pursuit
Armor Class: 14
Level 6: Mach Punch
Hit Points: 70
Level 10: Fire Punch, Ice Punch, Thunder Punch Hit Dice: d10
Speed: 30ft. walking
Level 14: Sky Uppercut, Mega Punch
Level 18: Focus Punch, Counter
STR DEX CON INT WIS CHA
Learnable Moves:
15 (+2) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32,
39, 42, 43, 44, 45, 46
Proficient Skills: Perception
HM: 04, 06 Saving Throws: Constitution
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost
Moves
Starting Moves: Lick, Supersonic, Defense Curl
Level 6: Knock Off, Wrap
Level 10: Stomp, Disable
Level 14: Slam, Rollout
Level 18: Refresh, Screech
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22,
23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35, 37, 38,
39, 42, 43, 44, 45, 46
HM: 01, 03, 04, 06
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Koffing
Tiny Poison Type | Level 1 | SR 1/2
Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 0ft. walking, 20ft. flying
Moves
Starting Moves: Poison Gas, Smog, Smokescreen,
Tackle, Sludge
Level 10: Self-Destruct, Haze
Level 14: Sludge Bomb
Level 18: Explosion, Destiny Bond, Memento
Learnable Moves:
TM: 06, 10, 11, 12, 15, 17, 18, 21, 24, 25, 27, 30,
32, 34, 35, 36, 38, 41, 42, 43, 44, 45, 46
HM: 05
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Rhyhorn Rhydon
Medium Ground/Rock Type | Level 1 | SR 3 Medium Ground/Rock Type | Level 10 | SR 11
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 18 (+4) 13 (+1) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
Rock Head: This Pokémon takes no recoil damage. Rock Head: This Pokémon takes no recoil damage.
Lightning Rod: If an ally within 30 feet is attacked Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can with an electric type move, this Pokémon can
choose to use a reaction to redirect that attack to choose to use a reaction to redirect that attack to
themselves instead. This does not work on area of themselves instead. This does not work on area of
effect moves. effect moves.
Evolution: Rhyhorn can evolve into Rhydon at level
11 and above. When it evolves, its health increases Moves
by double its level, and it gains 8 points to add to its
ability scores (max 20). Starting Moves: Fury Attack, Horn Attack, Horn Drill,
Scary Face, Tail Whip, Stomp
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Chansey
Medium Normal Type | Level 5 | SR 7
Armor Class: 13
Hit Points: 70
Hit Dice: d10
Speed: 30ft. walking
HM: 04, 05, 06 Regenerator: Once per long rest, this Pokémon
regains hit points equal to its level when it returns to
its Pokéball.
Moves
Starting Moves: Constrict, Ingrain, Sleep Powder, Vine
Whip, Absorb
Level 6: Poison Powder, Bind
Level 10: Growth, Mega Drain
Level 14: Knock Off, Stun Spore
Level 18: Giga Drain, Ancient Power, Slam, Tickle
Learnable Moves:
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 32, 36,
42, 43, 44, 45, 46
HM: 01, 05, 06
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Kangaskhan Horsea
Medium Normal Type | Level 8 | SR 10 Small Water Type | Level 1 | SR 1/2
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 8 (-1) 11 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
Inner Focus: This Pokemon is immune to flinching Sniper: On a critical hit made by this Pokémon, triple
the dice roll instead of doubling it.
Scrappy: This Pokémon's Normal and Fighting type
moves hit Ghost type Pokémon. Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.
Early Bird: This Pokémon has advantage on rolls to
wake from sleep. Evolution: Horsea can evolve into Seadra at level 9
and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
Moves ability scores (max 20).
Starting Moves: Comet Punch, Leer, Fake Out, Tail
Whip, Bite
Moves
Level 10: Rage, Mega Punch Starting Moves: Bubble
Level 14: Dizzy Punch, Crunch
Level 2: Smokescreen, Leer
Level 18: Endure, Outrage, Reversal
Level 6: Water Gun, Twister
Learnable Moves:
Level 10: Bubble Beam, Focus Energy
TM: 01, 03, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18,
Level 14: Agility
21, 22, 23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35,
37, 38, 39, 40, 42, 43, 44, 45, 46 Level 18: Dragon Dance, Hydro Pump
HM: 01, 03, 04, 06 Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42,
43, 44, 45
HM: 03, 07, 08
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Seadra
Small Water Type | Level 8 | SR 8
Armor Class: 15
Hit Points: 56
Hit Dice: d10
Speed: 5ft. walking, 40ft. swimming
Moves
Starting Moves: Peck, Tail Whip, Water Sport
Level 2: Supersonic, Horn Attack
Level 6: Flail, Water Pulse
Level 10: Fury Attack
Level 14: Agility, Waterfall
Level 18: Horn Drill, Megahorn
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42,
43, 44, 45
HM: 03, 07, 08
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Seaking
Medium Water Type | Level 8 | SR 9
Armor Class: 15
Hit Points: 64
Hit Dice: d10
Speed: 5ft. walking, 40ft. swimming
Moves
Starting Moves: Harden, Tackle
Level 2: Water Gun, Rapid Spin, Recover
Level 6: Psywave, Swift
Level 10: Bubble Beam, Camouflage
Level 14: Minimize, Confuse Ray
Level 18: Light Screen, Cosmic Power, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 16, 17, 18, 21, 24, 25,
27, 29, 32, 33, 42, 43, 44
HM: 03, 05, 07, 08
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Starmie
Medium Water/Psychic Type | Level 8 | SR 9
Armor Class: 17
Hit Points: 56
Hit Dice: d10
Speed: 30ft. walking, 40ft. swimming
Moves
Starting Moves: Barrier, Confusion, Magical Leaf,
Meditate, Double Slap
Level 6: Mimic, Psywave, Encore
Level 10: Light Screen, Reflect, Psybeam
Level 14: Substitute, Recycle, Trick
Level 18: Role Play, Baton Pass, Safeguard
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21,
22, 24, 25, 27, 29, 30, 31, 32, 33, 34, 41, 42, 43,
44, 45, 46, 48, 49
HM: 05
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Scyther
Medium Bug/Flying Type | Level 5 | SR 8
Armor Class: 16
Hit Points: 58
Hit Dice: d10
Speed: 30ft. walking, 30ft. flying
Moves
Starting Moves: Pound, Lick, Lovely Kiss, Powder
Snow
Level 6: Double Slap, Ice Punch
Level 10: Mean Look
Level 14: Fake Tears
Level 18: Body Slam, Perish Song, Blizzard
Learnable Moves:
TM: 01, 03, 04, 06, 07, 10, 12, 13, 14, 15, 16, 17,
18, 21, 27, 29, 30, 31, 32, 33, 41, 42, 43, 44, 45,
46, 48
HM: 05
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Electabuzz
Medium Electric Type | Level 5 | SR 9
Armor Class: 15
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Leer, Quick Attack, Thunder Shock, Magmar
Low Kick Medium Fire Type | Level 5 | SR 9
Moves
Starting Moves: Ember, Leer, Smog, Smokescreen
Level 6: Feint Attack, Fire Spin
Level 10: Confuse Ray
Level 14: Fire Punch
Level 18: Sunny Day, Flamethrower, Fire Blast
Learnable Moves:
TM: 01, 06, 10, 11, 15, 17, 21, 23, 27, 29, 31, 32,
35, 38, 42, 43, 44, 45, 46
HM: 04, 06
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Pinsir
Medium Bug Type | Level 5 | SR 9
Armor Class: 16
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Tackle, Tail Whip, Rage, Horn Attack,
Scary Face
Level 6: Pursuit, Rest
Level 14: Take Down
Level 18: Swagger, Thrash
Learnable Moves:
TM: 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 23,
24, 25, 26, 27, 32, 34, 35, 37, 38, 39, 42, 43, 44,
45
HM: 03, 04, 06
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Magikarp
Small Water Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 5ft. walking, 30ft. swimming
Proficient Skills:
Saving Throws:
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None
Moves
Starting Moves: Bite, Thrash
Level 10: Leer, Twister
Level 14: Scary Face, Dragon Rage, Crunch
Level 18: Hydro Pump, Dragon Dance, Rain Dance,
Hyper Beam
Learnable Moves:
TM: 03, 05, 06, 07, 10, 12, 13, 14, 15, 17, 18, 21,
24, 25, 26, 27, 32, 35, 37, 38, 41, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08
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Lapras
Large Water/Ice Type | Level 5 | SR 10
Armor Class: 16
Hit Points: 70
Hit Dice: d10
Speed: 10ft. walking, 50ft. swimming
Moves
Starting Moves: Growl, Sing, Water Gun, Mist,
Confuse Ray
Level 6: Water Pulse, Body Slam
Level 10: Rain Dance, Perish Song
Level 14: Ice Beam Ditto
Level 18: Safeguard, Hydro Pump, Sheer Cold Small Normal Type | Level 1 | SR 3
Learnable Moves:
Armor Class: 13
TM: 03, 05, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21,
Hit Points: 40
23, 24, 25, 27, 29, 32, 34, 42, 43, 44, 45
Hit Dice: d8
HM: 03, 04, 06, 07, 08 Speed: 20ft. walking
Moves
Starting Moves: Transform
Learnable Moves: None
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Eevee Vaporeon
Small Normal Type | Level 1 | SR 1/2 Medium Water Type | Level 5 | SR 8
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1) 15 (+2) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 14 (+2)
Run Away: While this Pokémon is active, the trainer Water Absorb: Water type moves do not damage this
automatically succeeds on their DEX roll to run away Pokémon. Instead, half of any water damage done is
from a wild Pokémon encounter. absorbed, restoring the Pokémon's HP.
Evolution: Starting at level 8, Eeeve can evolve into Hydration: This Pokémon is unaffected by negative
Vaporeon with a Water Stone, Jolteon with a Thunder status ailments in water or during rainy conditions.
Stone, Flareon with a Fire Stone, Espeon during the
day with a loyalty level of +2 or higher, or Umbreon
at night with a loyalty level of +2 or higher. When it Moves
evolves, its health increases by double its level, and it Starting Moves: Helping Hand, Tackle, Tail Whip,
gains 14 points to add to its ability scores (max 20). Water Gun, Sand Attack
Level 6: Quick Attack, Water Pulse
Moves
Level 10: Aurora Beam
Starting Moves: Covet, Growl, Helping Hand, Tackle,
Tail Whip Level 14: Acid Armor, Haze
Level 18: Muddy Water, Hydro Pump
Level 2: Sand Attack
Learnable Moves:
Level 6: Quick Attack, Bite, Swift
TM: 03, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18, 21,
Level 10: Refresh, Take Down
23, 27, 28, 30, 32, 42, 43, 44, 45
Level 14: Charm, Baton Pass
HM: 03, 07, 08
Level 18: Double-Edge
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 23, 27, 28, 30, 32, 42,
43, 44, 45
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Jolteon
Small Electric Type | Level 5 | SR 8
Armor Class: 16
Hit Points: 40
Hit Dice: d10
Speed: 30ft. walking, 40ft. swimming
Moves
Starting Moves: Ember, Helping Hand, Tackle, Tail
Whip, Sand Attack
Level 6: Quick Attack, Bite
Level 10: Fire Spin
Level 14: Scary Face
Level 18: Smog
Learnable Moves:
TM: 05, 06, 10, 11, 15, 17, 18, 21, 23, 27, 28, 30,
32, 35, 38, 42, 43, 44, 45, 50
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Porygon
Medium Normal Type | Level 5 | SR 6
Armor Class: 14
Hit Points: 35
Hit Dice: d8
Speed: 20ft. walking, 20ft. flying
Moves
Starting Moves: Constrict, Withdraw
Level 2: Bite, Water Gun
Level 6: Rollout, Leer
Level 10: Mud Shot
Level 14: Protect, Ancient Power
Level 18: Tickle, Rock Blast, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 37,
39, 42, 43, 44, 45, 46
HM: 03, 06, 07, 08
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Omastar
Medium Rock/Water Type | Level 8 | SR 11
Armor Class: 16
Hit Points: 89
Hit Dice: d12
Speed: 20ft. walking, 30ft. swimming
Moves
Starting Moves: Harden, Scratch
Level 2: Absorb, Leer
Level 6: Mud Shot
Level 10: Sand Attack, Endure
Level 18: Mega Drain, Metal Sound, Ancient Power
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 19, 21, 27, 28,
32, 37, 39, 40, 42, 43, 44, 45, 46
HM: 03, 06, 07
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1/15/2019 Gen III | GM Binder
Kabutops
Medium Rock/Water Type | Level 8 | SR 11
Armor Class: 16
Hit Points: 89
Hit Dice: d12
Speed: 30ft. walking, 40ft. swimming
Moves
Starting Moves: Bite, Scary Face, Supersonic, Wing
Attack, Roar, Agility, Ancient Power
Level 2: Roar
Level 6: Agility
Level 10: Ancient Power
Level 14: Crunch
Level 18: Take Down, Hyper Beam, Rock Slide
Learnable Moves:
TM: 02, 05, 06, 10, 11, 12, 15, 17, 18, 21, 23, 26,
27, 32, 35, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46,
47
HM: 02, 04, 06
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1/15/2019 Gen III | GM Binder
Snorlax
Large Normal Type | Level 10 | SR 14
Armor Class: 15
Hit Points: 132
Hit Dice: d12
Speed: 20ft. walking
Moves Articuno
Medium Ice/Flying Type | Level 15 | SR 14
Starting Moves: Tackle, Defense Curl, Amnesia, Lick,
Yawn, Body Slam
Armor Class: 18
Level 14: Rest, Snore, Sleep Talk Hit Points: 164
Hit Dice: d12
Level 18: Rollout, Block, Belly Drum, Crunch
Speed: 20ft. walking, 60ft. flying
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, STR DEX CON INT WIS CHA
24, 25, 26, 27, 29, 30, 31, 32, 34, 35, 37, 38, 39,
42, 43, 44, 45 18 (+4) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 16 (+3)
HM: 03, 04
Proficient Skills: Arcana, Insight, Intimidation
Saving Throws: Dexterity, Constitution
Vulnerabilities: Electric, Fire, Rock, Steel
Resistances: Bug, Grass
Immunities: Ground
Moves
Starting Moves: Gust, Powder Snow, Mist, Mind
Reader, Ancient Power
Level 14: Agility, Reflect
Level 18: Hail, Ice Beam, Blizzard, Sheer Cold
Learnable Moves:
TM: 03, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18, 21,
27, 32, 33, 37, 40, 42, 43, 44, 47
HM: 02, 06
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1/15/2019 Gen III | GM Binder
Zapdos
Medium Electric/Flying Type | Level 15 | SR 14
Armor Class: 17
Hit Points: 155
Hit Dice: d12
Speed: 20ft. walking, 60ft. flying
Moves
Starting Moves: Peck, Thunder Shock, Thunder Wave,
Detect, Ancient Power
Moltres
Medium Fire/Flying Type | Level 15 | SR 14
Level 18: Charge, Agility, Discharge, Rain Dance,
Light Screen, Drill Peck, Thunder, Zap Cannon Armor Class: 16
Hit Points: 177
Learnable Moves:
Hit Dice: d12
TM: 05, 06, 10, 11, 15, 16, 17, 18, 21, 24, 25, 27, Speed: 20ft. walking, 60ft. flying
32, 34, 37, 40, 42, 43, 44, 47
HM: 02, 05, 06 STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 16 (+3)
Moves
Starting Moves: Ember, Wing Attack, Fire Spin, Agility,
Endure, Ancient Power
Level 18: Flamethrower, Safeguard, Sunny Day, Heat
Wave, Solar Beam, Sky Attack
Learnable Moves:
TM: 05, 06, 10, 11, 15, 17, 18, 20, 21, 27, 32, 35,
37, 38, 40, 42, 43, 44, 47, 50
HM: 02, 06
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1/15/2019 Gen III | GM Binder
Dratini
Medium Dragon Type | Level 1 | SR 1/4
Armor Class: 13
Hit Points: 20
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Leer, Thunder Wave, Twister, Wrap
Level 6: Dragon Rage
Level 10: Slam, Agility
Level 18: Safeguard, Dragon Dance, Outrage, Hyper
Beam
Learnable Moves:
TM: 03, 06, 07, 10, 11, 13, 14, 15, 17, 18, 20, 21,
23, 24, 25, 27, 32, 34, 35, 38, 42, 43, 44, 45
HM: 03, 07
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1/15/2019 Gen III | GM Binder
Dragonite
Medium Dragon/Flying Type | Level 15 | SR 14
Armor Class: 17
Hit Points: 143
Hit Dice: d12
Speed: 30ft. walking, 50ft. flying
Moves
Starting Moves: Fire Punch, Leer, Thunder Punch,
Wing Attack, Wrap, Thunder Wave, Twister, Dragon
Mewtwo
Medium Psychic Type | Level 20 | SR 15
Rage, Slam, Agility
Level 18: Safeguard, Dragon Dance, Outrage, Hyper Armor Class: 18
Beam Hit Points: 237
Hit Dice: d12
Learnable Moves:
Speed: 30ft. walking, 40ft. flying
TM: 01, 02, 03, 05, 06, 07, 10, 11, 13, 14, 15, 17,
18, 20, 21, 23, 24, 25, 26, 27, 31, 32, 34, 35, 37,
38, 39, 40, 42, 43, 44, 45, 47 STR DEX CON INT WIS CHA
HM: 01, 02, 03, 04, 06, 07, 08 19 (+4) 24 (+7) 18 (+4) 20 (+5) 20 (+5) 18 (+4)
Moves
Starting Moves: Confusion, Disable, Psywave,
Safeguard, Swift, Future Sight, Psych Up, Recover,
Psychic, Barrier, Amnesia, Mist
Level 18: Amnesia
Learnable Moves:
TM: 01, 03, 04, 06, 07, 08, 10, 11, 12, 13, 14, 15,
16, 17, 18, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30,
31, 32, 33, 34, 35, 37, 38, 39, 40, 41, 42, 43, 44,
48, 49
HM: 04, 05, 06
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Mew
Small Psychic Type | Level 20 | SR 15
Armor Class: 18
Hit Points: 197
Hit Dice: d12
Speed: 20ft. walking, 50ft. flying
Moves
Starting Moves: Growl, Tackle
Level 2: Razor Leaf, Poison Powder
Level 6: Synthesis, Reflect, Magical Leaf
Level 10: Sweet Scent, Light Screen
Level 14: Body Slam, Safeguard
Level 18: Aromatherapy, Solar Beam
Learnable Moves:
TM: 06, 09, 10, 11, 16, 17, 19, 20, 21, 22, 23, 27,
32, 33, 43, 44, 45
HM: 01, 05
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Bayleef Meganium
Small Grass Type | Level 5 | SR 5 Medium Grass Type | Level 10 | SR 13
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 10 (+0) 18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
Leaf Guard: This Pokémon does not suffer from any Leaf Guard: This Pokémon does not suffer from any
negative status ailments in strong sunlight. negative status ailments in strong sunlight.
Overgrow: When this Pokémon falls below 10% of Overgrow: When this Pokémon falls below 10% of
its maximum HP, double the STAB damage for its its maximum HP, double the STAB damage for its
grass-type moves. grass-type moves.
Evolution: Bayleef can evolve into Meganium at level
14 and above. When it evolves, its health increases Moves
by double its level, and it gains 10 points to add to
its ability scores (max 20). Starting Moves: Growl, Petal Dance, Poison Powder,
Razor Leaf, Tackle, Synthesis, Reflect, Magical Leaf
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Cyndaquil
Small Fire Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Leer, Smokescreen, Tackle, Ember,
Quick Attack
Level 6: Flame Wheel, Defense Curl
Level 10: Swift
Level 14: Flamethrower
Level 18: Rollout, Double-Edge, Eruption
Learnable Moves:
TM: 01, 05, 06, 10, 11, 17, 21, 27, 28, 31, 32, 35,
38, 40, 42, 43, 44, 45, 50
HM: 01, 04, 06
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Typhlosion
Medium Fire Type | Level 10 | SR 13
Armor Class: 16
Hit Points: 87
Hit Dice: d12
Speed: 30ft. walking
Moves
Starting Moves: Leer, Scratch
Level 2: Water Gun, Rage, Bite
Level 6: Scary Face, Flail
Level 10: Crunch
Level 14: Slash, Screech, Thrash
Level 18: Superpower, Hydro Pump
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27,
28, 31, 32, 40, 42, 43, 44, 45
HM: 01, 03, 07, 08
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Croconaw Feraligatr
Small Water Type | Level 5 | SR 5 Medium Water Type | Level 10 | SR 13
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0) 19 (+4) 16 (+3) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
Sheer Force: This Pokémon deals an additional 1d6 Sheer Force: This Pokémon deals an additional 1d6
damage while poisoned, burned, confused, or damage while poisoned, burned, confused, or
paralyzed. paralyzed.
Torrent: When this Pokémon falls below 10% of its Torrent: When this Pokémon falls below 10% of its
health, double the STAB damage for its water-type health, double the STAB damage for its water-type
moves. moves.
Evolution: Croconaw can evolve into Feraligatr at
level 14 and above. When it evolves, its health Moves
increases by double its level, and it gains 10 points
to add to its ability scores (max 20). Starting Moves: Agility, Leer, Rage, Scratch, Water
Gun, Bite, Scary Face, Flail, Crunch
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1/15/2019 Gen III | GM Binder
Sentret
Small Normal Type | Level 1 | SR 1/8
Armor Class: 11
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Agility, Defense Curl, Foresight,
Quick Attack, Scratch, Fury Swipes
Level 6: Helping Hand, Follow Me
Level 10: Slam, Rest
Level 14: Amnesia
Level 18: Baton Pass, Hyper Voice
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22,
23, 24, 25, 27, 28, 30, 31, 32, 34, 35, 42, 43, 44,
45, 46
HM: 01, 03, 04, 06
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Hoothoot
Small Normal/Flying Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 15ft. walking, 25ft. flying
Moves
Starting Moves: Foresight, Growl, Hypnosis, Sky
Attack, Tackle, Peck, Confusion
Level 10: Extrasensory, Take Down
Level 14: Reflect, Uproar
Level 18: Dream Eater
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 27, 29, 30, 32, 33,
40, 42, 43, 44, 45, 46, 47
HM: 02, 05
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Ledyba
Small Bug/Flying Type | Level 1 | SR 1/4
Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking, 25ft. flying
Moves
Starting Moves: Supersonic, Swift, Tackle, Light
Screen, Reflect, Safeguard
Level 6: Mach Punch, Silver Wind
Level 10: Comet Punch, Baton Pass
Level 14: Agility
Level 18: Double-Edge
Learnable Moves:
TM: 01, 06, 10, 11, 15, 16, 17, 19, 20, 21, 22, 27,
28, 31, 32, 33, 40, 42, 43, 44, 45, 46
HM: 05
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Spinarak
Small Bug/Poison Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 18
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Constrict, Focus Energy, Poison
Sting, String Shot, Swords Dance, Absorb, Scary Face
Level 6: Night Shade
Level 10: Fury Swipes, Spider Web
Level 14: Agility, Pin Missile
Level 18: Spider Web
Learnable Moves:
TM: 06, 10, 11, 15, 17, 19, 21, 22, 27, 28, 29, 32,
26, 42, 43, 44, 45, 46
HM: 05
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1/15/2019 Gen III | GM Binder
Crobat
Medium Poison/Flying Type | Level 10 | SR 13
Armor Class: 17
Hit Points: 107
Hit Dice: d12
Speed: 15ft. walking, 40ft. flying
Moves
Starting Moves: Bubble, Supersonic
Level 2: Thunder Wave, Water Gun
Level 6: Confuse Ray, Bubble Beam
Level 10: Spark, Signal Beam, Flail
Level 14: Discharge, Take Down
Level 18: Hydro Pump, Charge
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 24, 25, 27,
32, 34, 42, 43, 44, 45
HM: 03, 05, 07, 08
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Lanturn
Small Water/Electric Type | Level 5 | SR 6
Armor Class: 14
Hit Points: 45
Hit Dice: d8
Speed: 10ft. walking, 30ft. swimming
Moves
Pichu
Tiny Electric Type | Level 1 | SR 1/8
Starting Moves: Bubble, Spit Up, Stockpile, Thunder
Wave, Water Gun Armor Class: 11
Hit Points: 12
Level 6: Confuse Ray, Bubble Beam
Hit Dice: d6
Level 10: Spark, Signal Beam Speed: 25ft. walking
Level 14: Flail, Discharge
Level 18: Take Down, Hydro Pump, Charge STR DEX CON INT WIS CHA
Learnable Moves: 9 (-1) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 24, 25,
27, 32, 34, 42, 43, 44, 45 Proficient Skills: Acrobatics, Persuasion
Saving Throws: Dexterity, Charisma
HM: 03, 05, 07, 08 Vulnerabilities: Ground
Resistances: Electric, Flying, Steel
Immunities: None
Moves
Starting Moves: Charm, Thunder Shock
Level 2: Tail Whip, Sweet Kiss
Level 6: Thunder Wave
Learnable Moves:
TM: 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 32, 34,
42, 43, 44, 45
HM: 05
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1/15/2019 Gen III | GM Binder
Cleffa
Tiny Fairy Type | Level 1 | SR 1/8
Armor Class: 11
Hit Points: 12
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Charm, Pound, Encore
Level 2: Sing, Sweet Kiss
Level 6: Magical Leaf
Learnable Moves:
Igglybuff
Tiny Normal/Fairy Type | Level 1 | SR 1/8
TM: 03, 06, 10, 11, 16, 17, 18, 20, 21, 22, 23, 27,
28, 29, 30, 32, 33, 34, 35, 38, 42, 43, 44, 45
Armor Class: 10
HM: 05 Hit Points: 12
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Charm, Sing, Defense Curl
Level 2: Pound, Sweet Kiss
Learnable Moves:
TM: 03, 06, 07, 10, 11, 16, 17, 18, 20, 21, 22, 27,
28, 29, 30, 32, 33, 34, 35, 38, 42, 43, 44, 45
HM: 05
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Togepi
Tiny Fairy Type | Level 1 | SR 1
Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Charm, Growl, Magical Leaf,
Metronome, Sweet Kiss, Yawn
Level 6: Encore, Follow Me
Level 10: Wish, Ancient Power
Level 14: Safeguard, Baton Pass
Level 18: Double-Edge
Learnable Moves:
TM: 01, 03, 06, 10, 11, 15, 16, 17, 18, 20, 21, 22,
27, 29, 30, 31, 32, 33, 34, 35, 38, 40, 42, 43, 44,
45, 47
HM: 02, 05, 06
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Natu
Tiny Psychic/Flying Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Leer, Night Shade, Peck, Teleport
Level 6: Confuse Ray
Level 10: Wish
Level 14: Psychic
Level 18: Future Sight
Learnable Moves:
TM: 04, 06, 10, 11, 15, 16, 17, 18, 19, 21, 22, 27,
29, 30, 32, 33, 40, 42, 43, 44, 45, 46, 47, 48
HM: 02, 05
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Mareep
Small Electric Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Growl, Tackle, Thunder Shock,
Thunder Wave, Cotton Spore
Level 6: Charge, Take Down
Level 10: Confuse Ray
Level 14: Discharge
Level 18: Signal Beam, Light Screen, Thunder
Learnable Moves:
TM: 01, 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 31,
32, 34, 42, 43, 44, 45
HM: 04, 05, 06
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Ampharos
Medium Electric Type | Level 10 | SR 12
Armor Class: 16
Hit Points: 97
Hit Dice: d12
Speed: 30ft. walking
Moves
Starting Moves: Fire Punch, Growl, Tackle, Thunder
Punch, Thunder Shock, Thunder Wave, Zap Cannon,
Cotton Spore, Charge, Take Down, Confuse Ray
Bellossom
Small Grass Type | Level 10 | SR 13
Level 14: Discharge, Signal Beam
Armor Class: 16
Level 18: Discharge, Signal Beam, Thunder
Hit Points: 97
Learnable Moves: Hit Dice: d12
Speed: 30ft. walking
TM: 01, 06, 10, 15, 16, 17, 18, 21, 23, 24, 25, 27,
31, 32, 34, 42, 43, 44, 45
HM: 04, 05, 06 STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 15 (+2)
Moves
Starting Moves: Leaf Blade, Magical Leaf, Mega Drain,
Stun Spore, Sunny Day, Sweet Scent
Level 18: Petal Dance
Learnable Moves:
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 32, 36,
42, 43, 44, 45
HM: 01, 05
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Marill
Small Water Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking, 20ft. swimming
Moves
Starting Moves: Tackle, Tail Whip, Water Gun, Water
Sport, Bubble, Defense Curl, Rollout, Bubble Beam
Level 6: Helping Hand
Level 14: Rain Dance, Double-Edge
Level 18: Superpower, Hydro Pump
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 23,
27, 28, 31, 32, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08
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1/15/2019 Gen III | GM Binder
Sudowoodo
Medium Rock Type | Level 5 | SR 7
Armor Class: 15
Hit Points: 55
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Bubble Beam, Double Slap, Hypnosis,
Perish Song, Swagger
Level 14: Bounce
Level 18: Hyper Voice
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 26,
27, 28, 29, 31, 32, 42, 43, 44, 45, 46
HM: 03, 04, 06, 07, 08
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1/15/2019 Gen III | GM Binder
Hoppip
Tiny Grass/Flying Type | Level 1 | SR 1/4
Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking, 20ft. flying
Moves
Starting Moves: Tackle, Tail Whip, Synthesis, Splash,
Poison Powder
Level 6: Stun Spore, Sleep Powder, Bullet Seed
Level 10: Leech Seed, Mega Drain
Level 14: Cotton Spore
Level 18: Giga Drain, Bounce, Memento
Learnable Moves:
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 40, 42,
43, 44, 45
HM: 05
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1/15/2019 Gen III | GM Binder
Jumpluff
Small Grass/Flying Type | Level 10 | SR 13
Armor Class: 16
Hit Points: 97
Hit Dice: d10
Speed: 30ft. walking, 30ft. flying
Moves
Starting Moves: Scratch, Tail Whip, Sand Attack
Level 2: Astonish, Baton Pass
Level 6: Tickle, Fury Swipes, Swift
Level 10: Screech, Agility
Learnable Moves:
TM: 01, 03, 06, 10, 11, 12, 17, 18, 21, 22, 23, 24,
25, 27, 28, 30, 31, 32, 34, 40, 42, 43, 44, 45, 46,
49
HM: 01, 04, 06
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1/15/2019 Gen III | GM Binder
Sunkern Sunflora
Tiny Grass Type | Level 1 | SR 1/4 Small Grass Type | Level 5 | SR 7
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 9 (-1) 15 (+2) 6 (-2) 12 (+1) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 12 (+1)
Early Bird: This Pokémon has advantage on rolls to Early Bird: This Pokémon has advantage on rolls to
wake from sleep. wake from sleep.
Solar Power: Damage rolls for this Pokémon get an Chlorophyll: Damage rolls for this Pokemon get an
additional +2 during strong sunlight. additional +2 during strong sunlight.
Evolution: Sunkern can evolve into Sunflora at level 7 Solar Power: Damage rolls for this Pokémon get an
and above with the help of a Sun Stone. When it additional +2 during strong sunlight.
evolves, its health increases by double its level, and it
gains 13 points to add to its ability scores (max 20).
Moves
Starting Moves: Absorb, Growth, Pound, Ingrain,
Moves Grass Whistle, Mega Drain, Leech Seed
Starting Moves: Absorb, Growth, Ingrain
Level 6: Razor Leaf, Giga Drain
Level 2: Grass Whistle, Mega Drain, Leech Seed
Level 10: Bullet Seed, Petal Dance
Level 6: Razor Leaf, Giga Drain
Level 14: Solar Beam, Double-Edge, Sunny Day
Level 10: Endeavor, Synthesis
Learnable Moves:
Level 14: Solar Beam, Double-Edge, Sunny Day
TM: 06, 09, 10, 11, 15, 16, 17, 19, 20, 21, 22, 27,
Learnable Moves: 32, 36, 42, 43, 44, 45
TM: 06, 09, 10, 11, 16, 17, 19, 20, 21, 22, 27, 32, HM: 01, 05
36, 42, 43, 44, 45
HM: 01, 05
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1/15/2019 Gen III | GM Binder
Yanma
Medium Bug/Flying Type | Level 5 | SR 5
Armor Class: 13
Hit Points: 58
Hit Dice: d10
Speed: 15ft. walking, 40ft. flying
Moves
Starting Moves: Tail Whip, Water Gun
Level 2: Mud Sport, Mud Shot
Level 6: Slam
Level 10: Amnesia, Yawn
Level 14: Earthquake, Rain Dance
Level 18: Haze, Mist, Muddy Water
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 20, 21, 23, 26,
27, 28, 32, 36, 37, 42, 43, 44, 45
HM: 03, 05, 06, 07, 08
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1/15/2019 Gen III | GM Binder
Quagsire
Medium Water/Ground Type | Level 5 | SR 6
Armor Class: 14
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking, 30ft. swimming
Level 6: Slam
STR DEX CON INT WIS CHA
Level 10: Amnesia, Yawn
14 (+2) 18 (+4) 13 (+1) 6 (-2) 15 (+2) 14 (+2)
Level 14: Earthquake, Rain Dance
Level 18: Haze, Mist, Muddy Water Proficient Skills: Insight, Persuasion
Learnable Moves: Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost
TM: 01, 03, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, Resistances: Fighting, Psychic
23, 26, 27, 28, 31, 32, 36, 37, 39, 42, 43, 44, 45 Immunities: None
HM: 03, 04, 05, 06, 07, 08
Synchronize: If this Pokémon is burned, paralyzed, or
poisoned, its attacker receives the negative status
effect as well (if not immune).
Inner Focus: This Pokemon is immune to flinching
Moves
Starting Moves: Confusion, Helping Hand, Tackle, Tail
Whip, Sand Attack, Quick Attack
Level 6: Swift, Psybeam
Level 10: Future Sight, Psych Up
Level 14: Morning Sun
Level 18: Psychic
Learnable Moves:
TM: 04, 06, 10, 11, 15, 16, 17, 18, 21, 23, 27, 28,
29, 30, 32, 33, 42, 43, 44, 45, 48
HM: 01, 05
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1/15/2019 Gen III | GM Binder
Umbreon
Small Dark Type | Level 5 | SR 9
Armor Class: 16
Hit Points: 40
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Astonish, Peck
Level 2: Pursuit, Haze
Level 6: Wing Attack, Night Shade
Level 10: Taunt
Level 14: Feint Attack, Mean Look
Level 18: Torment
Learnable Moves:
TM: 04, 06, 10, 11, 12, 17, 18, 21, 27, 30, 32, 40,
41, 42, 43, 44, 45, 46, 47, 49
HM: 02
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1/15/2019 Gen III | GM Binder
Slowking
Medium Water/Psychic Type | Level 8 | SR 11
Armor Class: 16
Hit Points: 81
Hit Dice: d10
Speed: 30ft. walking, 30ft. swimming
Moves Misdreavus
Starting Moves: Curse, Hidden Power, Tackle, Yawn, Small Ghost Type | Level 5 | SR 7
Growl, Water Gun, Confusion, Disable
Armor Class: 15
Level 10: Headbutt, Water Pulse
Hit Points: 40
Level 14: Swagger Hit Dice: d8
Speed: 30ft. flying
Level 18: Psych Up
Learnable Moves:
STR DEX CON INT WIS CHA
TM: 01, 03, 04, 06, 07, 10, 11, 13, 14, 15, 17, 18,
20, 21, 23, 26, 27, 28, 29, 30, 31, 32, 35, 38, 42, 14 (+2) 15 (+2) 14 (+2) 6 (-2) 14 (+2) 12 (+1)
43, 44, 45, 48
HM: 03, 04, 05, 06, 08 Proficient Skills: Stealth, Deception
Saving Throws: Wisdom, Charisma
Vulnerabilities: Dark, Ghost
Resistances: Bug, Poison
Immunities: Fighting, Ground, Normal
Moves
Starting Moves: Growl, Psywave, Spite, Astonish
Level 6: Confuse Ray, Mean Look
Level 10: Psybeam, Pain Split
Level 14: Shadow Ball
Level 18: Perish Song, Grudge
Learnable Moves:
TM: 04, 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 29,
30, 32, 34, 40, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05
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1/15/2019 Gen III | GM Binder
Unown
Small Psychic Type | Level 1 | SR 1
Armor Class: 13
Hit Points: 20
Hit Dice: d10
Speed: 30ft. flying
Moves
Starting Moves: Hidden Power
Learnable Moves: None
Wobbuffet
Medium Psychic Type | Level 5 | SR 6
Armor Class: 13
Hit Points: 70
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Counter, Destiny Bond, Mirror Coat,
Safeguard
Learnable Moves: None
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1/15/2019 Gen III | GM Binder
Girafarig
Medium Normal/Psychic Type | Level 5 | SR 6
Armor Class: 15
Hit Points: 48
Hit Dice: d8
Speed: 40ft. walking
Moves
Starting Moves: Protect, Tackle
Level 2: Self-Destruct, Take Down
Level 6: Rapid Spin, Bide
Level 10: Spikes
Level 14: Explosion, Iron Defense
Level 18: Double-Edge
Learnable Moves:
TM: 06, 10, 11, 16, 17, 19, 21, 22, 27, 28, 32, 33,
37, 42, 43, 44, 45
HM: 04, 06
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1/15/2019 Gen III | GM Binder
Forretress
Medium Bug/Steel Type | Level 8 | SR 12
Armor Class: 16
Hit Points: 93
Hit Dice: d12
Speed: 20ft. walking
Moves
Starting Moves: Defense Curl, Rage, Rollout
Level 2: Spite, Pursuit, Screech, Yawn
Level 6: Ancient Power, Body Slam
Level 10: Take Down, Dig
Level 14: Glare, Double-Edge, Endeavor
Level 18: Endure, Flail
Learnable Moves:
TM: 03, 04, 06, 10, 11, 13, 14, 17, 18, 21, 22, 23,
24, 25, 26, 27, 28, 30, 32, 34, 35, 38, 39, 42, 43,
44, 45, 46
HM: 04, 06
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1/15/2019 Gen III | GM Binder
Gligar
Medium Ground/Flying Type | Level 1 | SR 4
Armor Class: 16
Hit Points: 18
Hit Dice: d8
Speed: 30ft. walking, 30ft. flying
Moves
Starting Moves: Bind, Harden, Mud Sport, Tackle,
Curse, Rock Throw, Rock Tomb, Rage, Dragon
Breath, Slam, Screech
Level 14: Rock Slide, Crunch, Iron Tail
Level 18: Dragon Breath, Stone Edge, Double-Edge,
Sandstorm
Learnable Moves:
TM: 05, 06, 10, 11, 12, 15, 17, 21, 23, 26, 27, 28,
32, 37, 39, 41, 42, 43, 44, 45
HM: 01, 04, 06
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1/15/2019 Gen III | GM Binder
Snubbull
Small Fairy Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Charm, Scary Face, Tackle, Tail Whip,
Bite, Lick
Level 6: Headbutt
Level 10: Roar
Level 14: Rage
Level 18: Crunch, Outrage
Learnable Moves:
TM: 01, 03, 05, 06, 08, 10, 11, 12, 15, 17, 18, 21,
22, 23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35, 36,
38, 39, 41, 42, 43, 44, 45, 46, 50
HM: 04, 06
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1/15/2019 Gen III | GM Binder
Qwilfish
Small Water/Poison Type | Level 5 | SR 5
Armor Class: 15
Hit Points: 20
Hit Dice: d6
Speed: 5ft. walking, 30ft. swimming
Moves
Starting Moves: Leer, Quick Attack, Focus Energy,
Pursuit, False Swipe, Agility, Metal Claw, Fury Cutter,
Slash
Level 14: Razor Wind, Iron Defense
Level 18: Swords Dance
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 27, 32, 37, 40, 42,
43, 44, 45, 46, 47
HM: 01, 04, 06
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1/15/2019 Gen III | GM Binder
Shuckle
Small Bug/Rock Type | Level 5 | SR 11
Armor Class: 26
Hit Points: 70
Hit Dice: d10
Speed: 40ft. walking
Moves
Starting Moves: Arm Thrust, Bullet Seed, Endure,
Horn Attack, Leer, Tackle, Aerial Ace
Level 6: Counter, Fury Attack
Level 10: Brick Break, Pin Missile
Level 14: Take Down, Megahorn
Level 18: Reversal
Learnable Moves:
TM: 01, 06, 08, 10, 11, 15, 17, 18, 21, 26, 27, 28,
31, 32, 39, 42, 43, 44, 45, 46
HM: 01, 04, 06
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1/15/2019 Gen III | GM Binder
Sneasel
Medium Dark/Ice Type | Level 5 | SR 4
Armor Class: 15
Hit Points: 30
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Covet, Fake Tears, Lick, Scratch
Level 2: Fury Swipes
Level 6: Feint Attack, Sweet Scent
Level 10: Slash
Level 14: Charm
Level 18: Rest, Snore, Thrash
Learnable Moves:
TM: 01, 05, 06, 08, 10, 11, 12, 17, 18, 21, 26, 27,
28, 31, 32, 40, 41, 42, 43, 44, 45, 46
HM: 01, 04, 06
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1/15/2019 Gen III | GM Binder
Ursaring
Medium Normal Type | Level 5 | SR 6
Armor Class: 15
Hit Points: 40
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Smog, Yawn
Level 2: Ember, Rock Throw, Harden
Level 6: Ancient Power
Level 10: Rock Slide
Level 14: Amnesia, Body Slam
Level 18: Recover, Flamethrower
Learnable Moves:
TM: 06, 10, 11, 16, 17, 21, 27, 32, 33, 35, 38, 42,
43, 44, 45, 50
HM: 06
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1/15/2019 Gen III | GM Binder
Magcargo
Medium Fire/Rock Type | Level 8 | SR 10
Armor Class: 16
Hit Points: 72
Hit Dice: d10
Speed: 25ft. walking
Moves
Starting Moves: Odor Sleuth, Tackle
Level 2: Mud Sport, Powder Snow, Mud-Slap
Level 6: Endure, Icy Wind
Level 10: Take Down, Mist
Level 14: Earthquake, Flail
Level 18: Blizzard, Amnesia
Learnable Moves:
TM: 05, 06, 07, 10, 13, 14, 16, 17, 18, 21, 26, 27,
28, 32, 33, 37, 39, 42, 43, 44, 45
HM: 04, 06
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1/15/2019 Gen III | GM Binder
Piloswine
Medium Ice/Ground Type | Level 8 | SR 8
Armor Class: 14
Hit Points: 64
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Harden, Tackle, Bubble
Level 2: Recover, Bubble Beam, Refresh
Level 6: Ancient Power, Spike Cannon
Level 10: Iron Defense, Rock Blast
Level 14: Endure
Level 18: Mirror Coat, Flail
Learnable Moves:
TM: 03, 04, 06, 07, 10, 11, 13, 14, 16, 17, 18, 20,
21, 26, 27, 28, 29, 30, 32, 33, 37, 39, 42, 43, 44,
45
HM: 03, 04, 06
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1/15/2019 Gen III | GM Binder
Remoraid
Small Water Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 5ft. walking, 30ft. swimming
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1/15/2019 Gen III | GM Binder
Delibird
Small Ice/Flying Type | Level 1 | SR 1
Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Bubble, Bullet Seed, Psybeam, Signal
Beam, Tackle, Supersonic, Bubble Beam, Confuse
Ray, Wing Attack, Headbutt, Water Pulse
Level 10: Take Down, Agility
Level 18: Bounce, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 32,
40, 42, 43, 44, 45
HM: 03, 07, 08
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1/15/2019 Gen III | GM Binder
Skarmory
Medium Steel/Flying Type | Level 8 | SR 10
Armor Class: 17
Hit Points: 68
Hit Dice: d10
Speed: 30ft. walking, 40ft. flying
Moves
Starting Moves: Ember, Leer, Howl
Level 2: Smog, Roar
Level 6: Bite, Odor Sleuth
Level 10: Beat Up, Feint Attack
Level 18: Flamethrower, Crunch
Learnable Moves:
TM: 05, 06, 10, 11, 12, 17, 21, 22, 23, 27, 30, 32,
35, 36, 38, 41, 42, 43, 44, 45, 46, 49, 50
HM: 06
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1/15/2019 Gen III | GM Binder
Houndoom
Medium Dark/Fire Type | Level 5 | SR 8
Armor Class: 17
Hit Points: 45
Hit Dice: d10
Speed: 40ft. walking
Moves
Starting Moves: Bubble, Leer, Yawn, Smokescreen,
Leer, Water Gun, Twister, Bubble Beam, Focus
Energy
Level 14: Agility
Level 18: Dragon Dance, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32,
42, 43, 44, 45
HM: 03, 07, 08
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1/15/2019 Gen III | GM Binder
Phanpy
Medium Ground Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Defense Curl, Fury Attack, Growl,
Horn Attack, Rapid Spin, Rollout
Level 6: Knock Off
Level 10: Slam, Magnitude
Level 14: Scary Face
Level 18: Earthquake
Learnable Moves:
TM: 05, 06, 10, 11, 15, 17, 21, 23, 26, 27, 32, 37,
39, 42, 43, 44, 45
HM: 04, 06
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1/15/2019 Gen III | GM Binder
Porygon2
Medium Normal Type | Level 8 | SR 12
Armor Class: 16
Hit Points: 73
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Tackle, Leer, Astonish, Hypnosis,
Stomp
Level 6: Sand Attack, Take Down
Level 10: Confuse Ray, Calm Mind
Level 14: Role Play
Level 18: Jump Kick, Imprison
Learnable Moves:
TM: 04, 05, 06, 10, 11, 16, 17, 18, 21, 22, 23, 24,
25, 26, 27, 29, 30, 32, 33, 34, 42, 43, 44, 45, 46,
48
HM: 05
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1/15/2019 Gen III | GM Binder
Smeargle
Medium Normal Type | Level 1 | SR 1
Armor Class: 12
Hit Points: 18
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Fake Out, Foresight, Helping Hand,
Tackle
Learnable Moves:
TM: 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32, 42,
43, 44, 45, 46
HM: 04, 06
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Hitmontop
Medium Fighting Type | Level 5 | SR 7
Armor Class: 16
Hit Points: 51
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Pound
Level 2: Lick, Sweet Kiss, Powder Snow
Level 6: Confusion, Sing
Level 10: Mean Look, Fake Tears
Level 14: Psychic
Level 18: Perish Song, Blizzard
Learnable Moves:
TM: 03, 04, 06, 07, 10, 13, 14, 16, 17, 18, 21, 27,
29, 30, 32, 33, 42, 43, 44, 45, 46, 48
HM: 05
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1/15/2019 Gen III | GM Binder
Elekid
Small Electric Type | Level 1 | SR 2
Armor Class: 13
Hit Points: 26
Hit Dice: d8
Speed: 25ft. walking
Moves
Starting Moves: Leer, Smog
Level 2: Ember, Smokescreen, Feint Attack
Level 6: Fire Spin
Level 10: Confuse Ray, Fire Punch
Level 14: Sunny Day, Flamethrower
Level 18: Fire Blast
Learnable Moves:
TM: 01, 06, 10, 11, 17, 21, 23, 27, 29, 31, 32, 35,
38, 42, 43, 44, 45, 46
HM: 06
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1/15/2019 Gen III | GM Binder
Miltank
Medium Normal Type | Level 8 | SR 10
Armor Class: 17
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Defense Curl, Growl, Pound, Tail
Whip, Refresh, Double Slap, Soft-Boiled, Minimize,
Take Down, Sing
Level 18: Egg Bomb, Light Screen, Double-Edge
Learnable Moves:
TM: 01, 03, 04, 06, 07, 10, 11, 13, 14, 15, 16, 17,
18, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30, 31, 32,
34, 35, 37, 38, 39, 42, 43, 44, 45, 48, 49
HM: 04, 05, 06
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1/15/2019 Gen III | GM Binder
Raikou
Medium Electric Type | Level 15 | SR 14
Armor Class: 17
Hit Points: 162
Hit Dice: d12
Speed: 50ft. walking
Moves
Starting Moves: Bite, Leer, Thunder Shock, Roar,
Quick Attack, Spark, Reflect, Crunch, Discharge
Level 14: Discharge Entei
Level 18: Extrasensory, Rain Dance, Calm Mind, Medium Fire Type | Level 15 | SR 14
Thunder
Learnable Moves: Armor Class: 16
Hit Points: 167
TM: 04, 05, 06, 10, 11, 15, 17, 18, 21, 23, 24, 25,
Hit Dice: d12
27, 28, 32, 33, 34, 37, 42, 43, 44
Speed: 50ft. walking
HM: 01, 04, 05, 06
Moves
Starting Moves: Ember, Leer, Sacred Fire, Roar, Fire
Spin, Stomp, Flamethrower, Swagger
Level 18: Extrasensory, Fire Blast, Calm Mind,
Eruption
Learnable Moves:
TM: 04, 05, 06, 10, 11, 15, 17, 18, 21, 22, 23, 27,
28, 32, 33, 35, 37, 38, 42, 43, 44
HM: 01, 04, 05, 06
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1/15/2019 Gen III | GM Binder
Suicune
Medium Water Type | Level 15 | SR 14
Armor Class: 18
Hit Points: 162
Hit Dice: d12
Speed: 50ft. walking
Moves
Starting Moves: Bite, Leer
Level 2: Sandstorm, Screech
Level 6: Rock Slide
Level 10: Scary Face, Thrash
Level 14: Crunch, Earthquake
Level 18: Stone Edge, Hyper Beam
Learnable Moves:
TM: 06, 10, 11, 12, 15, 17, 18, 21, 26, 27, 28, 31,
32, 37, 41, 42, 43, 44, 45
HM: 06
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1/15/2019 Gen III | GM Binder
Pupitar Tyranitar
Medium Rock/Ground Type | Level 5 | SR 7 Medium Rock/Dark Type | Level 10 | SR 14
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0) 20 (+5) 17 (+3) 20 (+5) 6 (-2) 14 (+2) 10 (+0)
Shed Skin: If this Pokémon is affected by a negative Sand Stream: A constant Sandstorm covers the
status ailment, they can roll a d4 at the end of each battlefield when this Pokémon enters a battle. This
of their turns. On a result of 4, they are cured. Pokémon may use the move Sandstorm as a bonus
action. In the case of another Pokémon with a similar
Evolution: Pupitar can evolve into Tyranitar at level weather ability, the tie goes to the Pokémon with the
16 and above. When it evolves, its health increases highest DEX score.
by double its level, and it gains 15 points to add to
its ability scores (max 20). Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.
Moves
Starting Moves: Bite, Leer, Sandstorm, Screech
Moves
Starting Moves: Bite, Leer, Sandstorm, Screech, Rock
Level 6: Rock Slide Slide, Scary Face, Thrash
Level 10: Scary Face, Thrash
Level 14: Crunch
Level 14: Crunch
Level 18: Earthquake, Stone Edge, Hyper Beam
Level 18: Earthquake, Stone Edge, Hyper Beam
Learnable Moves:
Learnable Moves:
TM: 01, 02, 03, 05, 06, 10, 11, 12, 13, 14, 15, 17,
TM: 06, 10, 11, 12, 15, 17, 18, 21, 26, 27, 28, 31, 18, 21, 23, 24, 25, 26, 27, 28, 31, 32, 34, 35, 37,
32, 37, 41, 42, 43, 44, 45 38, 39, 40, 41, 42, 43, 44, 45
HM: 06 HM: 01, 03, 04, 06
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Lugia
Huge Psychic/Flying Type | Level 20 | SR 15
Armor Class: 21
Hit Points: 226
Hit Dice: d12
Speed: 30ft. walking, 60ft. flying
Moves
Starting Moves: Weather Ball, Whirlwind, Gust,
Extrasensory, Rain Dance, Hydro Pump, Aeroblast, Ho-oh
Ancient Power, Safeguard, Recover, Future Sight, Huge Fire/Flying Type | Level 20 | SR 15
Calm Mind, Sky Attack
Armor Class: 19
Learnable Moves:
Hit Points: 226
TM: 03, 04, 05, 06, 07, 10, 11, 12, 13, 14, 15, 16, Hit Dice: d12
17, 18, 19, 20, 21, 23, 24, 25, 26, 27, 29, 30, 32, Speed: 30ft. walking, 60ft. flying
33, 34, 37, 40, 42, 43, 44, 47, 48
HM: 02, 03, 04, 06, 07, 08 STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 16 (+3)
Moves
Starting Moves: Weather Ball, Whirlwind, Gust,
Extrasensory, Sunny Day, Fire Blast, Sacred Fire,
Ancient Power, Safeguard, Recover, Future Sight,
Calm Mind, Sky Attack
Learnable Moves:
TM: 04, 05, 06, 10, 11, 15, 16, 17, 18, 19, 20, 21,
22, 24, 25, 26, 27, 29, 30, 32, 33, 34, 35, 37, 38,
40, 42, 43, 44, 47, 50
HM: 02, 04, 06
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Celebi
Small Grass/Psychic Type | Level 15 | SR 15
Armor Class: 18
Hit Points: 175
Hit Dice: d12
Speed: 30ft. walking, 30ft. flying
Moves
Starting Moves: Leer, Pound
Level 2: Absorb, Quick Attack
Level 6: Mega Drain, Pursuit
Level 10: Giga Drain, Agility
Level 14: Slam, Detect
Level 18: Endeavor, Screech
Learnable Moves:
TM: 01, 06, 09, 10, 11, 17, 19, 20, 21, 22, 23, 27,
28, 31, 32, 39, 40, 42, 43, 44, 45
HM: 01, 04, 05, 06
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1/15/2019 Gen III | GM Binder
Grovyle Sceptile
Small Grass Type | Level 5 | SR 5 Medium Grass Type | Level 10 | SR 13
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 11 (+0) 6 (-2) 12 (+1) 10 (+0) 17 (+3) 20 (+5) 13 (+1) 6 (-2) 14 (+2) 10 (+0)
Overgrow: When this Pokémon falls below 10% of Overgrow: When this Pokémon falls below 10% of
its maximum HP, double the STAB damage for its its maximum HP, double the STAB damage for its
grass-type moves. grass-type moves.
Unburden: While this Pokémon is active and not Unburden: While this Pokémon is active and not
holding an item, its trainer gets advantage on holding an item, its trainer gets advantage on
initiative rolls. initiative rolls.
Evolution: Grovyle can evolve into Sceptile at level
14 and above. When it evolves, its health increases Moves
by double its level, and it gains 10 points to add to
its ability scores (max 20). Starting Moves: Absorb, Fury Cutter, Leer, Pound,
Quick Attack, Mega Drain, Pursuit, Leaf Blade, Agility
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Torchic
Tiny Fire Type | Level 1 | SR 1/2
Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Double Kick, Ember, Growl, Sand
Attack, Scratch
Level 6: Peck
Level 10: Quick Attack, Bulk Up
Level 14: Focus Energy, Slash
Level 18: Mirror Move, Sky Uppercut
Learnable Moves:
TM: 01, 06, 08, 10, 11, 17, 21, 27, 28, 31, 32, 35,
38, 39, 40, 42, 43, 44, 45, 50
HM: 01, 04, 06
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1/15/2019 Gen III | GM Binder
Blaziken
Medium Fire/Fighting Type | Level 10 | SR 13
Armor Class: 15
Hit Points: 87
Hit Dice: d12
Speed: 35ft. walking
Moves
Starting Moves: Growl, Tackle, Water Gun
Level 2: Mud-Slap, Foresight
Level 6: Bide, Mud Sport
Level 10: Rock Throw, Protect
Level 14: Whirlpool, Take Down, Hydro Pump
Level 18: Endeavor
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27, 28,
32, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08
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1/15/2019 Gen III | GM Binder
Marshtomp
Medium Water/Ground Type | Level 5 | SR 5
Armor Class: 14
Hit Points: 45
Hit Dice: d8
Speed: 30ft. walking, 25ft. swimming
Level 6: Bide
STR DEX CON INT WIS CHA
Level 10: Rock Slide, Protect
18 (+4) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
Level 14: Muddy Water, Take Down
Level 18: Earthquake, Endeavor Proficient Skills: Survival, Athletics
Learnable Moves: Saving Throws: Strength, Constitution
Vulnerabilities: Grass
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 26, 27, Resistances: Fire, Poison, Rock, Steel
28, 32, 39, 42, 43, 44, 45 Immunities: Electric
HM: 03, 04, 06, 07, 08
Torrent: When this Pokémon falls below 10% of its
health, double the STAB damage for its water-type
moves.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Moves
Starting Moves: Growl, Mud Shot, Mud-Slap, Tackle,
Water Gun, Foresight, Bide, Rock Slide, Protect
Level 14: Muddy Water, Take Down
Level 18: Earthquake, Endeavor
Learnable Moves:
TM: 01, 03, 05, 06, 07, 10, 13, 14, 15, 17, 18, 21,
23, 26, 27, 28, 31, 32, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08
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1/15/2019 Gen III | GM Binder
Poochyena
Small Dark Type | Level 1 | SR 1/4
Armor Class: 11
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Bite, Howl, Sand Attack, Tackle, Thief,
Odor Sleuth
Level 6: Roar, Swagger
Level 10: Scary Face
Level 14: Taunt, Crunch, Yawn
Level 18: Taunt
Learnable Moves:
TM: 05, 06, 10, 11, 12, 15, 17, 18, 21, 23, 27, 28,
30, 32, 41, 42, 43, 44, 45, 46, 49
HM: 04, 06
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Zigzagoon
Small Normal Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 35ft. walking
Moves
Starting Moves: Growl, Sand Attack, Tackle, Tail Whip,
Odor Sleuth
Level 6: Mud Sport, Fury Swipes
Level 10: Covet, Slash
Level 14: Double-Edge, Rest
Learnable Moves:
TM: 03, 05, 06, 10, 11, 13, 14, 15, 17, 18, 21, 23,
24, 25, 27, 28, 30, 32, 34, 42, 43, 44, 45, 46
HM: 01, 03, 04, 06
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1/15/2019 Gen III | GM Binder
Wurmple
Tiny Bug Type | Level 1 | SR 1/8
Armor Class: 11
Hit Points: 16
Hit Dice: d6
Speed: 20ft. walking
Moves Silcoon
Small Bug Type | Level 2 | SR 1
Starting Moves: String Shot, Tackle
Level 2: Poison Sting Armor Class: 11
Hit Points: 23
Learnable Moves: None
Hit Dice: d8
Speed: 10ft. walking
Moves
Starting Moves: Harden
Learnable Moves: None
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Beautifly
Medium Bug/Flying Type | Level 5 | SR 6
Armor Class: 13
Hit Points: 55
Hit Dice: d10
Speed: 10ft. walking, 30ft. flying
Moves
Starting Moves: Gust, Absorb
Level 6: Stun Spore, Morning Sun, Air Cutter, Mega
Drain
Level 10: Silver Wind, Attract, Whirlwind, Giga Drain
Cascoon
Small Bug Type | Level 2 | SR 1
Level 14: Rage
Learnable Moves: Armor Class: 11
Hit Points: 23
TM: 06, 10, 11, 15, 17, 19, 20, 21, 22, 27, 29, 30,
Hit Dice: d8
32, 40, 42, 43, 44, 45, 46
Speed: 10ft. walking
HM: 05
Moves
Starting Moves: Harden
Learnable Moves: None
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1/15/2019 Gen III | GM Binder
Dustox
Medium Bug/Poison Type | Level 5 | SR 5
Armor Class: 15
Hit Points: 55
Hit Dice: d10
Speed: 10ft. walking, 30ft. flying
Moves
Starting Moves: Astonish, Growl
Level 2: Absorb, Bubble
Level 6: Mist, Mega Drain, Bubble Beam
Level 10: Nature Power, Rain Dance, Giga Drain
Learnable Moves:
TM: 03, 06, 07, 09, 10, 11, 13, 14, 17, 18, 19, 21,
22, 27, 32, 42, 43, 44, 45, 46
HM: 03, 05
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1/15/2019 Gen III | GM Binder
Lombre
Medium Water/Grass Type | Level 5 | SR 4
Armor Class: 14
Hit Points: 45
Hit Dice: d8
Speed: 25ft. walking, 30ft. swimming
Moves
Starting Moves: Astonish, Growl, Mega Drain, Nature
Power
Learnable Moves:
TM: 01, 03, 06, 07, 09, 10, 11, 13, 14, 15, 17, 18,
19, 21, 22, 27, 31, 32, 42, 43, 44, 45, 46
HM: 03, 04, 05, 06, 07, 08
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1/15/2019 Gen III | GM Binder
Seedot
Small Grass Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Pound, Razor Leaf, Harden, Growth,
Torment, Fake Out
Level 6: Nature Power, Razor Wind
Level 10: Feint Attack, Leaf Blade, Swagger
Level 14: Extrasensory
Learnable Moves:
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 28, 30,
31, 32, 39, 41, 42, 43, 44, 45, 46
HM: 01, 04, 05, 06
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Shiftry
Medium Grass/Dark Type | Level 8 | SR 9
Armor Class: 14
Hit Points: 80
Hit Dice: d10
Speed: 30ft. walking, 30ft. flying
Moves
Starting Moves: Growl, Peck
Level 2: Focus Energy, Quick Attack, Wing Attack
Level 6: Double Team, Aerial Ace
Level 10: Agility
Level 14: Endeavor
Level 18: Reversal
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 27, 32, 40, 42, 43, 44,
45, 46, 47
HM: 02
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1/15/2019 Gen III | GM Binder
Swellow
Small Normal/Flying Type | Level 5 | SR 6
Armor Class: 15
Hit Points: 40
Hit Dice: d8
Speed: 10ft. walking, 40ft. flying
Moves
Starting Moves: Growl, Water Gun
Level 2: Supersonic, Wing Attack, Mist
Level 6: Water Pulse, Quick Attack, Air Cutter
Level 10: Pursuit, Aerial Ace
Level 14: Agility
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 34,
40, 41, 42, 43, 44, 45, 46, 47
HM: 02
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1/15/2019 Gen III | GM Binder
Pelipper
Medium Water/Flying Type | Level 5 | SR 7
Armor Class: 16
Hit Points: 40
Hit Dice: d10
Speed: 10ft. walking, 35ft. flying
Moves
Starting Moves: Growl, Confusion
Level 2: Double Team, Teleport
Level 6: Magical Leaf, Calm Mind
Level 10: Psychic, Imprison, Future Sight
Level 14: Charm, Hypnosis, Dream Eater
Learnable Moves:
TM: 04, 06, 10, 11, 12, 17, 18, 20, 21, 24, 27, 29,
30, 32, 33, 34, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05
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1/15/2019 Gen III | GM Binder
Kirlia
Small Psychic/Fairy Type | Level 5 | SR 5
Armor Class: 12
Hit Points: 56
Hit Dice: d8
Speed: 25ft. walking
Moves
Starting Moves: Confusion, Double Team, Growl,
Teleport, Wish, Magical Leaf, Calm Mind, Psychic
Level 14: Imprison, Future Sight
Level 18: Hypnosis, Dream Eater
Learnable Moves:
TM: 04, 06, 10, 11, 12, 15, 17, 18, 20, 21, 24, 27,
29, 30, 32, 33, 34, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05
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Surskit
Tiny Bug/Water Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking, 20ft. swimming
Moves
Starting Moves: Bubble, Quick Attack, Sweet Scent,
Water Sport
Level 6: Gust, Air Cutter, Scary Face
Level 10: Stun Spore
Level 14: Silver Wind
Level 18: Whirlwind
Learnable Moves:
TM: 03, 06, 10, 11, 13, 14, 15, 17, 18, 19, 21, 22,
27, 30, 32, 40, 42, 43, 44, 45, 46
HM: 05
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Shroomish
Small Grass Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 18
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Absorb, Leech Seed, Mach Punch,
Stun Spore, Tackle, Mega Drain
Level 6: Headbutt, Counter
Level 14: Mind Reader, Sky Uppercut
Level 18: Dynamic Punch
Learnable Moves:
TM: 01, 06, 08, 09, 10, 11, 15, 17, 19, 20, 21, 22,
23, 27, 31, 32, 36, 42, 43, 44, 45, 49
HM: 01, 04, 05, 06
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Slakoth
Small Normal Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 18
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Encore, Focus Energy, Scratch,
Uproar
Level 6: Fury Swipes, Endure
Level 10: Slash
Level 14: Counter, Focus Punch
Level 18: Reversal
Learnable Moves:
TM: 01, 03, 05, 06, 08, 10, 11, 12, 13, 14, 17, 18,
21, 22, 24, 25, 26, 27, 30, 31, 32, 34, 35, 38, 40,
42, 43, 44
HM: 01, 04, 06
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Slaking
Medium Normal Type | Level 10 | SR 13
Armor Class: 16
Hit Points: 102
Hit Dice: d12
Speed: 30ft. walking
Truant: This Pokémon cannot use the same move in Armor Class: 13
back to back rounds. Hit Points: 16
Hit Dice: d6
Speed: 25ft. flying
Moves
Starting Moves: Encore, Scratch, Slack Off, Swagger, STR DEX CON INT WIS CHA
Yawn, Feint Attack, Amnesia, Covet
10 (+0) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 14: Counter, Flail
Learnable Moves: Proficient Skills: Nature
Saving Throws: Dexterity
TM: 01, 03, 05, 06, 08, 10, 11, 12, 13, 14, 15 ,17, Vulnerabilities: Fire, Flying, Ice, Water
18, 21, 22, 24, 25, 26, 27, 30, 31, 32, 34, 35, 38, Resistances: Fighting, Ground, Poison
39, 40, 42, 43, 44 Immunities: Electric
HM: 01, 04, 06
Compound Eyes: This Pokémon gets an additional +1
to attack rolls.
Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away
from a wild Pokémon encounter.
Evolution: Nincada can evolve into Ninjask at level 6
and above. If its trainer has an empty Pokeslot, they
also acquire a Shedinja at the same level. The
Shedinja has all the base statistics that are in its stat
block, plus any health and Ability Score Increases it
would obtain from leveling up from its minimum
found level. When it evolves, its health increases by
double its level, and it gains 15 points to add to its
ability scores (max 20).
Moves
Starting Moves: Harden, Scratch
Level 2: Absorb, Sand Attack, Fury Swipes
Level 6: Mud-Slap, Metal Claw
Level 10: Mind Reader, Bide
Level 14: False Swipe, Dig
Learnable Moves:
TM: 06, 10, 11, 17, 19, 21, 22, 27, 28, 30, 32, 37,
40, 42, 43, 44
HM: 01, 05
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Ninjask
Small Bug/Flying Type | Level 5 | SR 6
Armor Class: 15
Hit Points: 40
Hit Dice: d8
Speed: 30ft. flying
Moves
Starting Moves: Absorb, Double Team, Fury Cutter, Shedinja
Harden, Sand Attack, Scratch, Screech, Fury Swipes Small Bug/Ghost Type | Level 5 | SR 1
Level 6: Agility
Armor Class: 12
Level 10: Slash, Mind Reader Hit Points: 1
Hit Dice: d0
Level 14: Baton Pass, Swords Dance
Speed: 30ft. flying
Learnable Moves:
TM: 06, 10, 11, 15, 17, 19, 21, 22, 27, 28, 30, 32, STR DEX CON INT WIS CHA
37, 40, 42, 43, 44, 45, 46
13 (+1) 14 (+2) 0 (-5) 8 (-1) 18 (+4) 10 (+0)
HM: 01, 05
Proficient Skills: Nature, Insight
Saving Throws: Wisdom
Vulnerabilities: Dark, Fire, Flying, Ice, Rock
Resistances: Bug, Fighting, Grass, Poison
Immunities: Fighting, Normal
Moves
Starting Moves: Absorb, Harden, Sand Attack, Scratch,
Fury Swipes
Level 6: Spite
Level 10: Mind Reader, Confuse Ray
Level 14: Shadow Ball, Grudge
Learnable Moves:
TM: 06, 10, 11, 15, 17, 19, 21, 22, 27, 28, 30, 32,
37, 40, 42, 43, 44, 46
HM: 01, 05
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Whismur
Small Normal Type | Level 1 | SR 1/8
Armor Class: 10
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Astonish, Bite, Howl, Pound
Level 6: Screech, Supersonic
Level 10: Stomp, Uproar, Roar
Level 14: Rest, Sleep Talk
Level 18: Hyper Voice
Learnable Moves:
TM: 03, 05, 06, 10, 11, 12, 13, 14, 17, 18, 21, 22,
26, 27, 30, 31, 32, 34, 35, 38, 41, 42, 43, 44, 45,
50
HM: 04, 06
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Exploud
Medium Normal Type | Level 10 | SR 11
Armor Class: 14
Hit Points: 92
Hit Dice: d12
Speed: 25ft. walking
Moves
Starting Moves: Focus Energy, Tackle, Sand Attack
Level 2: Arm Thrust, Fake Out
Level 6: Whirlwind, Knock Off, Vital Throw
Level 10: Belly Drum, Smelling Salts, Seismic Toss
Level 14: Endure
Level 18: Reversal
Learnable Moves:
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 28, 31,
32, 39, 42, 43, 44, 45
HM: 03, 04, 06
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Hariyama
Large Fighting Type | Level 5 | SR 7
Armor Class: 14
Hit Points: 61
Hit Dice: d10
Speed: 25ft. walking
Moves
Starting Moves: Splash, Water Gun, Tail Whip
Level 2: Water Sport, Bubble, Charm
Level 6: Bubble Beam, Helping Hand, Slam
Level 10: Bounce
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27, 32,
42, 43, 44, 45
HM: 03, 07
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Nosepass
Medium Rock Type | Level 1 | SR 4
Armor Class: 17
Hit Points: 21
Hit Dice: d8
Speed: 25ft. walking
Moves
STR DEX CON INT WIS CHA
Starting Moves: Tackle, Harden
10 (+0) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 14 (+2)
Level 2: Block, Rock Throw, Thunder Wave
Level 6: Rest, Spark, Rock Slide Proficient Skills: Persuasion
Saving Throws: Dexterity, Charisma
Level 10: Rock Blast, Discharge Vulnerabilities: Fighting
Level 14: Sandstorm, Stone Edge Resistances: None
Immunities: Ghost
Level 18: Lock-On, Zap Cannon
Learnable Moves: Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
TM: 06, 10, 11, 12, 17, 21, 24, 25, 26, 27, 32, 34,
37, 39, 41, 42, 43, 44, 45 Normalize: Every move this Pokémon makes is
HM: 04, 06 Normal type.
Evolution: Skitty can evolve into Delcatty at level 8
and above with the help of a Moon Stone. When it
evolves, its health increases by double its level, and it
gains 9 points to add to its ability scores (max 20).
Moves
Starting Moves: Fake Out, Growl, Tackle, Tail Whip,
Foresight
Level 2: Sing, Attract
Level 6: Double Slap, Feint Attack
Level 10: Charm, Assist
Level 14: Covet, Heal Bell, Double-Edge
Learnable Moves:
TM: 03, 04, 06, 10, 11, 13, 14, 17, 18, 20, 21, 22,
23, 24, 25, 27, 28, 30, 32, 34, 42, 43, 44, 45
HM: 05
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Delcatty
Medium Normal Type | Level 5 | SR 6
Armor Class: 14
Hit Points: 40
Hit Dice: d8
Speed: 35ft. walking
Moves
Starting Moves: Leer, Scratch, Foresight, Night Shade,
Astonish, Fury Swipes
Level 6: Detect, Feint Attack, Fake Out
Level 10: Knock Off, Confuse Ray
Level 14: Shadow Ball
Level 18: Shadow Ball, Mean Look
Learnable Moves:
TM: 01, 03, 04, 06, 10, 11, 12, 17, 18, 21, 27, 28,
29, 30, 31, 32, 34, 39, 40, 41, 42, 43, 44, 45, 46,
49
HM: 01, 05, 06
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Mawile
Small Steel/Fairy Type | Level 5 | SR 7
Armor Class: 17
Hit Points: 40
Hit Dice: d8
Speed: 25ft. walking
Moves
Starting Moves: Harden, Tackle, Mud-Slap
Level 2: Headbutt, Metal Claw, Rock Tomb
Level 6: Protect, Roar
Level 10: Rock Slide, Take Down, Metal Sound
Level 14: Iron Tail, Iron Defense, Double-Edge
Learnable Moves:
TM: 03, 05, 06, 10, 11, 17, 18, 21, 23, 26, 27, 28,
32, 34, 37, 39, 40, 42, 43, 44, 45
HM: 01, 04, 06
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Lairon Aggron
Medium Steel/Rock Type | Level 5 | SR 8 Large Steel/Rock Type | Level 12 | SR 14
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0) 20 (+5) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 10 (+0)
Sturdy: This Pokémon cannot be KO’d from full Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP to health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead. 0, it lowers it to 1HP instead.
Rock Head: This Pokémon takes no recoil damage. Rock Head: This Pokémon takes no recoil damage.
Evolution: Lairon can evolve into Aggron at level 16
and above. When it evolves, its health increases by Moves
double its level, and it gains 7 points to add to its
ability scores (max 20). Starting Moves: Harden, Headbutt, Mud-Slap, Tackle,
Metal Claw, Rock Tomb, Protect, Roar, Rock Slide,
Take Down, Metal Sound
Moves
Level 14: Iron Tail, Iron Defense
Starting Moves: Harden, Headbutt, Mud-Slap, Tackle,
Metal Claw, Rock Tomb Level 18: Double-Edge
Learnable Moves:
Level 6: Protect, Roar
TM: 01, 02, 03, 05, 06, 10, 11, 12, 13, 14, 15, 17,
Level 10: Rock Slide, Take Down, Metal Sound
18, 21, 22, 23, 24, 25, 26, 27, 28, 31, 32, 34, 35,
Level 14: Iron Tail, Iron Defense 37, 38, 39, 40, 42, 43, 44, 45
Level 18: Double-Edge HM: 01, 03, 04, 06
Learnable Moves:
TM: 03, 05, 06, 10, 11, 17, 18, 21, 23, 26, 27, 28,
32, 34, 37, 39, 40, 42, 43, 44, 45
HM: 01, 04, 06
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Meditite
Small Fighting/Psychic Type | Level 1 | SR 1/2
Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Bide, Confusion, Detect, Fire Punch,
Ice Punch, Meditate, Thunder Punch, Endure, Hidden
Power
Level 10: Calm Mind, Mind Reader, High Jump Kick,
Psych Up
Level 18: Reversal, Recover, Counter
Learnable Moves:
TM: 01, 04, 06, 08, 10, 11, 15, 16, 17, 18, 21, 27,
29, 30, 31, 32, 33, 39, 42, 43, 44, 45
HM: 04, 05, 06
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Electrike Manectric
Small Electric Type | Level 1 | SR 1/4 Medium Electric Type | Level 8 | SR 9
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0) 14 (+2) 19 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Static: When this Pokémon is hit by a melee attack, Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes 1d6 roll a d4. On a result of 4, the attacker takes 1d6
electric damage. electric damage.
Lightning Rod: If an ally within 30 feet is attacked Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can with an electric type move, this Pokémon can
choose to use a reaction to redirect that attack to choose to use a reaction to redirect that attack to
themselves instead. This does not work on area of themselves instead. This does not work on area of
effect moves. effect moves.
Evolution: Electrike can evolve into Manectric at level Minus: This Pokémon boosts its attack and damage
9 and above. When it evolves, its health increases by rolls by 2 if an ally also has a Plus or Minus ability
double its level, and it gains 13 points to add to its
ability scores (max 20).
Moves
Starting Moves: Howl, Leer, Tackle, Thunder Wave,
Moves Quick Attack, Spark, Odor Sleuth
Starting Moves: Tackle, Thunder Wave, Leer
Level 10: Bite, Discharge
Level 2: Howl, Quick Attack
Level 14: Roar
Level 6: Spark, Odor Sleuth
Level 18: Charge, Thunder
Level 10: Bite, Discharge
Learnable Moves:
Level 14: Roar
TM: 05, 06, 10, 15, 17, 18, 21, 23, 24, 25, 27, 32,
Level 18: Charge, Thunder 34, 42, 43, 44, 45, 46
Learnable Moves: HM: 04, 05
TM: 05, 06, 10, 17, 18, 21, 23, 24, 25, 27, 32, 34,
42, 43, 44, 45, 46
HM: 04, 05
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Plusle
Small Electric Type | Level 5 | SR 6
Armor Class: 14
Hit Points: 40
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Growl, Quick Attack, Thunder Wave,
Helping Hand, Spark, Encore
Level 6: Swift, Fake Tears
Level 10: Charge, Discharge
Level 14: Baton Pass, Agility
Level 18: Thunder
Learnable Moves:
TM: 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 32, 34,
42, 43, 44, 45
HM: 05
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Volbeat
Small Bug Type | Level 5 | SR 7
Armor Class: 16
Hit Points: 33
Hit Dice: d8
Speed: 20ft. walking, 25ft. flying
Moves
STR DEX CON INT WIS CHA
Starting Moves: Flash, Tackle, Double Team, Confuse
Ray, Quick Attack 14 (+2) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 12 (+1)
Moves
Starting Moves: Tackle, Sweet Scent, Charm, Quick
Attack
Level 6: Moonlight, Wish
Level 10: Encore, Flatter
Level 14: Helping Hand
Level 18: Covet
Learnable Moves:
TM: 01, 03, 06, 10, 11, 16, 17, 18, 19, 21, 22, 24,
25, 27, 30, 31, 32, 34, 40, 42, 43, 44, 45, 46
HM: 05
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Roselia
Tiny Grass/Poison Type | Level 5 | SR 5
Armor Class: 14
Hit Points: 33
Hit Dice: d8
Speed: 25ft. walking
Moves
STR DEX CON INT WIS CHA
Starting Moves: Absorb, Growth, Poison Sting, Stun
Spore, Mega Drain 12 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 6: Leech Seed, Magical Leaf, Grass Whistle Proficient Skills: Survival
Level 10: Giga Drain, Sweet Scent Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Level 14: Ingrain, Toxic Resistances: Bug, Fairy, Fighting, Grass, Poison
Level 18: Aromatherapy, Synthesis, Petal Dance Immunities: None
Learnable Moves: Liquid Ooze: If an enemy uses a leeching or absorb
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 30, 32, 36, move against this Pokémon, the Pokémon must
42, 43, 44, 45 make a DC 12 CON save or become poisoned.
HM: 01, 05 Sticky Hold: Held items cannot be stolen from this
Pokémon.
Evolution: Gulpin can evolve into Swalot at level 9
and above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
ability scores (max 20).
Moves
Starting Moves: Pound
Level 2: Yawn, Poison Gas, Sludge
Level 6: Amnesia, Encore, Toxic
Level 10: Spit Up, Stockpile, Swallow
Level 14: Sludge Bomb
Learnable Moves:
TM: 03, 06, 09, 10, 11, 13, 17, 18, 19, 21, 22, 27,
30, 32, 34, 36, 42, 43, 44, 45, 49
HM: 04, 06
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Swalot
Medium Poison Type | Level 8 | SR 10
Armor Class: 15
Hit Points: 72
Hit Dice: d8
Speed: 15ft. walking
Moves
Starting Moves: Bite, Leer, Rage
Level 2: Focus Energy
Level 6: Screech, Swagger
Level 10: Scary Face, Poison Sting
Level 14: Crunch, Agility
Level 18: Take Down
Learnable Moves:
TM: 03, 06, 07, 10, 12, 13, 14, 17, 18, 21, 27, 32,
41, 42, 43, 44, 45, 46
HM: 03, 07, 08
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Sharpedo
Medium Water/Dark Type | Level 8 | SR 10
Armor Class: 15
Hit Points: 64
Hit Dice: d8
Speed: 40ft. swimming
Moves
Starting Moves: Splash, Growl
Level 2: Water Gun, Rollout, Whirlpool
Level 6: Astonish, Water Pulse, Mist
Level 10: Rest
Level 14: Water Spout, Amnesia, Dive
Level 18: Bounce, Hydro Pump
Learnable Moves:
TM: 03, 05, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27,
32, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08
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Wailord
Gargantuan Water Type | Level 8 | SR 9
Armor Class: 13
Hit Points: 89
Hit Dice: d12
Speed: 50ft. swimming
Moves
Starting Moves: Growl, Tackle
Level 2: Ember, Focus Energy, Magnitude
Level 6: Amnesia
Level 10: Curse, Take Down
Level 14: Yawn, Earthquake
Level 18: Flamethrower, Double-Edge
Learnable Moves:
TM: 06, 10, 11, 17, 21, 26, 27, 28, 32, 35, 37, 38,
39, 42, 43, 44, 45, 50
HM: 04, 06
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Camerupt
Medium Fire/Ground Type | Level 8 | SR 9
Armor Class: 14
Hit Points: 72
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Ember, Smog, Withdraw, Rapid Spin,
Fire Spin
Level 6: Smokescreen, Flame Wheel, Curse
Level 10: Body Slam, Protect
Level 14: Flamethrower, Iron Defense, Amnesia
Level 18: Flail, Heat Wave
Learnable Moves:
TM: 06, 10, 11, 17, 21, 23, 27, 32, 35, 36, 38, 42,
43, 44, 45, 50
HM: 04 ,06
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Spoink
Medium Psychic Type | Level 1 | SR 1/2
Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Odor Sleuth, Psybeam, Psywave,
Splash, Teeter Dance, Psych Up, Confuse Ray, Magic
Coat
Level 14: Rest, Snore
Level 18: Psychic, Bounce
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 15, 16, 17, 18, 21, 23,
27, 28, 29, 30, 32, 33, 34, 41, 42, 43, 44, 45, 46,
48, 49
HM: 05
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Spinda Trapinch
Small Normal Type | Level 1 | SR 2 Small Ground Type | Level 1 | SR 1/4
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 15 (+2) 8 (-1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Own Tempo: This Pokémon is immune to becoming Hyper Cutter: This Pokémon’s ability modifiers
confused. cannot be decreased by an opponent’s moves.
Tangled Feet: Attacks against this Pokémon have Arena Trap: Wild Pokémon cannot flee from this
disadvantage when it is confused. Pokémon if it is active in battle, except if they are
flying-type, or use the Levitate ability,.
Moves Sheer Force: This Pokémon deals an additional 1d6
damage while poisoned, burned, confused, or
Starting Moves: Tackle paralyzed.
Level 2: Feint Attack Evolution: Trapinch can evolve into Vibrava at level 9
Level 6: Psybeam, Hypnosis and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
Level 10: Dizzy Punch, Teeter Dance ability scores (max 20).
Level 14: Uproar, Psych Up
Level 18: Double-Edge, Flail, Thrash Moves
Learnable Moves: Starting Moves: Bide, Bite, Feint Attack, Sand Attack
TM: 01, 03, 04, 06, 10, 11, 17, 18, 20, 21, 27, 28, Level 2: Mud-Slap, Sand Tomb
29, 30, 31, 32, 34, 39, 42, 43, 44, 45, 46, 48, 49
Level 6: Rock Slide, Dig
HM: 04, 05, 06
Level 10: Crunch, Earthquake
Level 14: Sandstorm, Superpower
Level 18: Fissure
Learnable Moves:
TM: 06, 10, 11, 15, 17, 19, 21, 22, 26, 27, 28, 32,
37, 39, 42, 43, 44, 45
HM: 04, 06
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Vibrava
Small Ground/Dragon Type | Level 8 | SR 7
Armor Class: 13
Hit Points: 64
Hit Dice: d8
Speed: 15ft. walking, 30ft. flying
Moves
Starting Moves: Bide, Dragon Breath, Feint Attack,
Sand Attack, Sonic Boom, Mud-Slap, Sand Tomb,
Rock Slide, Supersonic, Screech
Flygon
Medium Ground/Dragon Type | Level 12 | SR 14
Level 14: Earthquake, Sandstorm, Uproar
Armor Class: 16
Learnable Moves:
Hit Points: 114
TM: 06, 10, 11, 15, 17, 19, 21, 22, 26, 27, 28, 32, Hit Dice: d12
37, 39, 42, 43, 44, 45, 47 Speed: 15ft. walking, 35ft. flying
HM: 02, 04, 06
STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0)
Moves
Starting Moves: Bide, Dragon Breath, Dragon Claw,
Dragon Dance, Feint Attack, Sand Attack, Sonic
Boom, Mud-Slap, Sand Tomb, Rock Slide, Supersonic,
Screech
Level 14: Earthquake, Sandstorm, Uproar
Level 18: Earthquake
Learnable Moves:
TM: 02, 06, 10, 11, 15, 17, 19, 21, 22, 23, 26, 27,
28, 32, 35, 37, 38, 39, 42, 43, 44, 45, 47
HM: 02, 04, 06
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Cacnea
Medium Grass Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Absorb, Growth, Leer, Poison Sting,
Revenge, Leech Seed, Sand Attack, Needle Arm, Feint
Attack, Ingrain
Level 10: Spikes
Level 14: Pin Missile
Level 18: Cotton Spore, Sandstorm, Destiny Bond
Learnable Moves:
TM: 01, 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 32,
37, 42, 43, 44, 45
HM: 01, 04, 05
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Swablu
Tiny Normal/Flying Type | Level 1 | SR 1/2
Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 5ft. walking, 25ft. flying
Moves
Starting Moves: Growl, Peck, Astonish Altaria
Level 2: Sing, Fury Attack, Safeguard Small Dragon/Flying Type | Level 8 | SR 12
Moves
Starting Moves: Astonish, Dragon Breath, Growl,
Peck, Sing, Sky Attack, Astonish, Sing, Fury Attack,
Safeguard, Mist
Level 10: Take Down, Refresh, Dragon Dance
Level 18: Take Down, Perish Song, Sky Attack
Learnable Moves:
TM: 02, 05, 06, 10, 11, 13, 15, 17, 18, 20, 21, 22,
23, 26, 27, 32, 35, 38, 40, 42, 43, 44, 45, 46, 47
HM: 02, 06
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Zangoose
Medium Normal Type | Level 5 | SR 6
Armor Class: 14
Hit Points: 38
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Leer, Scratch, Quick Attack, Fury
Cutter, Pursuit Seviper
Large Poison Type | Level 5 | SR 5
Level 6: Slash, Revenge
Level 10: Crush Claw, False Swipe Armor Class: 14
Hit Points: 38
Level 14: Detect
Hit Dice: d8
Level 18: Taunt, Swords Dance Speed: 25ft. walking
Learnable Moves:
TM: 01, 03, 05, 06, 10, 11, 12, 13, 14, 17, 18, 19, STR DEX CON INT WIS CHA
21, 22, 23, 24, 25, 27, 28, 30, 31, 32, 34, 35, 38, 15 (+2) 15 (+2) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
40, 42, 43, 44, 45, 46
HM: 04, 06 Proficient Skills: Deception, Intimidation
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None
Moves
Starting Moves: Swagger, Wrap, Bite, Lick, Poison Tail
Level 6: Screech, Glare, Poison Fang
Level 14: Haze, Swords Dance, Crunch
Learnable Moves:
TM: 06, 10, 11, 12, 17, 18, 19, 21, 23, 26, 27, 28,
32, 35, 36, 42, 43, 44, 45, 46, 49
HM: 04, 06
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Lunatone
Medium Rock/Psychic Type | Level 5 | SR 8
Armor Class: 15
Hit Points: 40
Hit Dice: d10
Speed: 25ft. flying
Moves
Starting Moves: Confusion, Harden, Rock Throw,
Tackle, Hypnosis, Psywave
Level 6: Rock Slide
Level 10: Cosmic Power, Psychic
Level 14: Stone Edge, Future Sight Solrock
Level 18: Stone Edge Medium Rock/Psychic Type | Level 5 | SR 8
Learnable Moves:
Armor Class: 15
TM: 04, 06, 10, 13, 15, 16, 17, 18, 20, 21, 26, 27,
Hit Points: 40
29, 30, 32, 33, 37, 39, 42, 43, 44, 48
Hit Dice: d10
HM: 05 Speed: 25ft. flying
Moves
Starting Moves: Confusion, Harden, Rock Throw,
Tackle, Fire Spin, Psywave
Level 6: Rock Slide
Level 10: Cosmic Power, Psychic
Level 14: Stone Edge, Solar Beam
Learnable Moves:
TM: 04, 06, 10, 11, 15, 16, 17, 20, 21, 22, 26, 27,
29, 30, 32, 33, 35, 37, 38, 39, 42, 43, 44, 48, 50
HM: 05
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Barboach
Tiny Water/Ground Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 30ft. swimming
Moves
Starting Moves: Mud-Slap, Mud Sport, Thrash, Tickle,
Water Gun, Water Sport, Mud Sport, Water Sport
Level 6: Amnesia, Water Pulse, Magnitude
Level 10: Rest, Snore
Level 14: Earthquake, Muddy Water
Level 18: Earthquake, Fissure
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, 27,
32, 37, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08
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Corphish
Small Water Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 15ft. walking, 25ft. swimming
Moves
Starting Moves: Bubble, Harden, Leer, Swift, Vice Grip
Level 6: Bubble Beam, Protect
Level 10: Knock Off
Level 14: Taunt, Swords Dance
Level 18: Crunch, Crabhammer, Guillotine
Learnable Moves:
TM: 03, 06, 07, 10, 12, 13, 14, 15, 17, 18, 21, 27,
28, 31, 32, 36, 39, 40, 42, 43, 44, 45
HM: 01, 03, 04, 06, 07, 08
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Baltoy
Small Ground/Psychic Type | Level 1 | SR 1
Armor Class: 14
Hit Points: 17
Hit Dice: d6
Speed: 25ft. flying
Moves
Starting Moves: Confusion, Harden, Rapid Spin
Level 2: Mud-Slap, Rock Tomb Claydol
Level 6: Psybeam, Ancient Power, Cosmic Power Medium Ground/Psychic Type | Level 8 | SR 11
Level 10: Self-Destruct, Extrasensory
Armor Class: 18
Level 14: Sandstorm
Hit Points: 64
Level 18: Sandstorm, Explosion Hit Dice: d10
Speed: 25ft. flying
Learnable Moves:
TM: 06, 10, 11, 13, 16, 17, 18, 21, 22, 26, 27, 28,
29, 30, 32, 33, 37, 39, 42, 43, 44, 48 STR DEX CON INT WIS CHA
HM: 05 16 (+3) 15 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
Moves
Starting Moves: Confusion, Harden, Hyper Beam,
Rapid Spin, Teleport, Mud-Slap, Rock Tomb,
Psybeam, Ancient Power, Cosmic Power
Level 10: Self-Destruct, Extrasensory
Level 18: Sandstorm, Imprison, Explosion
Learnable Moves:
TM: 06, 10, 11, 13, 15, 16, 17, 18, 21, 22, 26, 27,
28, 29, 30, 32, 33, 37, 39, 42, 43, 44, 48
HM: 04, 05, 06
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Lileep
Small Rock/Grass Type | Level 1 | SR 2
Armor Class: 15
Hit Points: 19
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Acid, Astonish, Constrict, Ingrain,
Confuse Ray, Ancient Power
Level 10: Giga Drain
Level 14: Amnesia
Level 18: Spit Up, Stockpile, Swallow
Learnable Moves:
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 26, 27, 32,
36, 37, 39, 42, 43, 44, 45
HM: 04, 06
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Anorith Armaldo
Small Rock/Bug Type | Level 1 | SR 2 Medium Rock/Bug Type | Level 8 | SR 10
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
Battle Armor: This Pokémon is immune to extra Battle Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit. damage dealt by a Critical Hit.
Swift Swim: This Pokémon's swim speed is doubled Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. in rainy conditions.
Evolution: Anorith can evolve into Armaldo at level
10 and above. When it evolves, its health increases Moves
by double its level, and it gains 8 points to add to its
ability scores (max 20). Starting Moves: Harden, Mud Sport, Scratch, Water
Gun, Fury Cutter, Metal Claw, Ancient Power
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Feebas
Small Water Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 30ft. swimming
Moves
Starting Moves: Refresh, Water Gun, Water Pulse,
Water Sport, Wrap, Twister
Level 10: Recover
Level 14: Attract, Safeguard
Level 18: Hydro Pump, Rain Dance
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 23,
27, 32, 42, 43, 44, 45
HM: 03, 07, 08
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Castform
Tiny ??? Type | Level 1 | SR 5
Armor Class: 15
Hit Points: 19
Hit Dice: d8
Speed: 25ft. flying
Moves
Starting Moves: Astonish, Lick, Scratch, Tail Whip,
Thief, Bind, Fury Swipes
Level 6: Feint Attack, Psybeam, Ancient Power
Level 10: Slash, Camouflage
Level 14: Screech
Level 18: Screech
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 17, 18, 21, 22, 23,
24, 25, 27, 28, 30, 31, 32, 34, 35, 38, 39, 40, 42,
43, 44, 45, 46, 48, 49
HM: 01, 04, 05, 06
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Shuppet
Tiny Ghost Type | Level 1 | SR 1
Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 25ft. flying
Moves
Starting Moves: Knock Off, Screech
Banette
Level 2: Night Shade, Spite Small Ghost Type | Level 8 | SR 9
Level 6: Will-O-Wisp, Feint Attack
Armor Class: 15
Level 10: Curse, Shadow Ball
Hit Points: 56
Level 18: Snatch, Grudge, Trick Hit Dice: d8
Speed: 25ft. flying
Learnable Moves:
TM: 04, 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 29,
30, 32, 34, 41, 42, 43, 44, 45, 46, 48, 49 STR DEX CON INT WIS CHA
HM: 05 16 (+3) 15 (+2) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
Moves
Starting Moves: Knock Off, Night Shade, Screech,
Spite, Will-O-Wisp, Feint Attack
Level 10: Curse, Shadow Ball
Level 18: Snatch, Grudge, Trick
Learnable Moves:
TM: 04, 06, 10, 11, 12, 15, 17, 18, 21, 24, 25, 27,
29, 30, 32, 34, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05
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Duskull
Small Ghost Type | Level 1 | SR 1
Armor Class: 13
Hit Points: 18
Hit Dice: d6
Speed: 25ft. flying
Moves
Starting Moves: Leer, Night Shade Dusclops
Medium Ghost Type | Level 8 | SR 12
Level 2: Disable, Astonish
Level 6: Foresight, Pursuit Armor Class: 18
Hit Points: 72
Level 10: Will-O-Wisp, Confuse Ray
Hit Dice: d8
Level 14: Curse, Shadow Ball Speed: 25ft. flying
Level 18: Mean Look, Future Sight
Learnable Moves: STR DEX CON INT WIS CHA
TM: 04, 06, 10, 11, 12, 13, 14, 17, 18, 20, 21, 27, 16 (+3) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
29, 30, 32, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05 Proficient Skills: Deception, Intimidation
Saving Throws: Wisdom
Vulnerabilities: Dark, Ghost
Resistances: Bug, Poison
Immunities: Fighting, Ground, Normal
Moves
Starting Moves: Astonish, Bind, Disable, Fire Punch,
Ice Punch, Leer, Night Shade, Shadow Punch,
Thunder Punch, Foresight, Pursuit
Level 10: Will-O-Wisp, Confuse Ray
Level 14: Curse
Level 18: Shadow Ball, Mean Look, Future Sight
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 13, 14, 15, 17, 18, 20,
21, 26, 27, 29, 30, 32, 39, 41, 42, 43, 44, 45, 46,
48, 49
HM: 04, 05, 06
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Tropius
Medium Grass/Flying Type | Level 8 | SR 11
Armor Class: 15
Hit Points: 82
Hit Dice: d10
Speed: 25ft. walking, 35ft. flying
Moves Chimecho
Starting Moves: Growth, Gust, Leer, Razor Leaf, Sweet Tiny Psychic Type | Level 8 | SR 11
Scent, Stomp, Magical Leaf, Whirlwind
Level 14: Body Slam Armor Class: 16
Hit Points: 67
Level 18: Synthesis, Solar Beam
Hit Dice: d8
Learnable Moves: Speed: 30ft. flying
TM: 05, 06, 09, 10, 11, 15, 17, 18, 19, 20, 21, 22,
26, 27, 32, 40, 42, 43, 44, 45, 47 STR DEX CON INT WIS CHA
HM: 01, 02, 04, 05, 06 13 (+1) 17 (+3) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
Moves
Starting Moves: Astonish, Confusion, Growl, Wrap,
Yawn, Psywave, Take Down, Extrasensory
Level 10: Heal Bell, Uproar
Level 14: Safeguard
Level 18: Double-Edge
Learnable Moves:
TM: 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 27, 29,
30, 32, 33, 34, 41, 42, 43, 44, 45, 48, 49
HM: 05
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Absol
Medium Dark Type | Level 10 | SR 12
Armor Class: 15
Hit Points: 75
Hit Dice: d10
Speed: 35ft. walking
Moves
Starting Moves: Leer, Quick Attack, Scratch, Pursuit,
Taunt, Bite, Double Team, Slash, Swords Dance
Level 14: Detect
Level 18: Razor Wind, Future Sight, Perish Song Wynaut
Learnable Moves: Small Psychic Type | Level 1 | SR 1/4
TM: 03, 04, 06, 07, 10, 11, 12, 13, 14, 15, 17, 18,
Armor Class: 12
21, 23, 24, 25, 27, 30, 32, 34, 35, 37, 38, 40, 41,
Hit Points: 18
42, 43, 44, 45, 46, 49
Hit Dice: d6
HM: 01, 04, 05, 06 Speed: 25ft. walking
Moves
Starting Moves: Charm, Encore, Splash
Level 6: Counter, Destiny Bond, Mirror Coat,
Safeguard
Learnable Moves: None
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Snorunt
Small Ice Type | Level 1 | SR 1/4
Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Double Team, Leer, Powder Snow, Icy
Wind, Bite, Headbutt, Protect
Level 14: Crunch
Level 18: Blizzard, Hail, Sheer Cold
Learnable Moves:
TM: 03, 06, 07, 10, 12, 13, 14, 15, 16, 17, 18, 21,
26, 27, 30, 32, 41, 42, 43, 44, 45
HM: 05
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Spheal
Medium Ice/Water Type | Level 1 | SR 1/4
Armor Class: 12
Hit Points: 18
Hit Dice: d6
Speed: 10ft. walking, 30ft. swimming
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 26, 27, Evolution: Sealeo can evolve into Walrein at level 16
32, 39, 42, 43, 44, 45 and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
HM: 03, 04, 06, 07, 08 ability scores (max 20).
Moves
Starting Moves: Defense Curl, Growl, Powder Snow,
Swagger, Water Gun, Rollout, Encore, Ice Ball, Aurora
Beam
Level 10: Body Slam, Rest, Snore
Level 14: Hail
Level 18: Blizzard, Sheer Cold
Learnable Moves:
TM: 03, 05, 06, 07, 10, 13, 14, 17, 18, 21, 23, 26,
27, 32, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08
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Walrein
Medium Ice/Water Type | Level 12 | SR 14
Armor Class: 16
Hit Points: 126
Hit Dice: d12
Speed: 15ft. walking, 40ft. swimming
Moves
Starting Moves: Clamp, Iron Defense, Water Gun,
Whirlpool
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42,
43, 44, 45
HM: 03, 07, 08
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Huntail
Medium Water Type | Level 5 | SR 8
Armor Class: 16
Hit Points: 50
Hit Dice: d8
Speed: 35ft. swimming
Moves Gorebyss
Starting Moves: Bite, Whirlpool, Screech, Scary Face, Medium Water Type | Level 5 | SR 8
Feint Attack
Armor Class: 16
Level 6: Water Pulse
Hit Points: 50
Level 10: Dive, Baton Pass Hit Dice: d8
Speed: 35ft. swimming
Level 14: Crunch
Level 18: Hydro Pump
STR DEX CON INT WIS CHA
Learnable Moves:
16 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32,
39, 42, 43, 44, 45, 49
Proficient Skills: Survival, Persuasion
HM: 03, 07, 08 Saving Throws: Wisdom , Charisma
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None
Moves
Starting Moves: Confusion, Whirlpool, Water Sport,
Agility
Level 6: Water Pulse, Amnesia
Level 10: Dive, Baton Pass
Level 14: Psychic
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 29,
30, 32, 42, 43, 44, 45
HM: 03, 07, 08
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Relicanth
Small Water/Rock Type | Level 5 | SR 8
Armor Class: 16
Hit Points: 42
Hit Dice: d10
Speed: 20ft. walking
Moves
Starting Moves: Charm, Tackle, Water Gun, Agility
Level 6: Water Pulse, Attract
Level 10: Flail, Sweet Kiss
Level 14: Take Down
Level 18: Hydro Pump, Safeguard
Learnable Moves:
TM: 03, 06, 10, 13, 14, 17, 18, 20, 21, 27, 32, 42,
43, 44, 45
HM: 03, 07, 08
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Bagon
Medium Dragon Type | Level 1 | SR 1
Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking
Moves
STR DEX CON INT WIS CHA
Starting Moves: Rage, Ember
16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 2: Leer, Bite, Dragon Breath
Level 6: Headbutt, Focus Energy Proficient Skills: Athletics, Survival
Saving Throws: Constitution
Level 10: Crunch, Dragon Claw Vulnerabilities: Dragon, Fairy, Ice
Level 14: Scary Face Resistances: Electric, Fire, Grass, Water
Immunities: None
Level 18: Flamethrower, Double-Edge
Learnable Moves: Rock Head: This Pokémon takes no recoil damage.
TM: 02, 05, 06, 10, 11, 17, 18, 21, 27, 31, 32, 35, Overcoat: This Pokémon does not take damage from
38, 39, 40, 42, 43, 44, 45 weather-related moves like Hail, Weather Ball, etc.
HM: 01, 04, 06 Evolution: Shelgon can evolve into Salamence at level
16 and above. When it evolves, its health increases
by double its level, and it gains 12 points to add to
its ability scores (max 20).
Moves
Starting Moves: Bite, Ember, Leer, Protect, Rage,
Dragon Breath
Level 6: Headbutt, Focus Energy
Level 10: Crunch, Dragon Claw
Level 14: Scary Face
Level 18: Flamethrower, Double-Edge
Learnable Moves:
TM: 02, 05, 06, 10, 11, 17, 18, 21, 27, 31, 32, 35,
38, 39, 40, 42, 43, 44, 45
HM: 01, 04, 06
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Salamence
Medium Dragon/Flying Type | Level 12 | SR 14
Armor Class: 16
Hit Points: 121
Hit Dice: d12
Speed: 30ft. walking, 50ft. flying
Moves
Starting Moves: Bite, Ember, Fly, Leer, Protect, Rage,
Dragon Breath, Headbutt, Focus Energy, Crunch,
Dragon Claw
Level 18: Scary Face, Flamethrower, Double-Edge
Learnable Moves: Beldum
TM: 02, 05, 06, 10, 11, 15, 17, 18, 21, 23, 26, 27, Medium Steel/Psychic Type | Level 1 | SR 1
31, 32, 35, 38, 39, 40, 42, 43, 44, 45, 47
HM: 01, 02, 04, 06 Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 25ft. flying
Moves
Starting Moves: Take Down
Learnable Moves: None
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Metang
Medium Steel/Psychic Type | Level 5 | SR 7
Armor Class: 16
Hit Points: 50
Hit Dice: d10
Speed: 25ft. walking, 25ft. flying
Moves Metagross
Starting Moves: Confusion, Metal Claw, Take Down Large Steel/Psychic Type | Level 12 | SR 14
Level 10: Pursuit
Armor Class: 18
Level 14: Scary Face, Psychic, Agility
Hit Points: 126
Level 18: Meteor Mash, Iron Defense, Hyper Beam Hit Dice: d12
Speed: 30ft. walking, 30ft. flying
Learnable Moves:
TM: 06, 10, 11, 15, 16, 17, 18, 21, 26, 27, 29, 30,
31, 32, 33, 36, 37, 39, 40, 42, 43, 44 STR DEX CON INT WIS CHA
HM: 01, 04, 05, 06 20 (+5) 15 (+2) 18 (+4) 6 (-2) 14 (+2) 10 (+0)
Moves
Starting Moves: Confusion, Metal Claw, Take Down,
Pursuit
Level 14: Scary Face, Psychic, Agility
Level 18: Meteor Mash, Iron Defense, Hyper Beam
Learnable Moves:
TM: 06, 10, 11, 15, 16, 17, 18, 21, 26, 27, 29, 30,
31, 32, 33, 36, 37, 39, 40, 42, 43, 44
HM: 01, 04, 05, 06
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Regirock
Large Rock Type | Level 15 | SR 14
Armor Class: 20
Hit Points: 184
Hit Dice: d12
Speed: 35ft. walking
Moves
Starting Moves: Explosion, Rock Throw, Stomp,
Curse, Ancient Power, Iron Defense, Stone Edge,
Lock-On
Regice
Medium Ice Type | Level 15 | SR 14
Level 18: Zap Cannon, Superpower, Hyper Beam
Armor Class: 20
Learnable Moves:
Hit Points: 178
TM: 01, 06, 10, 11, 15, 17, 20, 21, 24, 25, 26, 27, Hit Dice: d12
28, 31, 32, 34, 37, 39, 42, 43, 44 Speed: 35ft. walking
HM: 04, 06
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 8 (-1) 14 (+2) 10 (+0)
Moves
Starting Moves: Explosion, Icy Wind, Stomp, Curse,
Ancient Power, Amnesia, Ice Beam, Lock-On
Level 18: Zap Cannon, Superpower, Hyper Beam
Learnable Moves:
TM: 01, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 24,
25, 26, 27, 31, 34, 42, 43, 44
HM: 04, 06
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Registeel
Medium Steel Type | Level 15 | SR 14
Armor Class: 20
Hit Points: 184
Hit Dice: d12
Speed: 35ft. walking
Moves
Starting Moves: Explosion, Metal Claw, Stomp, Curse,
Ancient Power, Amnesia, Iron Defense, Lock-On
Latias
Level 18: Zap Cannon, Superpower, Hyper Beam Medium Dragon/Psychic Type | Level 15 | SR 15
Learnable Moves:
Armor Class: 20
TM: 01, 06, 10, 11, 15, 17, 18, 20, 21, 24, 25, 26,
Hit Points: 228
27, 31, 32, 34, 37, 39, 40, 42, 43, 44
Hit Dice: d12
HM: 04, 06 Speed: 20ft. walking, 50ft. flying
Moves
Starting Moves: Helping Hand, Psywave, Safeguard,
Wish, Water Sport, Charm, Refresh, Dragon Breath,
Mist Ball, Recover
Level 18: Psychic
Learnable Moves:
TM: 02, 03, 04, 05, 06, 10, 11, 13, 15, 16, 17, 18,
20, 21, 22, 24, 25, 26, 27, 29, 30, 32, 33, 34, 37,
40, 42, 43, 44, 45, 47
HM: 01, 02, 03, 05, 07, 08
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Latios
Medium Dragon/Psychic Type | Level 15 | SR 15
Armor Class: 17
Hit Points: 218
Hit Dice: d12
Speed: 20ft. walking, 50ft. flying
Moves
Starting Moves: Helping Hand, Memento, Psywave,
Safeguard, Protect, Dragon Dance, Refresh, Dragon
Breath, Luster Purge, Recover
Level 18: Psychic
Kyogre
Huge Water Type | Level 15 | SR 15
Learnable Moves:
TM: 02, 03, 04, 05, 06, 10, 11, 13, 15, 16, 17, 18, Armor Class: 19
20, 21, 22, 24, 25, 26, 27, 29, 30, 32, 33, 34, 37, Hit Points: 218
40, 42, 43, 44, 45, 47, 49 Hit Dice: d12
Speed: 50ft. swimming, 50ft. flying
HM: 01, 02, 03, 07, 08
Moves
Starting Moves: Ancient Power, Water Pulse, Scary
Face, Body Slam, Ice Beam, Calm Mind, Muddy
Water, Sheer Cold
Level 18: Hydro Pump, Double-Edge, Water Spout
Learnable Moves:
TM: 03, 04, 05, 06, 07, 10, 13, 14, 15, 17, 18, 20,
21, 24, 25, 26, 27, 31, 32, 34, 39, 42, 43, 44
HM: 03, 04, 06, 07, 08
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Groudon
Huge Ground Type | Level 15 | SR 15
Armor Class: 18
Hit Points: 218
Hit Dice: d12
Speed: 35ft. walking
Moves
Starting Moves: Ancient Power, Mud Shot, Scary Face,
Rest, Earthquake
Level 14: Bulk Up, Solar Beam, Fissure
Rayquaza
Huge Dragon/Flying Type | Level 15 | SR 15
Level 18: Fire Blast, Eruption
Learnable Moves: Armor Class: 17
Hit Points: 234
TM: 02, 05, 06, 08, 10, 11, 15, 17, 20, 21, 22, 23,
Hit Dice: d12
24, 25, 26, 27, 28, 31, 32, 34, 35, 37, 38, 39, 40,
Speed: 40ft. walking, 50ft. flying
42, 43, 44, 50
HM: 01, 04, 06
STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 20 (+5) 12 (+1) 16 (+3) 12 (+1)
Moves
Starting Moves: Twister, Scary Face, Ancient Power,
Crunch, Rest, Extreme Speed, Dragon Dance, Fly
Level 18: Hyper Voice, Outrage, Hyper Beam
Learnable Moves:
TM: 02, 03, 05, 06, 008, 10, 11, 13, 14, 15, 17, 18,
21, 22, 23, 24, 25, 26, 27, 31, 32, 34, 35, 37, 38,
40, 42, 43, 44, 50
HM: 02, 03, 04, 06, 07, 08
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Jirachi
Tiny Steel/Psychic Type | Level 15 | SR 15
Armor Class: 18
Hit Points: 218
Hit Dice: d12
Speed: 15ft. walking, 40ft. flying
Moves
Starting Moves: Leer, Wrap, Night Shade, Teleport,
Knock Off, Pursuit, Psychic, Snatch
Level 18: Cosmic Power, Recover, Psycho Boost,
Hyper Beam
Learnable Moves:
TM: 01, 03, 04, 06, 10, 11, 12, 13, 15, 16, 17, 18,
20, 21, 22, 24, 25, 27, 29, 30, 31, 32, 33, 34, 39,
40, 41, 42, 43, 44, 48, 49
HM: 01, 04, 05, 06
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12. Appendix
Pokémon Experience Rewarded By Level & SR
Level :: SR 1/8 1/4 1/2 1 2 3 4 5 6
1 20 40 80 160 360 560 880 1,440 1,840
2 40 80 160 360 560 880 1,440 1,840 2,320
3 80 160 360 560 880 1,440 1,840 2,320 3,120
4 160 360 560 880 1,440 1,840 2,320 3,120 4,000
5 360 560 880 1,440 1,840 2,320 3,120 4,000 4,720
6 560 880 1,440 1,840 2,320 3,120 4,000 4,720 5,760
7 880 1,440 1,840 2,320 3,120 4,000 4,720 5,760 6,720
8 1,440 1,840 2,320 3,120 4,000 4,720 5,760 6,720 8,000
9 1,840 2,320 3,120 4,000 4,720 5,760 6,720 8,000 9,200
10 2,320 3,120 4,000 4,720 5,760 6,720 8,000 9,200 10,400
11 3,120 4,000 4,720 5,760 6,720 8,000 9,200 10,400 11,200
12 4,000 4,720 5,760 6,720 8,000 9,200 10,400 11,200 11,800
13 4,720 5,760 6,720 8,000 9,200 10,400 11,200 11,800 12,400
14 5,760 6,720 8,000 9,200 10,400 11,200 11,800 12,400 13,200
15 6,720 8,000 9,200 10,400 11,200 11,800 12,400 13,200 14,400
16 8,000 9,200 10,400 11,200 11,800 12,400 13,200 14,400 15,600
17 9,200 10,400 11,200 11,800 12,400 13,200 14,400 15,600 16,800
18 10,400 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400
19 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400 20,000
20 11,800 12,400 13,200 14,400 15,600 16,800 18,400 20,000 21,600
Level :: SR 7 8 9 10 11 12 13 14 15
1 2,320
2 3,120
3 4,000
4 4,720
5 5,760 6,720 8,000 9,200 10,400
6 6,720 8,000 9,200 10,400 11,200
7 8,000 9,200 10,400 11,200 11,800
8 9,200 10,400 11,200 11,800 12,400
9 10,400 11,200 11,800 12,400 13,200
10 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400
11 11,800 12,400 13,200 14,400 15,600 16,800 18,400 20,000
12 12,400 13,200 14,400 15,600 16,800 18,400 20,000 21,600
13 13,200 14,400 15,600 16,800 18,400 20,000 21,600 23,600
14 14,400 15,600 16,800 18,400 20,000 21,600 23,600 25,600
15 15,600 16,800 18,400 20,000 21,600 23,600 25,600 28,000 30,400
16 16,800 18,400 20,000 21,600 23,600 25,600 28,000 30,400 32,800
17 18,400 20,000 21,600 23,600 25,600 28,000 30,400 32,800 36,000
18 20,000 21,600 23,600 25,600 28,000 30,400 32,800 36,000 40,000
19 21,600 23,600 25,600 28,000 30,400 32,800 36,000 40,000 45,000
20 23,600 25,600 28,000 30,400 32,800 36,000 40,000 45,000 50,000
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Character Sheets
Digital Trainer/Pokemon Excel Sheet
Easy Trainer and Pokemon character sheet that fills in most information for you automatically. UPDATED LINK FOR GEN 3
https://drive.google.com/open?id=11Zr68aGbtK2Hf0Y6F_maN1XIkCfW0lj8i7IjfxdaKBQ
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Changelog
4/9/18 4/27/2018
Several typos/moves/evolution issues fixed in statblocks Gastly, Haunter, Gengar stats changed
Gastly now available as a starter at SR 1/2 Lick paralyzes, not poisons
Added STAB bonuses in Pokemon Advancement Pokedex used as bonus action
Adjusted Ace Trainer and Researcher starting bonus Stacked Specialization Bonus
Balanced Specializations
Gloom can now evolve into VIleplume at level 12 5/9/2018
GEN 2 POKEMON!!!
4/10/18 Added Moves for existing Pokémon
Paralyzed status automatically fails STR and DEX Catching Pokémon gives 1/5 normal experience
Several move typos fixed Loyalty Mechanic
Psychic move damage increase Held Items and Berries
Revamp fire moves for balance Added Items
Pokedex can only be used on conscious Pokemon Added Evolution HP bonus
Move list formatting fixed Double Edge changed
Certain traits inflicting effects changed (Poison Point,
4/11/18 Static, etc.)
Damage increased for Mega Punch and Mega Kick, TM Paralyzed status effect more lethal
cost increased
Rules on Attack of Opportunity added to Battling 5/10/2018
AC Up max at 2 Loads of stat block fixes.
Active Pokemon can be switched at any time
Newly switched Pokemon cannot be switched again until 5/11/2018
taking a full turn. Added Normal, Poison, Ice specializations
PP Up increase PP by 2, cost lowered Fixed more stat blocks
XP Share- half of rewarded XP can be distributed
5/26/2018
4/12/18 Several changes to moves to balance damage output better
Burrowing added to Onix, Sandshrew, Sandslash Some TM costs changed as a result
Pokeslot advancement changed around to include 2 slots
at level 1, Character Advancement table updated. 6/4/2018
Max SR Control added to Trainer Table Added Trainer/Pokemon Character Sheet and DM
Pokemon Builder excel files.
4/13/18
New Trainer Features added 7/11/2018
Removed "Defeat Saving Throws" Having no remaining Voltorb move list updated
Pokémon results in you losing half your money and you Several move changes for balancing
must use a revive or immediately find a Pokécenter Paralysis effect changed to be more similar to games. 25%
Psychic TM increase cost chance of no movement.
Added Pokémon Nature Section to increase variety of Afew minor resistance/vulnerability corrects for Pokemon
Pokémon stats. like Jigglypuff, Starmie, and other.
4/15/18 12/17/2018
Added Pokemon Character Sheet Multiple type/move fixes
4/17/18 12/21/2018
Leech Seed damage decreased and move updated in Update to Pokémon Leveling chart (STAB bonus
Bulbasaur stat block adjusted/New Move at level 18, not 17)
Pokemon Tracker once per long rest Added List of Pokemon by SR
Updated PokeMentor first ability to includ TM under
4/18/18 $3500
Changed Pokeslots to start at 3 and end at 6. Player Added an additional 10 ASI points to Magikarp's evolve.
Advancement table reworked. Updated Slam damage to be greater than Tackle
Added link to Subreddit r/Pokemon5e
4/21/18 Updated AC Up and Smooth Facade feats for balancing
Move List and Pokemon Blocks switched
Included Ether and Max Ether items 12/22/2018
Changes to Burning and Flinched Uproar move was missing. Added.
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Changelog (cont.)
12/23/2018
Added alphabetical list of Pokemon with page numbers to
Appendix.
Changed Trainer Hit Dice to d8 to match "Commoner"
Removed useless Pokeball tool proficiency
Removed "Struggle" constraint for Trainer actions
Gave ALL Trainers Proficiency in Animal Handling.
Changed Pokemon Collector class level 2 bonus.
DC formula changed to catch Pokemon
12/27/2018
Several proofreading fixes, ability/moves clarifying
changes.
Totodile line Sheer Force ability changed.
Added Discord link (https://discord.gg/DA9gQAa)
12/28/2018
Updated Pokemon Experience charts for all levels.
Trainers/Pokemon were gaining levels quicker than
anticipated.
Reworked Poke Mentor and Pokemon Collector paths for
balancing against other paths.
12/30/2018
Added 1 to Battle Dice and Skill Dice in Trainer Paths
Formatting fixes after switching to GM Binder
Psyduck and Golduck incorrectly marked as
Water/Psychic. Changed to just Water.
1/3/2019
Removed +10 bonus to starter HP. Added 10 HP to every
Pokemon's stat block.\pagebreakNum
Updated damage for all moves to be more similar to power
level.
Updated "Challeng Rating" to "Species Rating" (SR) to
avoid confusion with 5e CR rules.
1/10/2019
Typo/Stat Block fixes
Updated "flinched" status
Added Damage Increase description in Pokemon leveling
chapter
Updated language about STAB
1/14/2019
Gen III is here!
The addition of all 135 new Generation III Pokémon
Four new trainer paths to choose from
New items including a variety of berries with different
effects
Updated PP for all moves to improve move strategy
Improved stats for most Pokémon, with the addition of
more abilities translated to 5e
Ability points granted at evolution now varies by species.
Improved learnsets based on familiar progression
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