
WaterFairy
- Abilities
- Misty SurgeSets Misty Terrain when it enters battle.
- Hidden ability
- TelepathyPsychic-type move power is increased by 30% on Psychic Terrain.
- Capture
- Gender
- genderless
- Egg groups
- Undiscovered
- Growth
- Slow
- EV yield
- 3 Sp. Def
| HP | 70 | |
|---|---|---|
| Attack | 75 | |
| Defense | 115 | |
| Sp. Atk | 95 | |
| Sp. Def | 130 | |
| Speed | 85 | |
| Total | 570 |
Where to find it
No wild encounter, gift, trade, one-time battle, evolution or breeding route, and no trainer uses it.
Evolution
Does not evolve.
Level-up moves
“On evolution” moves are learned when this Pokémon evolves. Open a move for its full effects and any special behavior in this hack.
| Level | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| 1 | Disarming Voice | Fairy | Special | 40 | — | 15 | The user lets out a charming cry that deals emotional damage. It never misses. |
| 1 | Water Gun | Water | Special | 40 | 100 | 25 | Blasts the target with water. Does not burn the target. |
| 5 | Withdraw | Water | Status | — | — | 40 | The user withdraws into its shell to toughen its body. Raises its Defense by 1 stage. |
| 10 | Mist | Ice | Status | — | — | 30 | The user cloaks itself in a white mist that keeps its stats from being cut for 5 turns. |
| 10 | Haze | Ice | Status | — | — | 30 | The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. |
| 15 | Aqua Ring | Water | Status | — | — | 20 | The user envelops itself in a veil made of water. It regains some HP on every turn. |
| 20 | Water Pulse | Water | Special | 60 | 100 | 20 | The user attacks with a pulsing blast of water. It has a 20% chance to confuse the foe. |
| 25 | Brine | Water | Special | 65 | 100 | 10 | If the foe’s HP is below half, this attack hits with double the power. |
| 30 | Defog | Status | — | — | 15 | Lowers the foe’s evasiveness and blows away Spikes, Light Screen, and the like. It also clears fog. | |
| 35 | Heal Pulse | Psychic | Status | — | — | 10 | The user emits a healing pulse that restores half of the target’s max HP. |
| 40 | Surf | Water | Special | 90 | 100 | 15 | A giant wave swamps the whole battlefield. Double damage on a foe using Dive. Also used to cross water. |
| 45 | Muddy Water | Water | Special | 90 | 85 | 10 | The user attacks with muddy water. 30% chance to lower the foe’s accuracy by 1 stage. |
| 50 | Mean Look | Normal | Status | — | — | 5 | The user affixes the foe with a dark, arresting look. The target becomes unable to flee. |
| 55 | Nature’s Madness | Fairy | Special | var. | 90 | 10 | The user unleashes nature’s fury, halving the foe’s HP. |
| 60 | Moonblast | Fairy | Special | 95 | 100 | 15 | The user borrows the moon’s power to attack. It may lower the foe’s Sp. Atk. |
| 65 | Hydro Pump | Water | Special | 110 | 90 | 10 | Blasts the target with a huge volume of water. |
| 70 | Soak | Water | Status | — | 100 | 20 | The user drenches the foe in a torrent of water, turning it into a Water type. |
| 75 | Misty Terrain | Fairy | Status | — | — | 10 | Creates Misty Terrain for five turns. Grounded Pokémon cannot suffer status conditions, and Dragon-type damage is halved. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| TM03 | Water Pulse | Water | Special | 60 | 100 | 20 | The user attacks with a pulsing blast of water. It has a 20% chance to confuse the foe. |
| TM04 | Calm Mind | Psychic | Status | — | — | 20 | The user quietly focuses its mind and calms its spirit. Raises Sp. Atk and Sp. Def by 1 stage. |
| TM10 | Hidden Power | Normal | Special | 60 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM12 | Taunt | Dark | Status | — | 100 | 20 | The foe is taunted into a rage that allows it to use only attack moves for 2 to 4 turns. |
| TM13 | Ice Beam | Ice | Special | 90 | 100 | 10 | The foe is struck with an icy-cold beam of energy. It has a 10% chance to freeze the target. |
| TM14 | Blizzard | Ice | Special | 110 | 70 | 5 | A howling blizzard is summoned to strike the foe. It has a 10% chance to freeze the target. |
| TM15 | Hyper Beam | Normal | Special | 150 | 90 | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| TM16 | Light Screen | Psychic | Status | — | — | 30 | A wondrous wall of light halves the damage from special attacks for 5 turns. |
| TM17 | Protect | Normal | Status | — | — | 10 | It enables the user to evade all attacks for 1 turn. Its chance of failing rises if used in succession. |
| TM18 | Rain Dance | Water | Status | — | — | 5 | The user summons a heavy rain for 5 turns. Water-type moves become 1.5 times stronger. |
| TM20 | Safeguard | Normal | Status | — | — | 25 | The user creates a protective field that prevents status problems for 5 turns. |
| TM27 | Return | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM30 | Shadow Ball | Ghost | Special | 80 | 100 | 15 | The user hurls a shadowy blob at the foe. 20% chance to lower its Sp. Def by 1 stage. |
| TM33 | Reflect | Psychic | Status | — | — | 20 | A wondrous wall of light halves the damage from physical attacks for 5 turns. |
| TM42 | Facade | Normal | Physical | 70 | 100 | 20 | An attack whose power is 2 times higher if the user is poisoned, burned, or paralyzed. |
| TM44 | Rest | Psychic | Status | — | — | 5 | The user goes to sleep for 2 turns. It fully restores the user’s HP and heals any status problem. |
| TM55 | Brine | Water | Special | 65 | 100 | 10 | If the foe’s HP is below half, this attack hits with double the power. |
| TM56 | Fling | Dark | Physical | var. | 100 | 10 | The user flings its held item at the foe to attack. Its power and effects depend on the item. |
| TM58 | Endure | Normal | Status | — | — | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| TM68 | Giga Impact | Normal | Physical | 150 | 90 | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. |
| TM82 | Sleep Talk | Normal | Status | — | — | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM86 | Grass Knot | Grass | Special | var. | 100 | 20 | The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
| TM90 | Substitute | Normal | Status | — | — | 10 | The user makes a copy of itself using 1/4 of its HP. The copy serves as the user’s decoy. |
| TM101 | Scald | Water | Special | 80 | 100 | 15 | Scalds the target with boiling water. May burn the target. |
| TM106 | Draining Kiss | Fairy | Special | 50 | 100 | 10 | Steals the target’s HP with a kiss, restoring more than half the damage dealt. |
| TM108 | Misty Terrain | Fairy | Status | — | — | 10 | Creates Misty Terrain for five turns. Grounded Pokémon cannot suffer status conditions, and Dragon-type damage is halved. |
| TM109 | Play Rough | Fairy | Physical | 90 | 100 | 10 | Playfully attacks the target. May lower the target’s Attack. |
| TM118 | Smart Strike | Steel | Physical | 70 | — | 10 | Stabs the target with a sharp horn. This attack always hits. |
| HM03 | Surf | Water | Special | 90 | 100 | 15 | A giant wave swamps the whole battlefield. Double damage on a foe using Dive. Also used to cross water. |
| HM05 | Whirlpool | Water | Special | 40 | 90 | 10 | Traps the target in a whirlpool, damaging it for 2–5 turns. |
| HM07 | Waterfall | Water | Physical | 80 | 100 | 15 | The user charges at the foe with great force. 20% chance to make it flinch. Also climbs waterfalls. |
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