Seedot [Jústin] (Male)
Stage: 1*
Types: Grass (immunity to Leech Seed and all moves tagged as #Powder.)
Abilities:
Chlorophyll / Early Bird /
Pickpocket (Hidden, Locked)
Chlorophyll: During bright sunlight, this Pokemon's cells absorb more solar energy, doubling (x2) their speed.
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 15 HP per action and only be asleep for two actions.
Pickpocket: This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Command: Activate Pickpocket (ally) - 5 En - Trade items with target ally.
Nature: Serious (No Change)
Stats:
HP: 75
Atk: 3
Def: 4
SpA: 3
SpD: 3
Spe: 30
Size Class: 1
Weight Class: 1
Attacks (14):
Level Up
Absorb
SWSH (Grass-type, Special, 4 BAP, 100 Acc, 6 EC, Elemental, heals 50% of damage done–max 5 HP)
(Luminous, Vampiric, Beam)
Astonish
SWSH (Ghost-type, Physical, 4 BAP, 100 Acc, 3 EC, Contact, Force, 30% flinch chance)
(Body, Cunning, All)
Bide
RS (Normal-type, Physical, Damage*1.75 BAP, 6+ExpectedDamage/2 EC, Contact, Priority 1, None)
Explosion
RS (Normal-type, Physical, 25 BAP, 100 Acc, 20 EC–must be paid in full, Set)
(Luminous, Aetherial)
Growth
RS (Attack +1 Special Attack +1, 7 EC, Passive, Attack +2 Special Attack +2 but 9 EC in sun)
(Bracing, Energizing, Hardening)
Harden
RS (Defense +1, 5 EC, Passive, causes 1/10 recoil on succeeding contact)
(Bracing, Harden)
Mega Drain
SWSH (Grass-type, Special, 6 BAP, 100 Acc, 8 EC, Force, heals 50% of damage done–max 5 HP)
(Luminous, Vampiric, Beam)
Nature Power
RS (Calls upon another move.)
Nature Power -> Tri Attack (Normal-type, Special, 8 BAP, 100 Acc, 6+2 EC, Set, 20% chance to–one of–burn/paralyze/freeze)
Nature Power -> Moonblast (Fairy-type, Special, 10 BAP, 100 Acc, 7+2 EC, Elemental, 30% chance to lower foe Special Attack)
Payback
SWSH (Dark-type, Physical, 5 BAP, 100 Acc, 7 EC, Contact, Set, 10 BAP if target acts first)
(Body, All)
Rollout
SWSH (Rock-type, Physical, 4 BAP, 90 Acc, 4 EC, Contact, Set, consecutive hits 1-4 add 3 BAP and 1 EC each while ignoring consecutive attacks EC penalty.)
(Body, All)
Sucker Punch
SWSH (Dark-type, Physical, 7 BAP, 100 Acc, 5 EC, Contact, Set, 1 Priority, fails if target is not set to attempt a damaging attack this Action or has already acted)
(Body, Cunning, Arm)
Sunny Day
RS (Fire-type attacks +3 BAP, Water-type attacks +3 BAP, supports Chlorophyll and moves. Lasts 4 Rounds, 10 EC, Set, fails when no light is present to focus)
(Luminous, Aetherial)
Synthesis
RS (+20 HP, 5+MaxHP/10 EC, None, +30 HP in strong sunlight and +10 HP with poor light)
Tackle
SWSH (Normal-type, Physical, 4 BAP, 100 Acc, 3 EC, Contact, Deferring)
(Body, All)
Egg
Currently locked.
TM/HM
Currently locked.
Tutor
Currently locked.
Other
N/A.
Expected Combinations
Two of (Astonish, Payback, Rollout, Sucker Punch), except Payback + Sucker Punch
- Astonish expected addition for flinch chance. Payback/Sucker + Rollout is Typeless. Rollout inclusion builds meter? Sucker Punch doesn't add priority, only 2 BAP over no-bonus Payback.
- Combo type priority: Payback=Rollout=Sucker Punch > Astonish.
(Sunny Day + Explosion)
(Growth + Harden)
Add ECs and then add 2.