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Iron Leaves

Iron Leaves

National: #1010 Blueberry: #242

GrassPsychic

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
901308870108104590

Abilities

Species-specific items

Signature moves

Moves that are learned only by this Pokémon line (Gen 9).

Base Power 80
Accuracy 100%
Power Points 15

The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain.

Moves

Target
Base Power
Accuracy
Power Points 20

Raises the user’s Attack by two stages.

Base Power 90
Accuracy 85%
Power Points 20

User takes 1/4 the damage it inflicts in recoil.

Base Power 120
Accuracy 100%
Power Points 15

User takes 1/3 the damage it inflicts in recoil.

Base Power 120
Accuracy 100%
Power Points 10

User charges for one turn before attacking. During sunny day, the charge turn is skipped. During hail, rain dance, or sandstorm, power is halved. This move cannot be selected by sleep talk.

Base Power
Accuracy
Power Points 5

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.

Base Power
Accuracy
Power Points 10

Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.

Base Power
Accuracy
Power Points 10

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.

+4
Base Power 75
Accuracy 100%
Power Points 10

Drains half the damage inflicted to heal the user.

Base Power
Accuracy
Power Points 10

The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.

+4
Base Power 40
Accuracy 100%
Power Points 40

Will not reduce the target’s HP below 1.

Base Power
Accuracy
Power Points 10

Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.

Base Power 70
Accuracy 100%
Power Points 20

If the user is burned, paralyzed, or poisoned, this move has double power.

Base Power
Accuracy
Power Points 20

Boosts the power of the target’s moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome.

+5
Base Power 60
Accuracy
Power Points 20

Ignores accuracy and evasion modifiers.

Base Power 130
Accuracy 90%
Power Points 5

Inflicts regular damage, then lowers the user’s Special Attack by two stages.

Base Power
Accuracy 100%
Power Points 20

Power increases with the target’s weight in kilograms, to a maximum of 120. Target’s weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120

Base Power
Accuracy
Power Points 30

Raises the user’s Attack and Special Attack by one stage each.

Base Power 90
Accuracy 100%
Power Points 10

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power
Accuracy
Power Points 10

For five turns, heals all Pokémon on the ground for 1/16 their max HP each turn and strengthens their grass moves to 1.5× their power. Changes nature power to energy ball.

Base Power 80
Accuracy 100%
Power Points 10

If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.

Base Power 50
Accuracy 100%
Power Points 20

The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.

Base Power 150
Accuracy 90%
Power Points 5

User loses its next turn to "recharge", and cannot attack or switch out during that turn.

Base Power
Accuracy 100%
Power Points 10

Lowers the target’s Speed by two stages.

Base Power 150
Accuracy 90%
Power Points 5

User loses its next turn to "recharge", and cannot attack or switch out during that turn.

Base Power
Accuracy 100%
Power Points 30

Lowers the target’s Defense by one stage.

Base Power 60
Accuracy
Power Points 20

Ignores accuracy and evasion modifiers.

Base Power 75
Accuracy 100%
Power Points 15

Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.

Base Power 60
Accuracy
Power Points 20

Ignores accuracy and evasion modifiers.

Base Power 120
Accuracy 70%
Power Points 5

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power 75
Accuracy 95%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power
Accuracy
Power Points 15

Raises the user’s Defense by two stages.

Base Power
Accuracy
Power Points 30

Raises the user’s Speed by two stages.

Base Power 80
Accuracy 100%
Power Points 15
Base Power 80
Accuracy 100%
Power Points 15

Silences the target for two turns, preventing it from using any sound-based moves.

Base Power 40
Accuracy 100%
Power Points 30
+1
Base Power 70
Accuracy
Power Points 10

Ignores accuracy and evasion modifiers.

Base Power
Accuracy 100%
Power Points 15

Power varies inversely with the user’s proportional remaining HP. 64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20

Base Power
Accuracy 100%
Power Points 20

Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging. assist, copycat, me first, metronome, mirror move, and sleep talk do not directly inflict damage and thus may not be used. bide, counter, endeavor, metal burst, and mirror coat are allowed.

Base Power 70
Accuracy 100%
Power Points 5

If a friendly Pokémon fainted on the previous turn, this move has double power.

Base Power 90
Accuracy 100%
Power Points 15

User takes 1/4 the damage it inflicts in recoil.

Base Power 120
Accuracy 85%
Power Points 10
Base Power
Accuracy 100%
Power Points 15

Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.

Base Power
Accuracy
Power Points 20

Raises the user’s Special Attack and Special Defense by one stage each.

Base Power
Accuracy
Power Points 10

For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power. Changes nature power to thunderbolt.

Base Power 70
Accuracy 100%
Power Points 15

User’s critical hit rate is one level higher when using this move.

Base Power
Accuracy
Power Points 15

User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.

+2
Base Power
Accuracy
Power Points 10

Changes the terrain to Psychic Terrain for 5 turns. Overrides electric terrain, grassy terrain, and misty terrain. All Pokémon on the ground are immune to moves with priority greater than 0. (Moves that target the field rather than individual Pokémon, such as spikes, are not affected.) Additionally, when a Pokémon on the ground uses a psychic-type move, that move’s power is increased to 1.5×. If a Pokémon is holding a Terrain Extender when creating Psychic Terrain (by any means), the effect lasts for 8 turns instead of 5.

Base Power
Accuracy
Power Points 10

Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. If no opposing Pokémon knows any of the user’s moves when this move is used, this move will fail.

Base Power
Accuracy
Power Points 5

For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop. Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes. bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect. *Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop’s effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.

Base Power
Accuracy
Power Points 15

Moves with priority greater than 0 will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail. This move cannot be selected by assist or metronome.

+3
Base Power 125
Accuracy 100%
Power Points 10

User charges for one turn before attacking. During sunny day, the charge turn is skipped. During hail, rain dance, or sandstorm, power is halved. This move cannot be selected by sleep talk.

Base Power
Accuracy 85%
Power Points 40

Lowers the target’s Special Defense by two stages.

Base Power 120
Accuracy 100%
Power Points 5

Inflicts regular damage, then lowers the user’s Defense and Special Defense by one stage each.

Base Power
Accuracy
Power Points 10
Base Power 90
Accuracy 100%
Power Points 15

User’s critical hit rate is one level higher when using this move.

Base Power 90
Accuracy 100%
Power Points 15

Damage calculation ignores the target’s stat modifiers, including evasion.

Base Power 80
Accuracy 100%
Power Points 15

The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain.