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Registeel

Registeel

National: #379 Hoenn: #204 Crown Tundra: #199 Conquest Gallery: #193

Steel

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
80751507515050580

Abilities

Moves

Target
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 85
Accuracy 100%
Power Points 15

Has a 30% chance to paralyze the target.

Base Power
Accuracy
Power Points 20

Raises the user’s Special Defense by two stages.

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

If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn. Otherwise: Lowers the user’s Speed by one stage, and raises its Attack and Defense by one stage each. The curse effect is passed on by baton pass. This move cannot be copied by mirror move.

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
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
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
Accuracy
Power Points 5

Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user’s max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.

Base Power 70
Accuracy 100%
Power Points 20

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

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 150
Accuracy 90%
Power Points 5

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

Base Power 100
Accuracy 100%
Power Points 10

If the target is in the first turn of dig, this move will hit with double power.

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 75
Accuracy 100%
Power Points 10

Power is doubled if the user’s last move failed for any reason (i.e., produced the message "But it failed!") or was ineffective due to types.

Base Power 60
Accuracy 100%
Power Points 20

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 75
Accuracy 100%
Power Points 15

Has a 10% chance to paralyze the target.

Base Power 150
Accuracy 100%
Power Points 20

If the user takes damage this turn before hitting, this move will fail. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.

-3
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 75
Accuracy 90%
Power Points 10

Has a 30% chance to make the target flinch.

Base Power 50
Accuracy 95%
Power Points 35

Has a 10% chance to raise the user’s Attack one stage.

Base Power
Accuracy 100%
Power Points 10

Power and type are determined by the user’s held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail. This move ignores sticky hold. If the user is under the effect of embargo, this move will fail.

Base Power 70
Accuracy 100%
Power Points 15

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

Base Power 120
Accuracy 70%
Power Points 5

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

Base Power
Accuracy
Power Points 10

Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon’s original Special Defense is raised by 50% for the duration of this effect. solar beam’s power is halved. moonlight, morning sun, and synthesis only heal 1/4 the user’s max HP.

Base Power
Accuracy
Power Points 5

Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.

Base Power
Accuracy
Power Points 15

Raises the user’s Defense by two stages.

Base Power 80
Accuracy 100%
Power Points 15

The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.

Base Power 80
Accuracy 100%
Power Points 10

The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target.

Base Power
Accuracy 90%
Power Points 20

Paralyzes the target.

Base Power 50
Accuracy 90%
Power Points 10

Has a 70% chance to raise the user’s Special Attack by one stage.

Base Power 120
Accuracy 50%
Power Points 5

Has a 100% chance to paralyze the target.

Base Power 35
Accuracy 85%
Power Points 15

For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. rapid spin cancels this effect.

Base Power
Accuracy
Power Points 20

Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon’s susceptibility to rock moves. rapid spin removes this effect from its user’s side of the field.

Base Power 140
Accuracy 95%
Power Points 5

Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. The user still takes damage if the move is blocked by Protect or Substitute, misses, or if the target has Flash Fire.

Base Power 120
Accuracy 100%
Power Points 5

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

Base Power 80
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

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 120
Accuracy 90%
Power Points 10
Base Power
Accuracy 85%
Power Points 40

Lowers the target’s Special Defense by two stages.

Base Power
Accuracy 100%
Power Points 10

The greater the user’s weight compared to the target’s, the higher power this move has, to a maximum of 120. User’s weight | Power -------------------------------- | ----: Up to 2× the target’s weight | 40 Up to 3× the target’s weight | 60 Up to 4× the target’s weight | 80 Up to 5× the target’s weight | 100 More than 5× the target’s weight | 120

Base Power 250
Accuracy 100%
Power Points 5

User faints, even if the attack fails or misses.

Base Power 100
Accuracy 90%
Power Points 10

Inflicts regular damage, then lowers the user’s Speed by one stage.

Base Power 0
Accuracy 100%
Power Points 10

The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power.

Base Power 65
Accuracy 100%
Power Points 20

Has a 30% chance to make the target flinch. Power is doubled against Pokémon that have used minimize since entering the field.

Base Power
Accuracy
Power Points 5

If the user targets the same target again before the end of the next turn, the move it uses is guaranteed to hit. This move itself also ignores accuracy and evasion modifiers. One-hit KO moves are also guaranteed to hit, as long as the user is equal or higher level than the target. This effect also allows the user to hit Pokémon that are off the field due to moves such as dig or fly. If the target uses detect or protect while under the effect of this move, the user is not guaranteed to hit, but has a (100 - accuracy)% chance to break through the protection. This effect is passed on by baton pass.

Base Power 60
Accuracy 100%
Power Points 5

Has a 10% chance to raise all of the user’s stats one stage.

Base Power 60
Accuracy 95%
Power Points 15

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 75
Accuracy 100%
Power Points 15

Has a 10% chance to freeze the target.

Base Power 80
Accuracy 100%
Power Points 10

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

Base Power 90
Accuracy 100%
Power Points 15

Has a 10% chance to paralyze the target.

Base Power 110
Accuracy 70%
Power Points 10

Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect. During sunny day, this move has 50% accuracy.