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Bergmite

Bergmite

National: #712 Kalos (Mountain): #79 Galar: #358 Paldea: #363 Hisui: #215 Crown Tundra: #142 Lumiose City: #174

Ice

Evolution chain

Evolution method (Scarlet & Violet). Methods may differ in earlier games.

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
556985323528304

Abilities

Moves

Target
Base Power 40
Accuracy 100%
Power Points 35
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 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 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 60
Accuracy 100%
Power Points 20

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

Base Power 60
Accuracy 100%
Power Points 25

Has a 30% chance to make the target flinch.

Base Power 75
Accuracy 90%
Power Points 10

Has a 30% chance to make the target flinch.

Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to lower the target’s Defense by one stage.

Base Power
Accuracy
Power Points 30

Pokémon on the user’s side of the field are immune to stat-lowering effects for five turns. guard swap, heart swap, and power swap may still be used. defog used by an opponent will end this effect.

Base Power 50
Accuracy 100%
Power Points 40

Removes leech seed from the user, frees the user from bind, clamp, fire spin, magma storm, sand tomb, whirlpool, and wrap, and clears spikes, stealth rock, and toxic spikes from the user’s side of the field. If this move misses or has no effect, its effect doesn’t activate.

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 100%
Power Points 20

Targets the last opposing Pokémon to hit the user with a special move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored. This move cannot be copied by mirror move, nor selected by assist or metronome.

-5
Base Power 90
Accuracy 100%
Power Points 10

Has a 10% chance to freeze the target.

Base Power 110
Accuracy 70%
Power Points 5

Has a 10% chance to freeze the target. During hail, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect.

Base Power 55
Accuracy 95%
Power Points 15

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

Base Power
Accuracy
Power Points 15

Raises the user’s Defense by two stages.

Base Power
Accuracy 100%
Power Points 5

Power increases with the target’s current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.

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 50
Accuracy 100%
Power Points 20

The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.

Base Power 60
Accuracy 100%
Power Points 10

If the target damaged the user this turn and was the last to do so, this move has double power. pain split does not count as damaging the user.

-4
Base Power
Accuracy
Power Points 30

Raises the user’s Defense by one stage.

Base Power 65
Accuracy 95%
Power Points 15

Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.

Base Power 100
Accuracy 80%
Power Points 5

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

Base Power 25
Accuracy 100%
Power Points 30

Hits 2–5 times in one turn. 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.

Base Power
Accuracy
Power Points 20

Places the Aurora Veil effect on the user’s side of the field for the next 5 turns. If the weather is not hail, or the weather is disabled by the effects of cloud nine or air lock, this move will fail. Any regular damage dealt to an affected Pokémon is reduced by ½. (If there are multiple Pokémon on the affected field, the reduction is ⅓.)

Base Power 0
Accuracy
Power Points 10

The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types.

Base Power
Accuracy
Power Points 5

Heals the user for half its max HP.

Base Power 60
Accuracy 95%
Power Points 15

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

Base Power 40
Accuracy 100%
Power Points 25

Has a 10% chance to freeze the target.