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Palafin Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Palafin, a Water type creature first seen in Generation 9. Evolution of Finizen. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Palafin #0964
Dolphin Pokémon
Pokemon Profile
Pokédex Data
National No. #0964
Type water
Species Dolphin Pokémon
Height 1.3 m (4'36")
Weight 60.2 kg (132.7 lbs)
Abilities Zero to hero,Zero to hero
Color Blue
Introduced in Generation 9
Egg Group ground, water2
Shiny
Pokemon Profile
Alternate Forms
Pokemon Image 1

Base Stats

Hp 100 22%
Attack 70 16%
Defense 72 16%
Sp. Atk 53 12%
Sp. Def 62 14%
Speed 100 22%
Total 457
Evolution
Pokemon 1
#0963
Finizen
Pokemon 1
#0964
Palafin

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Palafin learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Supersonic The user generates odd sound waves from its body that confuse the target. Status Normal 0 55 20
44 Mist The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns. Status Ice 0 0 30
1 Water Gun The target is blasted with a forceful shot of water. Special Water 40 100 25
50 Hydro Pump The target is blasted by a huge volume of water launched under great pressure. Special Water 110 80 5
10 Focus Energy The user takes a deep breath and focuses so that critical hits land more easily. Status Normal 0 0 30
25 Charm The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. Status Fairy 0 100 20
34 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
55 Focus Punch The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. Physical Fighting 150 100 20
21 Dive Diving on the first turn, the user floats up and attacks on the next turn. Physical Water 80 100 10
7 Astonish The user attacks the target while shouting in a startling fashion. This may also make the target flinch. Physical Ghost 30 100 15
39 Aqua Tail The user attacks by swinging its tail as if it were a vicious wave in a raging storm. Physical Water 90 90 10
13 Aqua Jet The user lunges at the target at a speed that makes it almost invisible. This move always goes first. Physical Water 40 100 20
17 Double Hit The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row. Physical Normal 35 90 10
29 Acrobatics The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. Physical Flying 55 100 15
0 Flip Turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Physical Water 60 100 20
61 Wave Crash Physical Water 120 100 10
1 Jet Punch Physical Water 60 100 15

Palafin Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Ice Punch The target is punched with an icy fist. This may also leave the target frozen. Physical Ice 75 100 15
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Surf The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water. Special Water 90 100 15
0 Ice Beam The target is struck with an icy-cold beam of energy. This may also leave the target frozen. Special Ice 90 100 10
0 Blizzard A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. Special Ice 110 70 5
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
0 Waterfall The user charges at the target and may make it flinch. This can also be used to climb a waterfall. Physical Water 80 100 15
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Reversal An all-out attack that becomes more powerful the less HP the user has. Physical Fighting 0 100 15
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Icy Wind The user attacks with a gust of chilled air. This also lowers the opposing Pokémon’s Speed stats. Special Ice 55 95 15
0 Outrage The user rampages and attacks for two to three turns. The user then becomes confused. Physical Dragon 120 100 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Hyper Voice The user lets loose a horribly echoing shout with the power to inflict damage. Special Normal 90 100 10
0 Bulk Up The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats. Status Fighting 0 0 20
0 Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. Special Water 60 100 20
0 Close Combat The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats. Physical Fighting 120 100 5
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Aura Sphere The user lets loose a blast of aura power from deep within its body at the target. This attack never misses. Special Fighting 80 0 20
0 Drain Punch An energy-draining punch. The user’s HP is restored by half the damage taken by the target. Physical Fighting 75 100 10
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
0 Iron Head The user slams the target with its steel-hard head. This may also make the target flinch. Physical Steel 80 100 15
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Disarming Voice Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. Special Fairy 40 0 15
0 Draining Kiss The user steals the target’s energy with a kiss. The user’s HP is restored by over half of the damage taken by the target. Special Fairy 50 100 10
0 Liquidation The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat. Physical Water 85 100 10
0 Tera Blast Special Normal 80 100 10
0 Chilling Water Special Water 50 100 20

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