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Maschiff

Types :

Dark

Egg Groups :

Field

Abilities :

Intimidate:

When the Pokémon enters a battle, it intimidates opposing Pokémon and makes them cower, lowering their Attack stats.

Run Away:

Enables a sure getaway from wild Pokémon.

Stakeout:

Doubles the damage dealt to a target that has just switched into battle.

Base :

#MovesTypeCategoryPowerAccuracyPPTargetPriorityDescription
1NormalHeadbuttNormalPhysical7010015normal030% chance to make the target flinch.
2NormalTackleNormalPhysical4010035normal0No additional effect.
3NormalBody SlamNormalPhysical8510015normal030% chance to paralyze the target.
4NormalTake DownNormalPhysical908520normal0Has 1/4 recoil.
5NormalDouble-EdgeNormalPhysical12010015normal0Has 33% recoil.
6NormalLeerNormalStatus010030allAdjacentFoes0Lowers the foe(s) Defense by 1.
7DarkBiteDarkPhysical6010025normal030% chance to make the target flinch.
8NormalRoarNormalStatus020normal-6Forces the target to switch to a random ally.
9GroundDigGroundPhysical8010010normal0Digs underground turn 1, strikes turn 2.
10GhostLickGhostPhysical3010030normal030% chance to paralyze the target.
11PsychicRestPsychicStatus05self0User sleeps 2 turns and restores HP and status.
12NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
13DarkThiefDarkPhysical6010025normal0If the user has no item, it steals the target's.
14FightingReversalFightingPhysical010015normal0More power the less HP the user has left.
15NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
16NormalScary FaceNormalStatus010010normal0Lowers the target's Speed by 2.
17GhostDestiny BondGhostStatus05self0If an opponent knocks out the user, it also faints.
18NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
19FairyCharmFairyStatus010020normal0Lowers the target's Attack by 2.
20NormalSwaggerNormalStatus08515normal0Raises the target's Attack by 2 and confuses it.
21NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
22WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
23FireSunny DayFireStatus05all0For 5 turns, intense sunlight powers Fire moves.
24DarkCrunchDarkPhysical8010015normal020% chance to lower the target's Defense by 1.
25NormalFacadeNormalPhysical7010020normal0Power doubles if user is burn/poison/paralyzed.
26DarkTauntDarkStatus010020normal0Target can't use status moves its next 3 turns.
27NormalHelping HandNormalStatus020adjacentAlly5One adjacent ally's move power is 1.5x this turn.
28NormalEndeavorNormalPhysical01005normal0Lowers the target's HP to the user's HP.
29DarkFake TearsDarkStatus010020normal0Lowers the target's Sp. Def by 2.
30DarkPaybackDarkPhysical5010010normal0Power doubles if the user moves after the target.
31DarkDark PulseDarkSpecial8010015any020% chance to make the target flinch.
32ElectricThunder FangElectricPhysical659515normal010% chance to paralyze. 10% chance to flinch.
33IceIce FangIcePhysical659515normal010% chance to freeze. 10% chance to flinch.
34FireFire FangFirePhysical659515normal010% chance to burn. 10% chance to flinch.
35DarkHone ClawsDarkStatus015self0Raises the user's Attack and accuracy by 1.
36NormalRetaliateNormalPhysical701005normal0Power doubles if an ally fainted last turn.
37DarkSnarlDarkSpecial559515allAdjacentFoes0100% chance to lower the foe(s) Sp. Atk by 1.
38FairyPlay RoughFairyPhysical909010normal010% chance to lower the target's Attack by 1.
39PsychicPsychic FangsPsychicPhysical8510010normal0Destroys screens, unless the target is immune.
40DarkJaw LockDarkPhysical8010010normal0Prevents both user and target from switching out.
41NormalTera BlastNormalSpecial8010010normal0If Terastallized: Phys. if Atk > SpA & Type = Tera Type.
42GrassTrailblazeGrassPhysical5010020normal0100% chance to raise the user's Speed by 1.