Type: Null artwork
#772

Type: Null

Normal
All data Standard/Form Gen 7

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobBulky team piece

Type: Null reads as a mixed attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFighting

These attack types are the first danger check before adding it to a team.

Battle Stats

HP95Atk95Def95Sp.Atk95Sp.Def95Speed59total534
HP 95
Atk 95
Def 95
Sp.Atk 95
Sp.Def 95
Speed 59
Type Check

What scares Type: Null?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
Fighting
Resists
None
Immune to
Ghost

Abilities / Passives

Passive effect

Battle Armor

Hard armor protects the Pokémon from critical hits.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Rain Dance
Status · Water Pow - · Acc - · PP 8

The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Sunny Day
Field control

Changes the field so some Pokemon become stronger.

Swords Dance
Status · Normal Pow - · Acc - · PP 20

A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat.

Double-Edge
Physical · Normal PP 16

A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Rock Slide
Physical · Rock PP 12

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Hyper Beam
Special · Normal PP 8

The target is attacked with a powerful beam. The user can't move on the next turn.

Dragon Claw
Physical · Dragon PP 16

The user slashes the target with huge, sharp claws to inflict damage.

Icy Wind
Special · Ice PP 16

The user attacks with a gust of chilled air. This also lowers opposing Pokémon's Speed stats.

Iron Head
Physical · Steel PP 16

The user slams the target with its steel-hard head. Has a 20% chance of making the target flinch.

Aerial Ace
Damage

Used to take knockouts or put enemies into finishing range.

Air Slash
Damage

Used to take knockouts or put enemies into finishing range.

Confide
Damage

Used to take knockouts or put enemies into finishing range.

Crush Claw
Damage

Used to take knockouts or put enemies into finishing range.

Double Hit
Damage

Used to take knockouts or put enemies into finishing range.

Double Team
Damage

Used to take knockouts or put enemies into finishing range.

Endure
Damage

Used to take knockouts or put enemies into finishing range.

Facade
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (56 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources