The Cave of Dragonflies ASB Database

Primal Kyogre

Water
Speed
90
Gender
Genderless
Population
0

Abilities

Primordial Sea

Changes the weather to rain and prevents Fire moves from working while the Pokémon is in battle.

Type matchups

Weak to (1.5×)
GrassElectric
Resistant to (0.67×)
FireWaterIceSteel
Immune to (0×)
None

Evolution

Kyogre

Forms

Primal Reversion will be figured out later.

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Ancient Power Rock Special 60 3% 100%

Has a 10% chance to raise all stats (except Evasion and Accuracy) by one stage.

Aqua Ring Water 5%

Heals 1% of the user's health after each action, as long as it has remained in the Aqua Ring.

Aqua Tail Water Physical 90 5% 90%

Deals damage. No other effect.

Avalanche Ice Physical 60 3% 100% −4

Base power is doubled if the user has already taken damage this action.

Blizzard Ice Special 110 7% 70%

Has a 10% chance to freeze each target.

Block Normal 3%

Blocks the target's path, preventing it from switching or using moves that require a lot of movement.

Body Slam Normal Physical 85 6% 100%

Has a 30% chance to paralyze the target.

Brick Break Fighting Physical 75 4% 100%

Breaks through Reflect and Light Screen.

Brine Water Special 65 4% 100%

Base power is doubled if the target is below 50% health.

Bulldoze Ground Physical 60 4% 100%

Has a 100% chance to lower each target's Speed by one stage.

Calm Mind Psychic 2%

Raises the user's Special Attack and Special Defense by one stage.

Confide Normal 1%

Lowers the target's Special Attack by one stage.

Defense Curl Normal 1%

Raises the user's Defense by one stage.

Dive Water Physical 80 4% 100%

Dives underwater, dodging most moves, then hits. Costs 3% extra energy to do both in one action.

Double-Edge Normal Physical 120 7% 100%

Deals recoil damage to the user equal to 1/3 the damage dealt.

Double Team Normal *

Produces a number of illusory clones which act as decoys for single-target moves.

Earthquake Ground Physical 100 6% 100%

Deals damage. No other effect.

Endure Normal * +4

Prevents direct damage from lowering the user's health below 1% this action.

Facade Normal Physical 70 4% 100%

Base power is doubled if the user has a major status ailment, excluding sleep.

Frustration Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Giga Impact Normal Physical 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Hail Ice 5%

Changes the weather to hail for nine actions.

Headbutt Normal Physical 70 5% 100%

Has a 30% chance to make the target flinch.

Hidden Power Normal Special 60 3% 100%

Type is randomized per Pokémon per battle.

Hydro Pump Water Special 110 7% 80%

Deals damage. No other effect.

Hyper Beam Normal Special 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Ice Beam Ice Special 90 5% 100%

Has a 10% chance to freeze the target.

Icy Wind Ice Special 55 4% 95%

Has a 100% chance to lower each target's Speed by one stage.

Iron Head Steel Physical 80 5% 100%

Has a 30% chance to make the target flinch.

Liquidation Water Physical 85 5% 100%

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

Mimic Normal 1%

Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.

Muddy Water Water Special 90 6% 85%

Has a 30% chance to lower each target's Accuracy by one stage.

Mud-Slap Ground Special 20 2% 100%

Has a 100% chance to lower the target's Accuracy by one stage.

Natural Gift Normal Physical * * 100%

Varies based on the user's signature move.

Origin Pulse Water Special 110 7% 85%

Deals damage. No other effect.

Protect Normal * +4

Protects the user against all moves this action.

Psych Up Normal *

Copies the target's stat stages.

Rain Dance Water 5%

Changes the weather to rain for nine actions.

Rest Psychic *

Puts the user to sleep and fully heals it over three actions.

Return Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Roar Normal 3% −6

Tries to make the target flinch. Success rate varies depending on the circumstances.

Rock Slide Rock Physical 75 5% 90%

Has a 30% chance to make each target flinch.

Rock Smash Fighting Physical 40 3% 100%

Has a 50% chance to lower the target's Defense.

Rock Tomb Rock Physical 60 4% 95%

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

Round Normal Special 60 3% 100%

Has double power if used by multiple Pokémon in one action.

Safeguard Normal *

Protects the user and its allies from status ailments for five actions.

Scald Water Special 80 5% 100%

Has a 30% chance to burn the target.

Scary Face Normal 2% 100%

Lowers the target's Speed by two stages.

Secret Power Normal Physical 70 5% 100%

Has a 30% chance of inflicting an extra effect that depends on the terrain.

Sheer Cold Ice Special * * 30%

Deals damage equal to the damage cap, or 100% if there is none.

Shock Wave Electric Special 60 3%

Never misses.

Signal Beam Bug Special 75 4% 100%

Has a 10% chance to confuse the target.

Sleep Talk Normal *

Randomly uses any move the user has used since entering battle. Only works while asleep.

Snore Normal Special 50 4% 100%

Has a 30% chance to make the target flinch. Only works while asleep.

Strength Normal Physical 80 4% 100%

Deals damage. No other effect.

Substitute Normal *

Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.

Surf Water Special 90 5% 100%

Fails if there is not enough water available for the user to manipulate.

Swagger Normal 3% 85%

Confuses the target and raises its Attack by two stages.

Swift Normal Special 60 3%

Never misses.

Thunder Electric Special 110 8% 70%

Has a 30% chance to paralyze the target.

Thunderbolt Electric Special 90 5% 100%

Has a 10% chance to paralyze the target.

Thunder Wave Electric 4% 90%

Severely paralyzes the target.

Toxic Poison 4% 90%

Badly poisons the target. Never misses if the user is Poison-type.

Uproar Normal Special 90 5% 100%

Prevents Pokemon from falling asleep for up to three actions.

Waterfall Water Physical 80 4% 100%

Has a 20% chance to make the target flinch.

Water Pulse Water Special 60 3% 100%

Has a 20% chance to confuse the target.

Water Spout Water Special 150 9% 100%

Base power and energy cost fall proportional to the user's remaining health.

Whirlpool Water Special 35 3% 85%

Traps the target and deals 1% damage after each action for 4-5 actions.