Type Null
Sun

The heavy control mask it wears suppresses its intrinsic capabilities. This Pokémon has some hidden special power.

Moon

Due to the danger that this synthetic Pokémon may go on a rampage, it wears a control mask to restrain its power.

Ultra Sun

A Pokémon weapon developed for a specific mission, it went berserk during an experiment, so it was cryogenically frozen.

Ultra Moon

There’s danger of its going on a rampage, so its true power is sealed away beneath its control mask.

Evolution Chain

type-null
Type Null
😊
High Friendship
silvally
Silvally

Pokédex Data

Classification Synthetic Pokémon
Height 1.9 m (6'03")
Weight 120.5 kg (265.7 lbs)
Abilities

Game Locations

  • Aether Paradise 2f
  • Ancient Poni Path Area

Training

EV Yield +2 hp
Catch Rate 3
Base Friendship 0
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
5 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
10 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
15 Imprison
10 Prevents the target from using any moves that the user also knows.
20 Aerial Ace
60 20 Never misses.
25 Crush Claw
75 95% 10 Has a 50% chance to lower the target's Defense by one stage.
30 Scary Face
100% 10 Lowers the target's Speed by two stages.
35 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
40 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
45 Metal Sound
85% 40 Lowers the target's Special Defense by two stages.
50 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
55 Double Hit
35 90% 10 Hits twice in one turn.
60 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
65 Punishment
100% 5 Power increases against targets with more raised stats, up to a maximum of 200.
70 Razor Wind
80 100% 10 Requires a turn to charge before attacking.
75 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
80 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
85 Heal Block
100% 15 Prevents target from restoring its HP for five turns.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
5 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
10 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
15 Imprison
10 Prevents the target from using any moves that the user also knows.
20 Aerial Ace
60 20 Never misses.
25 Crush Claw
75 95% 10 Has a 50% chance to lower the target's Defense by one stage.
30 Scary Face
100% 10 Lowers the target's Speed by two stages.
35 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
40 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
45 Metal Sound
85% 40 Lowers the target's Special Defense by two stages.
50 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
55 Double Hit
35 90% 10 Hits twice in one turn.
60 Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
65 Punishment
100% 5 Power increases against targets with more raised stats, up to a maximum of 200.
70 Razor Wind
80 100% 10 Requires a turn to charge before attacking.
75 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
80 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
85 Heal Block
100% 15 Prevents target from restoring its HP for five turns.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM02 Dragon Claw
80 100% 15 Inflicts regular damage with no additional effect.
TM05 Roar
20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day
5 Changes the weather to sunny for five turns.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM37 Sandstorm
10 Changes the weather to a sandstorm for five turns.
TM40 Aerial Ace
60 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user's Speed by one stage.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM75 Swords Dance
20 Raises the user's Attack by two stages.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM81 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Defense
15 Raises the user's Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Base Stats

Hp 95
Attack 95
Defense 95
Sp. Atk 95
Sp. Def 95
Speed 59
Total 534

Type Defenses

(vs. Gen 6+ rules)

2x
0x