Silvally
Sun

Its trust in its partner is what awakens it. This Pokémon is capable of changing its type, a flexibility that is well displayed in battle.

Moon

Although its name was Type: Null at first, the boy who evolved it into this form gave it the name by which it is now known.

Ultra Sun

This is its form once it has awakened and evolved. Freed from its heavy mask, its speed is greatly increased.

Ultra Moon

Through the bond it formed with its Trainer, its will was strengthened, and it was able to destroy its control mask.

Evolution Chain

type-null
Type Null
😊
High Friendship
silvally
Silvally

Pokédex & Training Data

Classification Synthetic Pokémon
Height 2.3 m (7'07")
Weight 100.5 kg (221.6 lbs)
Abilities
EV Yield +3 hp
Catch Rate 3
Base Friendship 0
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Alola (S/M) #204
Alola (US/UM) #260
Galar (Sw/Sh) #382
National #773

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.
1 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
1 Poison Fang
50 100% 15 Has a 50% chance to badly poison the target.
1 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
1 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
1 Ice Fang
65 95% 15 Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
1 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
1 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
1 Multi Attack
120 100% 10 If the user is holding a appropriate plate or drive, the damage inflicted will match it.
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 Bite
60 100% 25 Has a 30% chance to make the target flinch.
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 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
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 Parting Shot
— 100% 20 Lowers all targets’ Attack and Special Attack by one stage. Makes the user switch out.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
1 Poison Fang
50 100% 15 Has a 50% chance to badly poison the target.
1 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
1 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
1 Ice Fang
65 95% 15 Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
1 Fire Fang
65 95% 15 Has a 10% chance to burn the target and a 10% chance to make the target flinch.
1 Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
1 Multi Attack
120 100% 10 If the user is holding a appropriate plate or drive, the damage inflicted will match it.
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 Bite
60 100% 25 Has a 30% chance to make the target flinch.
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 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
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 Parting Shot
— 100% 20 Lowers all targets’ Attack and Special Attack by one stage. Makes the user switch out.

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.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
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.
TM51 Steel Wing
70 90% 25 Has a 10% chance to raise the user’s Defense by one stage.
TM64 Explosion
250 100% 5 User faints.
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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM94 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target’s Special Attack by one stage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Sun/Moon
Name Class Power Acc. PP Effect
Draco Meteor
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Defog
— — 15 Lowers the target’s evasion by one stage. Removes field effects from the enemy field.
Draco Meteor
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
Fire Pledge
80 100% 10 With Water Pledge, doubles the effect chance of friendly Pokémon’s moves for four turns.
Grass Pledge
80 100% 10 With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
Heat Wave
95 90% 10 Has a 10% chance to burn the target.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional 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.
Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
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.
Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
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.
Tailwind
— — 15 For three turns, friendly Pokémon have doubled Speed.
Water Pledge
80 100% 10 With Grass Pledge, halves opposing Pokémon’s Speed for four turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 95
Attack 95
Defense 95
Sp. Atk 95
Sp. Def 95
Speed 95
Total 570

Type Defenses

(vs. Gen 6+ rules)

2x
0x