Pokédex › Palafin (Hero)
Palafin (Hero) — Stats & Moves (Pokémon Champions)
Water Abilities: Zero to Hero
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Palafin (Hero) / Calculate damage with Palafin (Hero) / Calculate damage against Palafin (Hero)
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 175 | 207 | — | |
| Attack | 180 | 212 | 233 | |
| Defense | 117 | 149 | 163 | |
| Sp. Atk | 126 | 158 | 173 | |
| Sp. Def | 107 | 139 | 152 | |
| Speed | 120 | 152 | 167 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | ElectricGrass |
|---|---|
| resists (1/2) | FireWaterIceSteel |
Learnset (58 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Body Slam | Normal | Physical | 85 | 100 | 16 | Has a chance to paralyze the target. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Double Hit | Normal | Physical | 35 | 90 | 12 | Hits twice in one turn. |
| Endeavor | Normal | Physical | — | 100 | 8 | Lowers the target’s HP to equal the user’s. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Boomburst | Normal | Special | 140 | 100 | 12 | Inflicts regular damage. |
| Hyper Voice | Normal | Special | 90 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Tickle | Normal | Status | — | 100 | 20 | Lowers the target’s Attack and Defense by one stage. |
| Helping Hand | Normal | Status | — | — | 20 | Ally’s next move inflicts half more damage. |
| Psych Up | Normal | Status | — | — | 12 | Discards the user’s stat changes and copies the target’s. |
| Encore | Normal | Status | — | 100 | 8 | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Focus Energy | Normal | Status | — | — | 20 | Increases the user’s chance to score a critical hit. |
| Grass Knot | Grass | Special | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Wave Crash | Water | Physical | 120 | 100 | 12 | |
| Aqua Tail | Water | Physical | 90 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Liquidation | Water | Physical | 85 | 100 | 12 | Has a chance to lower the target’s Defense by one stage. |
| Dive | Water | Physical | 80 | 100 | 12 | User dives underwater, dodging all attacks, and hits next turn. |
| Waterfall | Water | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Jet Punch | Water | Physical | 60 | 100 | 16 | |
| Flip Turn | Water | Physical | 60 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Aqua Jet | Water | Physical | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Hydro Pump | Water | Special | 110 | 80 | 8 | Inflicts regular damage with no additional effect. |
| Surf | Water | Special | 90 | 100 | 16 | Inflicts regular damage and can hit Dive users. |
| Water Pulse | Water | Special | 60 | 100 | 20 | Has a chance to confuse the target. |
| Chilling Water | Water | Special | 50 | 100 | 20 | |
| Whirlpool | Water | Special | 35 | 85 | 16 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Bounce | Flying | Physical | 85 | 85 | 8 | User bounces high into the air, dodging all attacks, and hits next turn. |
| Acrobatics | Flying | Physical | 55 | 100 | 16 | Has double power if the user has no held item. |
| Ice Punch | Ice | Physical | 75 | 100 | 16 | Has a chance to freeze the target. |
| Blizzard | Ice | Special | 110 | 70 | 8 | Has a chance to freeze the target. |
| Ice Beam | Ice | Special | 90 | 100 | 12 | Has a chance to freeze the target. |
| Icy Wind | Ice | Special | 55 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Haze | Ice | Status | — | — | 20 | Resets all Pokémon’s stats, accuracy, and evasion. |
| Focus Punch | Fighting | Physical | 150 | 100 | 20 | If the user takes damage before attacking, the attack is canceled. |
| Close Combat | Fighting | Physical | 120 | 100 | 8 | Lowers the user’s Defense and Special Defense by one stage after inflicting damage. |
| Drain Punch | Fighting | Physical | 75 | 100 | 12 | Drains half the damage inflicted to heal the user. |
| Reversal | Fighting | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Counter | Fighting | Physical | — | 100 | 20 | Inflicts twice the damage the user received from the last physical hit it took. |
| Focus Blast | Fighting | Special | 120 | 70 | 8 | Has a chance to lower the target’s Special Defense by one stage. |
| Aura Sphere | Fighting | Special | 80 | — | 20 | Never misses. |
| Bulk Up | Fighting | Status | — | — | 20 | Raises the user’s Attack and Defense by one stage. |
| Zen Headbutt | Psychic | Physical | 80 | 90 | 16 | Has a chance to make the target flinch. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Agility | Psychic | Status | — | — | 20 | Raises the user’s Speed by two stages. |
| Outrage | Dragon | Physical | 120 | 100 | 12 | Hits every turn for 2-3 turns, then confuses the user. |
| Throat Chop | Dark | Physical | 80 | 100 | 16 | Prevents the target from using sound-based moves for two turns. |
| Fling | Dark | Physical | — | 100 | 12 | Throws held item at the target; power depends on the item. |
| Taunt | Dark | Status | — | 100 | 20 | For the next few turns, the target can only use damaging moves. |
| Iron Head | Steel | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Hard Press | Steel | Physical | — | 100 | 12 | |
| Draining Kiss | Fairy | Special | 50 | 100 | 12 | Drains 75% of the damage inflicted to heal the user. |
| Charm | Fairy | Status | — | 100 | 20 | Lowers the target’s Attack by two stages. |