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Yanma

Trainer Battles

Yanma

Trainer Battles

The same moves, on the Trainer Battle clock: 0.5s per turn, 100 energy cap, stat changes included. These numbers come from a separate Game Master template and are not the raid numbers above.

Best pairing10.5DPT

Wing Attack+Silver Wind

6 fast throws · 12 turns · 6.0s to fire

Raises its own Attack by 1 stage (10% chance); Raises its own Defense by 1 stage (10% chance)

#210.0DPT

Quick Attack+Silver Wind

6 fast throws · 12 turns · 6.0s to fire

Raises its own Attack by 1 stage (10% chance); Raises its own Defense by 1 stage (10% chance)

#39.0DPT

Wing Attack+Aerial Ace

6 fast throws · 12 turns · 6.0s to fire

Fast moves

MoveTypePowerEnergyTurnsDPTEPT
Wing AttackSTABflying5+82(1.0s)3.004.00
Quick Attacknormal5+82(1.0s)2.504.00

Charged moves

MoveTypePowerEnergyDPEEffect
Silver WindSTABbug75-452.00self Atk +1 @10%self Def +1 @10%
Aerial AceSTABflying60-451.60none
Ancient Powerrock60-451.33self Atk +1 @10%self Def +1 @10%

Turns are the one-based count the game and every reference site print: the Game Master ships a zero-based durationTurns, so its 1 is a 2-turn move. DPT and EPT are damage and energy per turn and DPE is damage per energy, both with this form's x1.2 STAB already in them where the row is flagged STAB, so the columns can be read straight down; Power and Energy stay raw. A stat change moves the target up or down the game's own ladder (0.50, 0.57, 0.67, 0.80, 1.00, 1.25, 1.50, 1.75, 2.00 for stages -4 to +4). Every Trainer Battle number is audited on the data-quality page.