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Chikorita

Trainer Battles

Chikorita

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 pairing11.2DPT

Magical Leaf+Grass Knot

5 fast throws · 15 turns · 7.5s to fire

#211.0DPT

Vine Whip+Energy Ball

6 fast throws · 12 turns · 6.0s to fire

Lowers the opponent's Defense by 1 stage (10% chance)

#310.7DPT

Vine Whip+Grass Knot

7 fast throws · 14 turns · 7.0s to fire

Fast moves

MoveTypePowerEnergyTurnsDPTEPT
Magical LeafSTABgrass10+103(1.5s)4.003.33
Vine WhipSTABgrass5+82(1.0s)3.004.00
Tacklenormal3+31(0.5s)3.003.00

Charged moves

MoveTypePowerEnergyDPEEffect
Grass KnotSTABgrass90-502.16none
Energy BallSTABgrass80-452.13foe Def -1 @10%
Body Slamnormal55-351.57none

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.