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Malamar

Trainer Battles

Malamar

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 pairing12.1DPT

Psywave+Superpower

10 fast throws · 10 turns · 5.0s to fire

Lowers its own Attack by 1 stage; Lowers its own Defense by 1 stage

#211.5DPT

Peck+Superpower

5 fast throws · 10 turns · 5.0s to fire

Lowers its own Attack by 1 stage; Lowers its own Defense by 1 stage

#311.4DPT

Psywave+Foul Play

10 fast throws · 10 turns · 5.0s to fire

Fast moves

MoveTypePowerEnergyTurnsDPTEPT
PsywaveSTABpsychic3+41(0.5s)3.604.00
Peckflying6+82(1.0s)3.004.00
Psycho CutSTABpsychic4+92(1.0s)2.404.50

Charged moves

MoveTypePowerEnergyDPEEffect
Superpowerfighting85-402.13self Atk -1self Def -1
Foul PlaySTABdark65-401.95none
Hyper Beamnormal150-801.88none
PsybeamSTABpsychic70-601.40none

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.