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Shaymin (Land)

Trainer Battles

Shaymin (Land)

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 pairing11.5DPT

Magical Leaf+Solar Beam

8 fast throws · 24 turns · 12.0s to fire

#211.2DPT

Magical Leaf+Grass Knot

5 fast throws · 15 turns · 7.5s to fire

#310.5DPT

Magical Leaf+Seed Flare

8 fast throws · 24 turns · 12.0s to fire

Lowers the opponent's Defense by 2 stages (40% chance)

Fast moves

MoveTypePowerEnergyTurnsDPTEPT
Magical LeafSTABgrass10+103(1.5s)4.003.33
Hidden Powernormal9+83(1.5s)3.002.67
Zen Headbuttpsychic8+63(1.5s)2.672.00

Charged moves

MoveTypePowerEnergyDPEEffect
Solar BeamSTABgrass150-802.25none
Grass KnotSTABgrass90-502.16none
Energy BallSTABgrass80-452.13foe Def -1 @10%
Seed FlareSTABgrass130-752.08foe Def -2 @40%

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.