Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Type: Null

In-battle formes

HP:95
Attack:95
Defense:95
Sp. Atk:95
Sp. Def:95
Speed:59
Min (-ve nature, 0 IVs)110
Default154
Max Neutral217
Max Positive238
Max Neutral (+1)325
Max Positive (+1)357
Max Neutral (+2)434
Max Positive (+2)476
1v1
PP Staller154

Evolutions

Strategies

  • en
Formats:
Written by Aaronboyer

Overview

In a metagame where Knock Off, Trick, and Switcheroo are nearly irrelevant, Type: Null performs satisfactorily as a bulky tank and PP staller due to Battle Armor and Eviolite. Its absurd bulk allows it to take on several key metagame threats such as Landorus-T, Mega Aggron lacking Taunt, and Greninja. Type: Null also possesses only a single weakness in Fighting, which allows it to take on a larger portion of the metagame. However, its reliance on non-attacking moves allows Pokemon such as Tapu Lele and Mega Gyarados to easily shut Type: Null down with Taunt and defeat it. Furthermore, Type: Null is also susceptible to Fighting-types such as Mega Lopunny and Sawk, as well as Fighting-type coverage such as Focus Blast from Mega Gardevoir and Hoopa-U. Type: Null also has difficulty differentiating itself from other bulky Normal-type tanks such as Chansey, which are not nearly as one-dimensional. Lastly, Type: Null does not have any useful type resistances to complement its stellar bulk, which in practice doesn't make it seem nearly as bulky as it looks on paper.

PP Staller

Move 1
Move 2
Move 3
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
Move 4
  • Flame Charge
    100% chance to raise the user's Speed by 1.
    TypeFire
    CategoryPhysical
    Power50 BP
    Accuracy100%
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%

Moves

Confide lowers the foe's Special Attack stat and even goes through the Substitute of Pokemon such as Primarina and Greninja. Iron Defense allows Type: Null to boost its Defense by two stages, easing the matchup against certain physical attackers such as Golem, Choice-locked Garchomp, and physical Hoopa-U. Rest alleviates Type: Null's status and fully restores its health so it can take repeated hits from top-tier threats such as Mega Metagross. Rest also guarantees sleep turns for Type: Null to burn out the PP of opposing Pokemon such as Mega Slowbro. Flame Charge can be used to not only deal damage, but also eventually outspeed his opponents, allowing for Type: Null to be able to use Rest freely against offensive Taunt users like Krookodile, Mega Gardevoir, and bulky Tapu Lele, and therefore being able to more effectively PP them. Return, while not very strong due to the lack of Attack investment, prevents Type: Null from being completely shut down by Taunt and Substitute users such as Mega Gyarados and Tapu Lele while also slowly chipping away at Pokemon such as Mega Mawile and Golem that lack reliable recovery options. However, because Type: Null doesn't have Attack investment, Return may not be enough to defeat Taunt users with recovery.

Set Details

248 HP and 80 Defense EVs alongside and Impish nature allow Type: Null to take on a myriad of physical attackers such as Landorus-T and Choice Band Garchomp. The 180 EV in Special Defense allow Type: Null to prevent being 2HKOed by a Mega Charizard Y's Blast Burn after Confide, allowing Type: Null to safely rest off damage accumulated until the sun wears off. The given Defense and Special Defense EVs, alongside an Impish nature, also guarantee Download users such as Genesect raise their Attack instead of Special Attack, ensuring Type: Null avoids being 3HKOed after using Rest. Because Type: Null is not fully evolved, an Eviolite is equipped to further augment its defensive prowess. Battle Armor prevents Type: Null from being struck with a critical hit to make the foe incapable of overcoming Type: Null's Iron Defense's Defense boosts and Confide's Special Attack drops.

Usage Tips

Avoid picking Type: Null if the opposing team has certain Taunt users such as Mega Gyarados, wallbreakers such as non-Choice Scarf Porygon-Z, or dedicated PP stallers such as Mega Slowbro that can defeat it. Flame Charge is marginally useful against Genesect, as you can simply use Flame Charge twice against to win. If Type: Null is against a Pokemon that can potentially be either a physical or special attacker, such as Hoopa-U, determine if the rest of the opposing team is predominantly made up of physical or special attackers, and use your best judgment. Be careful to not use Rest prematurely, as Type: Null may not be able to win the matchup any longer if too many premature uses of Rest are used. Against opposing PP stallers, use Rest as soon as you get attacked so you can get the two free turns of guaranteed sleep. Do not attack the opposing PP staller, as then they would be able to use Rest and get their two free turns of guaranteed sleep.

Team Options

Faster Fighting-type checks such as Tapu Lele, Aegislash, and Landorus-T that can dissuade the opponent from sending in Fighting-types make good partners for Type: Null, as scaring the opponent from choosing their Mega Lopunny, Mega Blaziken, or Sawk is crucial for Type: Null to have a good matchup. Teammates such as Tapu Bulu, Mega Diancie, and Mega Metagross that can defeat common Taunt and Substitute users such as Mega Gyarados and Tapu Lele are essential in discouraging the opponent from choosing these threats to face Type: Null. Pokemon that beat common Ghost-types such as Mega Lopunny and Heatran are also incredibly useful.

Other Options

Metal Sound over Flame Charge or Return gives Type: Null 32 additional PP to play with. However, giving up an attack would mean that Type: Null would become even more susceptible to Taunt users such as Mega Gyarados, and the high PP of Confide and Iron Defense along with the guaranteed sleep turns of Rest is usually sufficient for PP stalling. Toxic can badly poison the foe and mitigates Type: Null's low offensive presence. However, several Pokemon such as Zygarde-C and Mega Slowbro can alleviate their status in the very same fashion Type: Null does, via Rest. Toxic also has way less PP than all of Type: Null's other moves and leaves it susceptible not only to Taunt but also to Substitute users such as Mega Gyarados and the aforementioned Zygarde-C.

Checks and Counters

Fighting-types: Fighting-types such as Mega Lopunny, Mega Heracross, Mega Lucario, and Mega Gallade can all blow back Type: Null with either a STAB super effective High Jump Kick or Close Combat. Other Pokemon that carry Fighting-type coverage such as Focus Blast Mega Charizard Y, Hoopa-U, and Mega Alakazam can also defeat Type: Null easily.

Ghost-types: Ghost-type Pokemon such as Mega Gengar and Aegislash are able to completely wall Type: Null and win the matchup with either Focus Blast, or simply through PP stall of their own.

Bulky Taunt Users: Pokemon that commonly carry Taunt such as Mega Gyarados and Tapu Lele can all restrict Type: Null into only using its weak, uninvested Return.

Wallbreakers: Pokemon such as Kartana, Choice Specs Tapu Lele, and non-Choice Scarf Porygon-Z can all break through Type: Null's defenses with their exceedingly powerful coverage and STAB attacks. Set up wallbreakers such as Belly Drum Mega Charizard X and Swords Dance Kartana also defeat Type: Null handily.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
75
Accuracy
95%
PP
10
50% chance to lower the target's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
35
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
100%
PP
15
For 5 turns, the foe(s) is prevented from healing.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
85%
PP
40
Lowers the target's Sp. Def by 2.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
100%
PP
5
60 power +20 for each of the target's stat boosts.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
80
Accuracy
100%
PP
10
Charges, then hits foe(s) turn 2. High crit ratio.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
80
Accuracy
100%
PP
10
20% chance to paralyze or burn or freeze target.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
Loading...