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Ninjask

In-battle formes

HP:61
Attack:90
Defense:45
Sp. Atk:50
Sp. Def:50
Speed:160
Min (-ve nature, 0 IVs)292
Default356
Max Neutral419
Max Positive460
Max Neutral (+1)628
Max Positive (+1)690
Max Neutral (+2)838
Max Positive (+2)920
NeverUsed
Swords Dance398

Evolutions

Strategies

Formats:
Written by Mariannabelle

Overview

Ninjask distinguishes itself with amazing Speed backed up by Speed Boost, making it an effective revenge killer and late-game cleaner, especially when combined with Swords Dance. Ninjask's STAB options also allow it to threaten massive damage or outright KOs on offensive Pokemon like Salazzle, Starmie, and Rotom-C. Even options that switch into Ninjask, like Copperajah and Mudsdale, fear repeated U-turn damage and the threats that use such opportunities to come in. However, Ninjask's average Attack leaves a lot to be desired, and it will struggle to break through bulkier teams without a hefty helping of team support. Furthermore, Ninjask's terrible bulk gives it very limited opportunities to set up, as it will take massive damage even from uninvested attacks. Lastly, the use of Acrobatics precludes Ninjask from wearing Heavy-Duty Boots, requiring Ninjask users to run steady entry hazard removal to keep it in play throughout the game.

Swords Dance

Move 1
  • Acrobatics
    Power doubles if the user has no held item.
    TypeFlying
    CategoryPhysical
    Power55 BP
    Accuracy100%
Move 2
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 3
  • Protect
    Prevents moves from affecting the user this turn.
    TypeNormal
    Priority4
Move 4

Set Details

Acrobatics is the preferred STAB attack; Pokemon that could otherwise endure a +2 Dual Wingbeat, such as Drapion and Talonflame, are unable to do so for +2 Acrobatics. Several targets, such as Passimian, are guaranteed to be OHKOed by Acrobatics. Protect is useful for scouting the moves of Choice Scarf users such as Passimian and Rotom-C; the Speed Boost accumulated on such turns allows Ninjask to outpace them. 168 EVs allow Ninjask to outpace Choice Scarf Tyrantrum without needing to use Protect; with this Speed, Ninjask is also able to outspeed certain threats at +2, such as Agility Kingdra. The remaining EVs are put into Ninjask's physical bulk and can make a difference when trying to take a priority attack such as +2 Decidueye's Shadow Sneak.

Ninjask greatly appreciates teammates that can break down enemy walls like Copperajah and Diancie. Pokemon like Passimian, Toxicroak, and Golurk will do so gladly and enjoy Ninjask's propensity to bait in and use U-turn on these walls. Wallbreakers will also be glad to have Ninjask around to check faster threats like Starmie for them. Ninjask can also form potent VoltTurn cores with the likes of Talonflame and Rotom-C. Early-game, Ninjask must use U-turn if faced with Steel-types like Copperajah, Rock-types like Tyrantrum, or Fire-types like Arcanine, so it pairs well with Pokemon that can endure attacks from them, such as Gastrodon and Mudsdale. Defog and Rapid Spin support from the likes of Rotom-C, Starmie, and Dhelmise is strongly recommended to remove Stealth Rock and to check Diancie. Xatu is notable for preventing Stealth Rock users such as Stakataka and Mudsdale from setting it in the first place.

Other Options

Ninjask can opt to use Dual Wingbeat with Heavy-Duty Boots. Doing so greatly relieves the pressure to keep entry hazards off, making Ninjask easier to fit on teams and use. However, doing so sacrifices a lot of power, and Ninjask's sweeping potential and ability to force switches will sharply drop as a result.

Checks and Counters

Stealth Rock Users: Stealth Rock users like Diancie, Mudsdale, and Copperajah realistically won't drop to Acrobatics even with prior damage and easily take the opportunity to set up Stealth Rock, making it hard for Ninjask to come in in the future. They also easily KO Ninjask with STAB moves or coverage.

Offensive Rock-types and Steel-types: Rock-types and Steel-types like Tyrantrum, Aerodactyl, Stakataka, and Escavalier use their STAB moves and coverage to force Ninjask to retreat while taking little from U-turn.

Fire-types: Flame Body and Intimidate users like bulky Talonflame and Arcanine can safely switch into Ninjask's unboosted attacks and proceed to threaten it with OHKOs or status. Furthermore, their slower pivoting options in U-turn and Teleport allow them to grab momentum from Ninjask. Note that Talonflame needs to be wary of a KO from +2 Acrobatics.

Rocky Helmet: Users of Rocky Helmet or Aftermath such as Garbodor and Xatu can tack massive amounts of damage on Ninjask as it attacks, further reducing its ability to come in with Stealth Rock on the field. The extra damage also greatly hampers Ninjask's ability to sweep, as setting up becomes more dangerous and it becomes more susceptible to priority moves.

Priority Moves: Extreme Speed, Sucker Punch, and Shadow Sneak users such as Arcanine, Toxicroak, and Decidueye can give Ninjask quite the headache, as its terrible bulk means it has a hard time enduring such moves. Fake Out and First Impression are ineffective, though, as Ninjask will just block these moves with Protect.

Credits

Moves

 
Power
20
Accuracy
100%
PP
25
User recovers 50% of the damage dealt.
 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
60
Accuracy
100%
PP
20
User steals and eats the target's Berry.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
15
-1 evasion; ends user and target hazards/terrain.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
Accuracy
100%
PP
5
Does damage equal to the user's HP. User faints.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
40
Accuracy
100%
PP
35
Power doubles during Bounce, Fly, and Sky Drop.
 
Power
Accuracy
PP
30
Raises the user's Defense by 1.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
80
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
50
Accuracy
95%
PP
35
10% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
5
User's next move will not miss the target.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
10
Heals 50% HP. Flying-type removed 'til turn ends.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
90%
PP
10
100% chance to lower target's Sp. Atk by 1.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
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
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
95%
PP
40
Lowers the foe(s) Speed by 2.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the foe(s) Sp. Atk by 1.
 
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
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
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