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
ZeroUsed
Defensive Pivot110

Evolutions

Strategies

  • en
Formats:
Written by Toto and Tuthur

Defensive Pivot

Move 1
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 2
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 3
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic
Move 4

Type: Null acts as a solid defensive pivot in the metagame thanks to its sizable bulk with Eviolite and access to U-turn. This bulk allows it to check top-tier special wallbreakers such as Jynx, Ninetales, and Thievul. Type: Null's slow U-turn allows it to pivot and safely bring in a teammate. Toxic cripples foes and prevents Pokemon such as Rhydon, Rapidash, and Silvally formes from freely setting up in front of it. RestTalk is Type: Null's only form of recovery and lets it consistently pivot. A Sassy nature and 0 Speed IVs minimize Type: Null's Speed, allowing for the slowest U-turns.

Type: Null is a great pick for teams looking for a pivot, special wall, and status absorber condensed into one Pokemon. It pairs well with other pivots, forming a VoltTurn core. Uxie is an excellent pivot to pair with Type: Null, as it benefits from Type: Null's immunity to Ghost and ability to sponge strong special hits; in return, Uxie is able to switch into strong Fighting-types such as Sawk and Gurdurr that trouble Type: Null. Wallbreakers such as Thievul, Jynx, and Sawk appreciate Type: Null's slow U-turn safely bringing them in. Although Type: Null can sponge special wallbreakers, it cannot do much damage back and is heavily dependent on pivoting into revenge killers to adequately check special sweepers. Thus, priority users like Kangaskhan and Gurdurr are necessary when dealing with foes such as Alcremie and Ivysaur. Finally, Knock Off absorbers such as Qwilfish and Silvally formes work as partners, as they prevent Type: Null from losing its Eviolite.

Other Options

A set with Iron Defense / Swords Dance / Crush Claw / Rest and an EV spread of 248 HP / 8 Def / 252 SpD is sometimes used to turn Type: Null into an unbreakable and powerful sweeper. However, this set is not consistent due to it only having Normal-type coverage and is walled by the common Ghost-types in the tier; in addition, it is passive thanks to the lack of Sleep Talk. This set also lacks the utility of the pivot set, and Type: Null also needs multiple boosts to become threatening due to its low Attack stat.

Checks and Counters

Fighting-type Pokemon: Type: Null is weak to Fighting, so it should be careful of Pokemon like Sawk, Gurdurr, and Poliwrath.

Strong Physical Wallbreakers: Strong physical wallbreakers such as Sawk and Swords Dance Silvally formes can muscle their way through Type: Null.

Knock Off: Any Pokemon with Knock Off is a threat, as losing Eviolite significantly decreases Type: Null's bulk.

Taunt: Taunt users such as Skuntank and Qwilfish stop Type: Null from recovering and spreading status, forcing it to pivot.

Setup Sweepers that Bypass Toxic: Setup sweepers with Substitute such as Rotom formes can freely set up in front of Type: Null. Poison- and Steel-types such as Skuntank and Klinklang, as well as Pokemon that can cure status like Spiritomb and Aromatherapy Alcremie, can also set up for free.

Entry Hazards: Although Type: Null is not weak to Stealth Rock, its lack of passive recovery and constant pivoting cause it to get easily chipped down, limiting the amount of times it can switch in and lowering its usefulness as a wall.

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
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
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
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
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
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
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
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
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
50
Accuracy
100%
PP
10
User on terrain: power doubles, type varies.
 
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...