Type to start searching.

Available search filters:

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

Palafin

In-battle formes

Base

HP:100
Attack:70
Defense:72
Sp. Atk:53
Sp. Def:62
Speed:100
Min (-ve nature, 0 IVs)94
Default120
Max Neutral152
Max Positive167
Max Neutral (+1)228
Max Positive (+1)250
Max Neutral (+2)304
Max Positive (+2)334
Battle Stadium Singles
This looks like a job for Palafin (Adamant)152
This looks like a job for Palafin (Jolly)167
Bulk Up (Careful)135
Bulk Up (Jolly)148

Hero

HP:100
Attack:160
Defense:97
Sp. Atk:106
Sp. Def:87
Speed:100
Min (-ve nature, 0 IVs)94
Default120
Max Neutral152
Max Positive167
Max Neutral (+1)228
Max Positive (+1)250
Max Neutral (+2)304
Max Positive (+2)334
Battle Stadium Singles
This looks like a job for Palafin (Adamant)152
This looks like a job for Palafin (Jolly)167
Bulk Up (Careful)135
Bulk Up (Jolly)148

Evolutions

Strategies

With the advent of Regulation G allowing restricted Pokemon, Battle Stadium Singles is going through a huge shakeup! This analysis is currently outdated and covers Regulation F, so not all the information here will be relevant to the current metagame.

Written by Blackbeltsam and Theorymon

Overview

This analysis is for the Regulation C format of Battle Stadium Singles, which lasts until June 30th, 2023. For more information on this format and its current events, check out this page!

If you feel this analysis is missing anything important or needs an update, feel free to suggest any changes here.

This looks like a job for Palafin

Move 1
  • Jet Punch
    Usually goes first.
    TypeWater
    CategoryPhysical
    Power60 BP
    Accuracy100%
    Priority1
Move 2
Move 3
  • Flip Turn
    User switches out after damaging the target.
    TypeWater
    CategoryPhysical
    Power60 BP
    Accuracy100%
Move 4
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Close Combat
    Lowers the user's Defense and Sp. Def by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Drain Punch
    User recovers 50% of the damage dealt.
    TypeFighting
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Palafin's stats are middling, but after switching out once it will forme change into Palafin-H, which boasts the highest base Attack in the format, making it an effective wall breaker with Wave Crash, and a great revenge killer with Jet Punch.

  • Flip Turn: Flip Turn is perfect for letting Palafin do some chip damage and escaping before it transforms into the heroic Palafin-H! It's possible to drop if coverage is desperately needed, but forcing Palafin to switch and losing out on a useful pivot move is not the right call in most cases.

  • Ice Punch: Ice Punch is Palafin-H's best bet against Dragonite before it Terastallizes, and deals decent damage to Amoonguss.

  • Close Combat versus Drain Punch: Close Combat is good coverage, hitting Rotom-W for neutral damage and covering Baxcalibur, Iron Bundle, and Roaring Moon. While weaker, Drain Punch's lack of defensive stat drops makes sense for a better matchup against Focus Sash Chien-Pao and restoring a good amount of health against Iron Bundle before usually KOing it with Jet Punch.

  • Adamant versus Jolly: An Adamant nature increases the damage Wave Crash and Jet Punch inflict, making Palafin-H a more effective wall breaker and revenge killer. A Jolly nature enables Palafin-H to outspeed Jolly Mimikyu, Jolly Baxcalibur, and Jolly Annihilape.

Other Options
  • Grass Knot: Grass Knot lets Palafin-H potentially 2HKO physically defensive Dondozo, whose normally a good Palafin-H check. It doesn't cover anything else that's useful, with Azumarill and Rotom-W being fairly lightweight.
Tera Types
  • Tera Dependency - Low: Terastallization can make Palafin-H to an even more potent revenge killer and cleaner, but its not reliant on it.

  • Water: Tera Water makes Palafin-H a potent late-game cleaner, making it the Tera Type that makes sense for most teams.

  • Electric: If willing to give up on consistent coverage by using Tera Blast, Tera Electric Palafin-H deals a big amount of damage against common bulky Water-types like Azumarill, Dondozo, and Toxapex, in addition to saving Palafin-H from Iron Bundle's Freeze-Dry.

  • Grass: A Grass Tera type turns all of Palafin-H's weaknesses into resistances, giving it a favorable matchup against Rotom-W, and making it immune to Spore from Breloom, Amoonguss, and Brute Bonnet, and having a good Tera Blast against Azumarill and Dondozo. If using the niche Grass Knot, it consistently 2HKOs all but specially defensive Dondozo.

Items
  • Choice Band: Choice Band gives Palafin-H the most amount of wallbreaking and revenge killing power.

  • Assault Vest: Palafin-H's bulk is good enough to survive some powerful attacks with Assault Vest, such as Iron Bundle's Freeze-Dry, and it works well with bulkier EV spreads.

  • Mystic Water: If Choice Band is used by another teammate, Mystic Water is a great alternative thanks to most of Palafin-H's attacks being Water-type anyways.

  • Life Orb: Life Orb works well with revenge killing and makes the niche Grass Knot always 2HKO specially defensive Dondozo, but the severe compromise to Palafin-H's bulk, especially with Wave Crash recoil, makes it a lesser option.

Bulkier EV Spreads
  • 140 HP / 252 Atk / 116 Spe with Adamant: This EV spread outspeeds Jolly Breloom, and lets Palafin-H survive Tera Flying Choice Band Tera Blast from Dragonite from full health.

  • 252 HP / 236 Atk / 20 Spe with Adamant: This EV spread outspeeds Adamant Breloom, and survives Modest Choice Specs Flutter Mane's Moonblast after Stealth Rock damage. If surviving that isn't important or if using Assault Vest, feel free to swap the HP and Attack investments.

  • 60 HP / 252 Atk / 4 Def / 12 SpD / 180 Spe with Jolly: This speedy Assault Vest spread outspeeds Jolly Annihilape, survives Jolly Life Orb Tera Dark Chien-Pao's Crunch from full health, and survives Modest Choice Specs Tera Fairy Flutter Mane's Moonblast after Stealth Rock damage.

Bulk Up

Move 1
Move 2
  • Jet Punch
    Usually goes first.
    TypeWater
    CategoryPhysical
    Power60 BP
    Accuracy100%
    Priority1
Move 3
  • Drain Punch
    User recovers 50% of the damage dealt.
    TypeFighting
    CategoryPhysical
    Power75 BP
    Accuracy100%
  • Tera Blast
    If Terastallized: Phys. if Atk > SpA, type = Tera.
    TypeNormal
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 4
  • Substitute
    User takes 1/4 its max HP to put in a substitute.
    TypeNormal
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
  • Palafin-H's powerful priority and good Speed tier separate it from other Bulk Up sweepers, such as Annihilape.

  • Drain Punch: Even without Tera Fighting, Drain Punch's extra healing makes it a great choice for coverage, and it does massive damage to Kingambit, Chien-Pao, and Meowscarada.

  • Taunt versus Substitute: With Taunt, Palafin-H excels at breaking through troublesome defensive Pokemon, such as Corviknight, Wo-Chien, and Skeledirge, and it also gives Palafin a decent move against Ting-Lu and Hippowdon before switching out for Zero to Hero. Substitute has a worse matchup defensive set-up Pokemon, but in exchange it turns Garganacl into an excellent set up opportunity and makes Palafin-H a fearsome sweeper with Toxic Spikes support.

Other Options
  • Ice Punch: If using Tera Water, Ice Punch is a reasonable option for hitting Dragon-types, though it does leave Palafin-H walled by Rotom-W.

  • Encore: While harder to justify than the other support options, Encore does give Palafin-H new chances to set up, punishing slower set-up sweepers like Annihilape in particular.

Tera Types
  • Tera Dependency - Low: Unless using Tera Blast, Palafin-H is only pressured to Terastallize to improve certain matchups.

  • Fairy: Besides being an excellent defensive typing that punishes Chien-Pao and Chi-Yu for using Dark-type attacks, Tera Fairy gives Palafin-H a great offensive option against Dragon-types like Dragonite and Baxcalibur, as well as coverage against Wo-Chien and Meowscarada with Tera Blast.

  • Fighting: Boosting Drain Punch's power with Tera Fighting can make Palafin-H even more difficult to take down and can seriously compromise defensive Rotom-W thanks to Taunt or Substitute blocking Will-O-Wisp. However, it does make Palafin-H particularly vulnerable to Flutter Mane.

  • Water: Tera Water helps Palafin-H pick off more threats with Jet Punch, having a good shot to OHKO offensive Flutter Mane unboosted after Stealth Rock damage.

  • Poison: Besides offering a useful Fairy resistance, Tera Poison lets Palafin-H absorb Toxic Spikes and stop Toxic without a support move, making it a viable alternative.

Items
  • Leftovers: Leftovers takes advantage of Palafin-H's slow setup and is a requirement if using Substitute.

  • Punching Glove: If using Taunt, Punching Glove is a good option to free up Leftovers for a teammate. Palafin-H appreciates the extra power Jet Punch and Drain Punch gain, and it becomes harder for Rocky Helmet Dragonite to wear it down.

  • Covert Cloak: If using Taunt, Covert Cloak turns the tables on the Garganacl matchup in addition to protecting Palafin-H from surprise Light Ball Flings from foes like Annihilape.

EV Spreads
  • 252 HP / 140 SpD / 116 Spe with Careful: This spread maximizes Palafin-H's Special Defense while still outspeeding Jolly Breloom.

  • 252 HP / 4 Def / 252 Spe with Jolly: Maximizing Speed allows Palafin-H to outspeed fast support Pokemon like Mimikyu and Annihilape so it can Taunt them. This spread also outspeeds the rare Choice Specs Hydreigon, which can deal massive damage with Draco Meteor if not using Tera Fairy.

  • 252 HP / 140 Atk / 116 Spe with Adamant: This is a far more offensive approach to the set, letting Palafin-H function more as a revenge killer with the potential to sweep rather than a bulky setup Pokemon. This is best used with Tera Water, as Palafin-H will then OHKO offensive Flutter Mane with unboosted Jet Punch. The given Speed is for outspeeding Jolly Breloom.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
40
Accuracy
100%
PP
20
Usually goes first.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Snow.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
140
Accuracy
100%
PP
10
No additional effect. Hits adjacent Pokemon.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
50
Accuracy
100%
PP
20
100% chance to lower the target's Attack by 1.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Defense and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
40
Accuracy
PP
15
This move does not check accuracy. Hits foes.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
35
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
Power
50
Accuracy
100%
PP
10
User recovers 75% of the damage dealt.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
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
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
60
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
100%
PP
10
More power the more HP the target has left.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
15
Usually goes first.
 
Power
85
Accuracy
100%
PP
10
20% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, protects user's party from stat drops.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
55%
PP
20
Causes the target to become confused.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
120
Accuracy
100%
PP
10
Has 33% recoil.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
Loading...