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Pokedex

Carbink Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Carbink, a Rock/Fairy type creature first seen in Generation 6. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Carbink #0703
Jewel Pokémon
Pokemon Profile
Pokédex Data
National No. #0703
Type rock fairy
Species Jewel Pokémon
Height 0.3 m (1'0")
Weight 5.7 kg (12.6 lbs)
Abilities Clear body,Sturdy
Color Gray
Introduced in Generation 6
Egg Group fairy, mineral
Shiny
Pokemon Profile

Base Stats

Hp 50 10%
Attack 50 10%
Defense 150 30%
Sp. Atk 50 10%
Sp. Def 150 30%
Speed 50 10%
Total 500
Evolution

Carbink does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Carbink learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Tackle A physical attack in which the user charges and slams into the target with its whole body. Physical Normal 40 100 35
5 Rock Throw The user picks up and throws a small rock at the target to attack. Physical Rock 50 90 15
1 Harden The user stiffens all the muscles in its body to raise its Defense stat. Status Normal 0 0 30
60 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
18 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
8 Sharpen The user lowers its polygon count to make itself more jagged, raising the Attack stat. Status Normal 0 0 30
35 Flail The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power. Physical Normal 0 100 15
70 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
31 Ancient Power The user attacks with a prehistoric power. This may also raise all the user’s stats at once. Special Rock 60 100 5
40 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
46 Power Gem The user attacks with a ray of light that sparkles as if it were made of gemstones. Special Rock 80 100 20
49 Stone Edge The user stabs the target with sharpened stones from below. Critical hits land more easily. Physical Rock 100 80 5
21 Stealth Rock The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle. Status Rock 0 0 20
27 Guard Split The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. Status Psychic 0 0 10
12 Smack Down The user throws a stone or similar projectile to attack an opponent. A flying Pokémon will fall to the ground when it’s hit. Physical Rock 50 100 15
50 Moonblast Borrowing the power of the moon, the user attacks the target. This may also lower the target’s Sp. Atk stat. Special Fairy 95 100 15

Carbink Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Explosion The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. Physical Normal 250 100 5
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Spikes The user lays a trap of spikes at the opposing team’s feet. The trap hurts Pokémon that switch into battle. Status Ground 0 0 20
0 Sandstorm A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. Status Rock 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Charm The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. Status Fairy 0 100 20
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Hail The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. Status Ice 0 0 10
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Nature Power An attack that makes use of nature’s power. Its effects vary depending on the user’s environment. Status Normal 0 0 20
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Sand Tomb The user traps the target inside a harshly raging sandstorm for four to five turns. Physical Ground 35 85 15
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Rock Blast The user hurls hard rocks at the target. Two to five rocks are launched in a row. Physical Rock 25 90 10
0 Gyro Ball The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power. Physical Steel 0 100 5
0 Guard Swap The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. Status Psychic 0 0 10
0 Rock Polish The user polishes its body to reduce drag. This can sharply raise the Speed stat. Status Rock 0 0 20
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Flash Cannon The user gathers all its light energy and releases it at once. This may also lower the target’s Sp. Def stat. Special Steel 80 100 10
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Iron Head The user slams the target with its steel-hard head. This may also make the target flinch. Physical Steel 80 100 15
0 Heavy Slam The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power. Physical Steel 0 100 10
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Misty Terrain The user covers the ground under everyone’s feet with mist for five turns. This protects Pokémon on the ground from status conditions. Status Fairy 0 0 10
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Body Press The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target. Physical Fighting 80 100 10
0 Tera Blast Special Normal 80 100 10

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