Stockpile

Normal

Summary

Stockpile is a Normal-type status move with no power and perfect accuracy. It allows the user to store energy for up to three turns, raising its Defense and Special Defense stats by one stage each time it is used. Stockpile can be combined with two other moves, Spit Up and Swallow. Spit Up releases the stored energy to deal damage to the opponent, while Swallow consumes the stored energy to heal the user. Both the healing and damage effects are dependent on the number of times Stockpile has been used, up to a maximum of three. This move is favored for strategic play to boost defensive stats and provide versatile options in battle.

Effect

Raises the user's Defense and Special Defense by one stage each. Stores energy for use with spit up and swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied. If the user uses baton pass, the stat boosts are passed as normal, but the stored energy is not.

Short Effect: Stores energy up to three times for use with Spit Up and Swallow.

Raises the user's Defense and Special Defense by one stage each. Stores energy for use with spit up and swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied. If the user uses baton pass, the stat boosts are passed as normal, but the stored energy is not.

Game Descriptions

Charges up power for up to 3 turns.

Charges up power for up to 3 turns.

The user charges up power for use later. It can be used three times.

The user charges up power, and raises both its Defense and Sp. Def. The move can be used three times.

The user charges up power, and raises both its Defense and Sp. Def. The move can be used three times.

The user charges up power, and raises both its Defense and Sp. Def. The move can be used three times.

The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.

The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.

The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.

The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.

The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.

The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.

The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.

The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.

The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.

The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times.

Move Details

  • Power
  • Accuracy
  • PP 20
  • Priority 0
  • Damage Class Status
  • Generation Generation III
  • Category Unique