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>Palafin
>Passive: Zero to Hero
>While in combat, if the enemy loses sight of Palafin it transforms, gaining a boost to Attack, Defense, and Sp. Defense. After combat ends if the enemy does not have vision of Palafin, Palafin reverts back to Zero Form.
>While in Zero Form, Palafin is Ranged and every 3rd attack is boosted, increasing movespeed slightly and restoring a small amount of HP
>While in Hero Form, Palafin is Melee and every attack is boosted, increasing movespeed slightly
>Moveset changes depending on which Form Palafin is currently in, and each move has its own cooldown
>Move 1 is learned upon evolving
>Move 1 Zero Form: Flip Turn
>Dash at the target, shoving them and launching Palafin. If Palafin is currently under no control effects, instead of landing he dives under the arena becoming untargetable. After half a second he bursts out in his Hero Form, dealing a small amount of damage and shoving any nearby enemy pokemon. 20 Second CD
>Move 1 Hero Form: Jet Punch
>A short range super quick dash that stuns any enemy pokemon it hits, and causes your boosted attacks to heal HP for a short time
>Move 2 is learned at level 7 if you have already evolved, otherwise it is learned upon evolving
>Move 2 Zero Form: Acrobatics
>Dashes forward, briefly becoming hindrance resistant and dealing damage to anything you pass through. If this move hits an enemy pokemon, you can use it a second time. Hitting an enemy pokemon with the second dash resets the cooldown on Flip Turn.
>Move 2 Hero Form: Wave Crash
>Leap up into the air and splash down with a mighty crash, dealing massive damage to enemy pokemon and slight damage to yourself. Resets the cooldown on Jet Punch if it hits an enemy pokemon
>Unite move: Heroic Entrance
>Palafin dives under the arena. After 3 seconds (or by using the unite move again) Palafin emerges in its Hero Form, soaring into the air before slamming into the ground, dealing damage to enemy pokemon in the area and throwing them