Only on Plato: Put your Match 3 skills to the test! Collect and battle monsters in epic arenas.
Monster abilities as of patch 115.0.0

001 Bonzumi (Fire)
Flare: Attacks for 20 HP and matches a random column (requires 8 Fire). Evolves into Bonzire.

001 Bonzumi Wukong (Fire)
Bonzumi Variant Wukong: A mischievous fire-dancer who leaps into battle with blazing strikes, embodying the spirit of chaos.

002 Bonzire (Fire)
Flare+: Attacks for 25 HP and matches 2 random columns (requires 8 Fire).

002 Bonzire Wukong (Fire)
Bonzire Variant Wukong: The Monkey King wields his Jingu Bang with lightning speed, striking down foes in a flurry of attacks.

003 Pelijet (Water)
Hydro Rush: Attacks for 10 HP and converts 3 random tiles to Water (requires 6 Water). Evolves into Sephanix.

004 Sephanix (Water)
Hydro Rush+: Attacks for 20 HP and converts 3 random tiles to Water (requires 6 Water).

005 Turtlelisk (Earth)
Heal Leaf: Attacks for 10 HP and heals you for 10 HP (requires 6 Earth). Evolves into Karaggon.

006 Karaggon (Earth)
Heal Leaf+: Attacks for 15 HP and heals you for 15 HP (requires 6 Earth).

007 Slickitty (Electric)
Electroclaw: Attacks for 5 HP and matches a random 2x2 grid (requires 4 Electric). Evolves into Axelraze.

008 Axelraze (Electric)
Electroclaw+: Attacks for 10 HP and matches a random 3x2 grid (requires 4 Electric).

009 Barbenin (Psychic)
Psycho Bite: Attacks for 10 HP and drains 2 Mana from opponent's monsters (requires 6 Psychic). Evolves into Scoprikon.

010 Scoprikon (Psychic)
Psycho Bite+: Attacks for 15 HP and drains 3 Mana from opponent's monsters (requires 6 Psychic).

011 Pyrokun (Fire)
Pyro Blitz: Attacks for 20 HP and matches a random row (requires 10 Fire). Evolves into Magnooki.

012 Magnooki (Fire)
Pyro Blitz+: Attacks for 30 HP and matches a random row and column (requires 10 Fire).

013 Trashark (Water)
Aqua Blast: Attacks for 20 HP and converts 2 random tiles to Water (requires 8 Water). Evolves into Shardivore.

014 Shardivore (Water)
Aqua Blast+: Attacks for 25 HP and converts 3 random tiles to Water (requires 8 Water).

015 Elfini (Earth)
Flower Dance: Attacks for 5 HP and heals 5 HP at the end of turn for 3 turns (requires 6 Earth). Evolves into Eidelf.

016 Eidelf (Earth)
Flower Dance+: Attacks for 10 HP and heals 10 HP at the end of turn for 2 turns (requires 6 Earth).

017 Winklit (Electric)
Starblitz: Attacks for 15 HP and grants 1 extra move for the next turn (requires 7 Electric). Evolves into Gleamur.

017 Winklit Astro (Electric)
Winklit Variant Astro: A space explorer who drifts through battle with cosmic wonder, embodying the spirit of discovery.

018 Gleamur (Electric)
Starblitz+: Attacks for 20 HP and grants 1 extra move for the next 2 turns (requires 7 Electric).

018 Gleamur Astro (Electric)
Gleamur Variant Astro: Zips through the cosmos with its star-shaped tail, lighting up the battlefield like a shooting star.

019 Timingo (Fire) 
Only appears when true love is in the air...
Hugs: Attacks for 10 HP and gives 2 mana to your other monster (requires 7 Fire). Evolves into Flambagant.

020 Flambagant (Fire) 
Only appears when true love is in the air...
Hugs+: Attacks for 20 HP and gives 3 mana to your other monster (requires 7 Fire).

021 Criminook (Psychic)
Pickpocket: Attacks for 10 HP and steals up to 1 berries and 1 mana. (requires 7 Psychic). Evolves into Bandicrook.

022 Bandicrook (Psychic)
Pickpocket+: Attacks for 10 HP and steals up to 2 berries and 2 mana. (requires 7 Psychic).

023 Nerverack (Water)
Punish: Attacks for 30 HP but loses 1 move for the next turn. (requires 9 Water). Evolves into Wreckore.

024 Wreckore (Water)
Punish+: Attacks for 40 HP but loses 1 move for next 2 turns. (requires 9 Water).

025. Birchee (Earth)
Harvest: Attacks for 10 HP and adds 1 berry (requires 6 Earth). Evolves into Birchard.

026. Birchard (Earth)
Harvest+: Attacks for 20 HP and adds 3 berries (requires 6 Earth).

027. Glowzard (Electric)
Overload: Attacks for 10 HP, removes 1 move from your opponent's next turn, and matches 4 random tiles (requires 9 Electric). Evolves into Radiaze.

028. Radiaze (Electric)
Overload+: Attacks for 20 HP, removes 1 move from your opponent's next turn, and matches 8 random tiles (requires 9 Electric).

029. Ferobite (Fire)
Maim: Attacks for 5 HP, and prevents a random monster from receiving mana for 2 moves (requires 4 Fire). Evolves into Fursway.

030. Fursway (Fire)
Maim+: Attacks for 15 HP, and prevents a random monster from receiving mana for 3 moves (requires 4 Fire).

031. Gravetiery (Psychic)
Only appears in the light of a Hunter's Moon...
Soul Curse: Attacks for 10 HP, and for 2 turns every time your opponent uses a monster skill they receive 10 damage (requires 9 Psychic). Evolves into Necrogeist.

032. Necrogeist (Psychic)
Only appears in the light of a Hunter's Moon...
Soul Curse+: Attacks for 15 HP, and for 2 turns every time your opponent uses a monster skill they receive 15 damage (requires 9 Psychic).

033. Mouskrow (Water)
Only appears amidst a winter's chill...
Avalanche: Attacks for 20 HP, and increases the maximum mana required by 3 for a random enemy monster for 2 turns (requires 8 Water). Evolves into Mousummit.

034. Mousummit (Water)
Only appears amidst a winter's chill...
Avalanche+: Attacks for 25 HP, and increases the maximum mana required by 3 for both enemy monsters for 3 turns (requires 8 Water).

035. Lilabaa (Psychic)
Dream Drain: Attacks for 10 HP, and a random monster loses 1 mana after every move for 4 moves (requires 6 Psychic). Evolves into Lulabaa.

036. Lulabaa (Psychic)
Dream Drain+: Attacks for 15 HP, and a random monster loses 2 mana after every move for 4 moves (requires 6 Psychic).

037. Tadapt (Psychic) 
Only appears when the elemental spirit returns to Platopia...
Tail Slap: Attacks for 10 HP, and can evolve into 1 of 4 powerful monsters (requires 6 Psychic). Evolves into Phirapt, Vortapt, Thornapt, or Buzzapt.

038. Phirapt (Fire)
Engulf: Attacks for 25 HP, and matches a random row and column (requires 7 Fire).

039. Vortapt (Water)
Tidal Surge: Attacks for 20 HP, and converts 4 random tiles to Water (requires 7 Water).

040. Thornapt (Earth)
Regenerate: Attacks for 15 HP, and heals for 25 (requires 7 Earth).

041. Buzzapt (Electric)
Arc: Attacks for 15 HP, and matches a random 3x3 grid (requires 5 Electric).

042. Woolam (Earth)
Graze: Attacks for 10 HP, and collects all berries from the board (requires 8 Earth). Evolves into Alpalaine.

043. Alpalaine (Earth)
Graze+: Attacks for 20 HP, and collects all berries from the board while healing +5 HP per berry collected over the limit (requires 8 Earth).

044. Abyssoul (Water)
Lure: Attacks for 15 HP (requires 9 Water). Evolves into Voidevour.
- Collect 1 mana from an ally's match, gaining an additional +2 bonus mana (total of 3)

045. Voidevour (Water)
Lure+: Attacks for 20 HP (requires 9 Water).
- Collect 1 mana from an ally's match, gaining an additional +3 bonus mana (total of 4)

046. Petirex (Fire)
Rupture: Attacks for 5 damage and collects all ruptured tiles dealing 5 damage for each tile collected, then ruptures 5 more tiles on the board (requires 6 Fire). Evolves into Rexsaur.

047. Rexsaur (Fire)
Rupture+: Attacks for 5 damage and collects all ruptured tiles dealing 10 damage for each tile collected, then ruptures 5 more tiles on the board (requires 6 Fire).

048. Sipzap (Electric)
Honey Ohm: Attacks for 5 HP and collect 2 random tiles - each value is raised to the power of its charges (requires 4 Electric). Evolves into Ranzap.
- Gain 1 charge of honey at the end of your turn
- Limit 2 charges
- 0 charges: 0 HP & 0 tiles
- 1 charge: 5 damage & 2 tiles
- 2 charges: 10 damage & 4 tiles

049. Ranzap (Electric)
Honey Ohm+: Attacks for 5 HP and collect 2 random tiles - each value is raised to the power of its charges (requires 4 Electric).
- Gain 1 charge of honey at the end of your turn
- Limit 3 charges
- 0 charges: 0 HP & 0 tiles
- 1 charge: 5 damage & 2 tiles
- 2 charges: 10 damage & 4 tiles
- 3 charges: 20 damage & 8 tiles

050. Elescent (Psychic)
Potent Potpourri: Attacks for 5 HP and has a status that changes depending on the last tile type matched (requires 4 Psychic). Evolves into Aromaphant.
- RED: attacks for 10 damage
- GREEN: heals for 10 HP
- BLUE: converts 2 tiles on the board to purple
- YELLOW: collects 3 tiles from the board
- PURPLE: drains 1 mana from each opponent monster

051 Aromaphant (Psychic)
Potent Potpourri+: Attacks for 10 HP and has a status that changes depending on the last tile type matched (requires 4 psychic).
- RED: attacks for 15 damage
- GREEN: heals for 15 HP
- BLUE: converts 4 tiles on the board to purple
- YELLOW: collects 6 tiles from the board
- PURPLE: drains 2 mana from each opponent monster

052 Gargice (Water)
Frostbite: Attacks for 10 HP (requires 8 Water). Evolves into Frostoyle.
- Gargice changes forms at the end of every one of your turns
Anger: x2 damage
Ice: x2 mana per match collected

053 Frostoyle (Water)
Frostbite+: Attacks for 15 HP (requires 8 Water).
- Frostoyle changes forms at the end of every one of your turns
Anger: x2 damage
Ice: x2 mana per match collected

054. Sahibun (Psychic)
Nuzzle: Attacks for 5 and heals for 5 HP (requires 4 Psychic). Evolves into Haboobun or Habibun.

054. Sahibun Wedding (Psychic)
Sahibun Variant Wedding: The ever-cheerful Sahibun twirls through battle as a flower girl, showering the field with petals and joy.

055. Maboobun (Psychic)
Smooch: Heals for 25 HP and swaps into Habibun (requires 4 Psychic).

055. Maboobun Wedding (Psychic)
Maboobun Variant Wedding: This radiant bride spreads love and heals her allies, lifting spirits with her unwavering devotion.

056. Habibun (Psychic)
Glomp: Attacks for 20 and swaps into Maboobun (requires 4 Psychic).

056. Habibun Wedding (Psychic)
Habibun Variant Wedding: This devoted groom stands strong, ready to protect and cherish its partner in battle.

057 Cactkid (Earth)
Six-shooter: Attacks for 5 per bullet collected (max 6) (requires 4 Earth). Evolves into Armathorn.
- 6 bullets are added to the board at the start of the game.
- Collect bullets to add to Cactkid's ammo count (max of 6).
- At max mana, deal 5 damage per bullet collected.

058 Armathorn (Earth)
Double-barrel: Attacks for 10 per bullet collected (max 4) (requires 4 Earth).
- 6 bullets are added to the board at the start of the game.
- Collect bullets to add to Armathorn's ammo count (max of 4).
- At max mana, deal 10 damage per bullet collected.

059 Tropina (Earth)
Fruit Festival: Attacks for 10 HP and converts 3 random tiles to Berries (requires 4 Earth). Evolves into Pinathotlada.

059 Tropina Badam (Earth)
Tropina Variant Badam: A golden almond full of energy and cheer, providing vitality to those in need during their toughest battles.

060 Pinathotlada (Earth)
Fruit Festival: Attacks for 15 HP and converts 4 random tiles to Berries (requires 4 Earth).

060 Pinathotlada Badam (Earth)
Pinathotlada Variant Badam: With a bowl of nourishing nuts, it spreads energy to keep allies going strong.

061 Voltshard (Electric)
...not very agile, but it can withstand a lot of punishment
Shellshock: Apply Energy Shield to player and increase 3 charge of shield (requires 5 Electric). Evolves into Voltarmour.
- Incoming damage is mitigated by 5 damage per charge.
- Opponent receives 10 damage per charge not mitigated.
- Energy Shield loses one charge at the beginning of each turn.

062 Voltarmour (Electric)
...not very agile, but it can withstand a lot of punishment
Shellshock+: Apply Energy Shield to player and increase 5 charges of shield (requires 5 Electric).
- Incoming damage is mitigated by 5 damage per charge.
- Opponent receives 10 damage per charge not mitigated.
- Energy Shield loses one charge at the beginning of each turn.

063 Echomori (Electric)
It sounds like trouble when Echomori is on the field.
Drops 2 echo tile effects on the board at the end of each of turn. Evolves into Echomento.
Screech: (Requires 6 Electric mana) and does the following for each echo tile effect on the board:
- Attack opponent player for 5 damage.
- Harvest echoed tile.

064 Echomento (Electric)
It sounds like trouble when Echomento is on the field.
Drops 3 echo tile effects on the board at the end of each of turn.
Screech+: (Requires 6 Electric mana) and does the following for each echo tile effect on the board:
- Attack opponent player for 5 damage.
- Harvest echoed tile.

065 Kittea (Psychic)
You have to be careful around this pretty little Kittea.
Kittea gains one Tea status charge whenever any player makes a match.
Hot Tea: Requires 6 Psychic mana and is based on Kittea's status charges:
- 1-3: Attacks for 10 damage
- 4-6: Heals for 10 health + all below
- 7-9: Attacks for 10 damage + all below
- 10: Grants both monsters on team 3 mana + all below
If Kittea's charges exceed 10 total they will overflow, removing all Tea status charges and all mana from both monsters.
Evolves into Purrtea.

066 Purrtea (Psychic)
This pretty Purrtea is ready to spill the tea.
Purrtea gains one Tea status charge whenever any player makes a match.
Hot Tea+: Requires 6 Psychic mana and is based on Purrtea's status charges:
- 1-3: Attacks for 15 damage
- 4-6: Heals for 15 health + all below
- 7-9: Attacks for 15 damage + all below
- 10: Grants both monsters on team 3 mana + all below
If Purrtea's charges exceed 10 total they will overflow, removing all Tea status charges and all mana from both monsters.

067. Snaxolotl (Fire)
Snaxolotl is hungry to do some damage.
Mukbang: (requires 7 Fire) Attacks for 10 HP and adds 2 charges of Consume status.
Consume status harvests a random 2x2 grid of tiles at the end of each turn.
Evolves into Axoodle.

068. Axoodle (Fire)
Axoodle is ready to throw its weight around.
Mukbang+: (requires 7 Fire) Attacks for 20 HP and adds 4 charges of Consume status. Adds 1 berry when status runs out.
Consume status harvests a random 2x2 grid of tiles at the end of each turn.

069. Grumchum (Water)
Grumchum will take your breath away.
Drown: (requires 8 Water) Attacks for 10 HP and adds 1 charge of Thrash status to opponent.
Thrash status damages opponent for 5 health each time they make a move. Loses one charge after each turn.
Evolves into Garbaric.

070. Garbaric (Water)
Garbaric can breathe under water. Can you?
Drown+: (requires 8 Water) Attacks for 15 HP and adds 2 charges of Thrash status to opponent.
Thrash status damages opponent for 5 health each time they make a move. Loses one charge after each turn.

071. Gr1ff-E (Water)
Gr1ff-E is getting charged up for battle.
Scalar Beam: (requires 4 Water) Attacks the opponent for 5 damage per status charge, and adds 1 additional charge to its status.
Evolves into Gr1ff-0n.

072. Gr1ff-0n (Water)
Gr1ff-0n gets out of control quickly. Can you tame him?
Scalar Beam+: (requires 5 Water) Attacks the opponent for 5 damage per status charge, and adds 2 additional charges to its status.

073. Rituki (Earth)
Can you sacrifice enough to satisfy the mighty Rituki?
Sacrificial Ritual: (requires 6 Earth) Heals player for 10 health. Removes each berry from the board, sacrificing them to add to its status charges. Once Rituki's status charges hit 6 or higher, Rituki attacks opponent for 15 damage and resets charges to 0.
Evolves into Ritukong.

074. Ritukong (Earth)
You better hope that berries are the only thing Ritukong is interested in sacrificing.
Sacrificial Ritual+: (requires 6 Earth) Heals player for 15 health. Removes each berry from the board, sacrificing them to add to its status charges. Once Ritukong's status charges hit 6 or higher, Ritukong attacks opponent for 20 damage and resets charges to 0.

075 MC Jiggle (Psychic)
This MC is ready to bring some hype to your demise!
Distortion: (requires 5 Psychic) Attacks for 5 damage and adds 2 charges of Confusion status to opponent player. Any time a player with Confusion status makes a match they have a 50% chance of either:
- Harming themselves for 10 damage
- Granting a random ally monster 1 mana
Evolves into DJ Puff.

076 DJ Puff (Psychic)
DJ Puff will mix you up and turn you around!
Distortion+: (requires 5 Psychic) Attacks for 10 damage and adds 4 charges of Confusion status to opponent player. Any time a player with Confusion status makes a match they have a 50% chance of either:
- Harming themselves for 10 damage
- Granting a random ally monster 1 mana

077 Missbrella (Fire)
Missbrella seeks revenge for her abandonment in the post-apocalypse.
Fiery Twirl: (requires 7 Fire)
Adds 1 charge of Burn status to the opponent.
- Burn status damages opponents for 5 health each time they make a move and loses one charge after each turn.
Adds 2 charges of Umbrella Shield to the player.
- Incoming damage is mitigated completely, and the shield is destroyed immediately after blocking damage.
- Umbrella Shield loses one charge at the beginning of each turn.
Evolves into Madambrella.

078 Madambrella (Fire)
Madambrella shields the little ones and incinerates those who dare approach.
Fiery Twirl+: (requires 7 Fire)
Adds 2 charges of Burn status to the opponent.
- Burn status damages opponents for 5 health each time they make a move and loses one charge after each turn.
Adds 3 charges of Umbrella Shield to the player.
- Incoming damage is mitigated completely, and the shield is destroyed immediately after blocking damage.
- Umbrella Shield loses one charge at the beginning of each turn.

079 Bubball (Electric)
High-spirited Bubball bounces between big damage and blazing speed, adapting to any battle!
Electroshift: (requires 6 Electric)
Attacks for 5 HP and matches a random 2x2 grid.
Bubball changes forms at the end of every one of your turns.
High Voltage: x2 damage
Flash: 1 extra move for the next turn
Evolves into Buzzeal

080 Buzzeal (Electric)
Buzzeal is an electrifying beast, switching between raw power with lightning speed!
Electroshift+: (requires 6 Electric)
Attacks for 10 HP and matches a random 3x2 grid.
Buzzeal changes forms at the end of every one of your turns.
High Voltage: x2 damage
Flash: 1 extra move for the next 2 turns

081 Nosferax (Fire)
With scorching breath and vampiric powers, this little powerhouse becomes unstoppable under the blood moon!
Bloodflame (requires 8 Fire): Attacks for 15 HP and heals for 5 HP. Evolves into Nosfyretu.
- At the start of the game, a countdown begins for Blood Moon, which rises every 3 turns.
- During Blood Moon, attacks deal 10 extra damage and healing is doubled.

082 Nosfyretu (Fire)
This fearsome dragon unleashes infernal fire and drains life, transforming into a terror of the night under the Blood Moon!
Bloodflame+ (requires 8 Fire): Attacks for 20 HP and heals for 10 HP.
- At the start of the game, a countdown begins for Blood Moon, which rises every 3 turns.
- During Blood Moon, attacks deal 10 extra damage and healing is doubled.

083 Ozzy (Psychic)
This eerie plague doctor in a beaked mask terrifies opponents by draining their mana into his potion vial, crafting deadly curses that seal their fate.
Death’s Mark (requires 7 Psychic): Attacks for 10 HP, drains 2 Mana from opponent's monsters and places a Death’s Mark on the opponent for 2 turns. Evolves into Doomzy.
- Players with a Death's Mark will receive an extra 5 damage from any monster's full mana attack.
- Death's Mark loses one charge at the beginning of each turn.

084 Doomzy (Psychic)
Facing Doomzy is a slow descent into doom, as its very presence pulls you closer to the inevitable end.
Death’s Mark+ (requires 7 Psychic): Attacks for 20 HP, drains 3 Mana from opponent's monsters and places a Death’s Mark on the opponent for 3 turns.
- Players with a Death's Mark will receive an extra 5 damage from any monster's full mana attack.
- Death's Mark loses one charge at the beginning of each turn.

085 Moodenga (Water)
This adorable monster charms foes into losing focus but when cornered, it unleashes a fierce barrage of knee-biting attacks.
Violence (requires 7 water): Attacks for 15 HP and causes the opponent to lose 1 move for the next turn. Evolves into Mootabak.
** When your health drops to 30 or below, Moodenga becomes Berserk and changes its attack.
Berserk: Attacks for 5 HP, four times in a row

086 Mootabak (Water)
Its imposing size causes foes to lower their guard, but beneath its gentle look lies a fierce side that strikes with relentless, painful bites.
Violence (requires 7 water): Attacks for 20 HP and causes the opponent to lose 1 move for the next 2 turns.
** When your health drops to 30 or below, Mootabak becomes Berserk and changes its attack.
Berserk: Attacks for 5 HP, five times in a row

087 Slumbie (Water)
This sleepy yeti may look harmless, but it can pack a frosty punch with its snowball attacks.
Snowball Fight (requires 5 water): Attacks for 10 HP and convert 3 random tiles into snow tiles. Slumbie deals an extra 5 HP damage to the opponent when its team matches a snow tile. Evolves into Slumbro.

088 Slumbro (Water)
Bigger and even sleepier, Slumbro throws larger snowballs, blanketing the battlefield in frosty chaos.
Snowball Fight+ (requires 5 water): Attacks for 15 HP and convert 4 random tiles into snow tiles. Slumbro deals an extra 5 HP damage to the opponent when its team matches a snow tile.

089 Caplett (Earth)
This relaxed capybara loves soaking in hot springs, but it can splash enemies with steamy attacks.
Soothing Soak (requires 4 earth): Attacks for 5 HP. The soothing energy restores 5 HP to the player at the end of the turn for 1 turn. Evolves into Captrio.

090 Captrio (Earth)
Captrio triples down on its soothing power, drenching foes with hot onsen water while keeping its team rejuvenated.
Soothing Soak+ (requires 4 earth): Attacks for 15 HP. The soothing energy restores 5 HP to the player at the end of the turn for 3 turns.

091 Neblin (Electric)
A radiant celestial being with a mysterious aura, hinting at its power to summon black holes and disrupt the battlefield..
Singularity (requires 7 electric): Attacks for 15 HP and place Black Hole Status on the opponent for 2 turns. Evolves into Nebulos.
Black Hole Status:
- At the start of the opponent's turn, 6 random tiles become Black Hole Tiles.
- Black Hole Tiles cannot be moved, matched, or included in matches, but system-generated matches (e.g., cascades) can clear them.
- At the end of the opponent's turn, the Black Hole Status ends, and the Black Hole Tiles revert to their original state.

092 Nebulos (Electric)
A double-headed celestial beast radiating cosmic energy, wielding black holes to dominate the battlefield with awe-inspiring power.
Singularity+ (requires 7 electric): Attacks for 25 HP and place Black Hole Status on the opponent for 3 turns.

093 Slythia (Psychic)
A golden serpent infused with fortune, prospering each turn as it harnesses the flow of mana in battle.
Gold Fortune (requires 9 psychic): Attacks for 20 HP and adds 2 charges of Prosper status to itself. At the start of each turn, Prosper status grants 1 mana. Evolves into Serphina.

094 Serphina (Psychic)
A majestic serpent of prosperity, Serphina channels divine fortune, enriching itself and its allies with mana.
Gold Fortune+ (requires 9 psychic): Attacks for 25 HP and adds 2 charges of Prosper status to itself and its ally monster. At the start of each turn, Prosper status grants 1 mana.

093 Riffoon (Electric)
A rebellious possum who shreds with electrifying riffs.
Rebel Encore (requires 7 electric): Attacks for 15 HP. There's a 50% chance to repeat the attack for free at the start of next turn.
**When your health drops to 30 or below, there's a 100% chance to repeat Rebel Encore for free at the start of next turn. Evolves into Rockoon.

094 Rockoon (Electric)
A punk rock superstar who lives for the spotlight.
Rebel Encore+ (requires 7 electric): Attacks for 20 HP. There's a 50% chance to repeat the attack for free at the start of next turn.
**When your health drops to 30 or below, there's a 100% chance to repeat Rebel Encore for free at the start of next turn.