Editing Ivysaur (PM)

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! colspan=2 | Neutral special
! colspan=2 | Neutral special
| {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|Solar Beam}} || 4% (charge), 25% (SolarBeam) || Holding the special button heals Ivysaur of approximately 1% damage per second and builds up bulb charge at the same rate. The charge start-up produces [[wind]]. Once the charge is full, using the move fires a powerful energy beam diagonally upwards, having great range and dealing strong knockback, serving as a powerful edge-guarding attack or combo finisher. To fully charge the beam from the start, Ivysaur must have 22% or more damage healed, either by the move itself or by bulb attacks and pummel. The SolarBeam has an [[electric]] effect and cannot be [[reflect]]ed, but can be [[absorb]]ed by [[PSI Magnet]] and [[Oil Panic]]. Ivysaur becomes [[helpless]] after firing the beam.
| {{s|bulbapedia|Synthesis}}/{{s|bulbapedia|SolarBeam}} || 4% (charge), 25% (SolarBeam) || Holding the special button heals Ivysaur of approximately 1% damage per second and builds up bulb charge at the same rate. The charge start-up produces [[wind]]. Once the charge is full, using the move fires a powerful energy beam diagonally upwards, having great range and dealing strong knockback, serving as a powerful edge-guarding attack or combo finisher. To fully charge the beam from the start, Ivysaur must have 22% or more damage healed, either by the move itself or by bulb attacks and pummel. The SolarBeam has an [[electric]] effect and cannot be [[reflect]]ed, but can be [[absorb]]ed by [[PSI Magnet]] and [[Oil Panic]]. Ivysaur becomes [[helpless]] after firing the beam.
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! colspan=2 | Side special
! colspan=2 | Side special

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