#0482:
Azelf
Types:
Size:
0.30m, 0.32kgGrass Knot: 20
Levitate,
Competitive (H)
Base Stats:
HP:
75
Attack:
125
Defense:
70
Sp.Atk:
125
Sp.Def:
70
Speed:
115
Total:
580
Locations:
Additional Info:
Wild Held Items:
This Pokémon does not hold an item in the wild
Egg Groups:
No Eggs
Gender ratio:
100% genderless
Locations:
Evolutions
Does Not Evolve
Moves learnt via level-up
1
Confusion
Psychic
Power
50
Accuracy
100
PP
40
The target is hit by a weak telekinetic force. This may also confuse the target.
1
Moonblast
Fairy
Power
95
Accuracy
100
PP
24
Borrowing the power of the moon, the user attacks the target. This may also lower the target’s Sp. Atk stat.
6
Imprison
Psychic
Accuracy
--
PP
16
If opposing Pokémon know any move also known by the user, they are prevented from using it.
10
Detect
Fighting
Accuracy
--
PP
8
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
14
Swift
Normal
Power
60
Accuracy
--
PP
32
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
18
Uproar
Normal
Power
90
Accuracy
100
PP
16
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
21
Psybeam
Psychic
Power
65
Accuracy
100
PP
32
The target is attacked with a peculiar ray. This may also leave the target confused.
22
Future Sight
Psychic
Power
120
Accuracy
100
PP
16
Two turns after this move is used, a hunk of psychic energy attacks the target.
26
Zen Headbutt
Psychic
Power
80
Accuracy
90
PP
24
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
34
Last Resort
Normal
Power
140
Accuracy
100
PP
8
This move can be used only after the user has used all the other moves it knows in the battle.
38
Extrasensory
Psychic
Power
80
Accuracy
100
PP
32
The user attacks with an odd, unseeable power. This may also make the target flinch.
42
Nasty Plot
Dark
Accuracy
--
PP
32
The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.
46
Rest
Psychic
Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
50
Psychic
Psychic
Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
61
Explosion
Normal
Power
250
Accuracy
100
PP
8
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
Moves learnt via Technical Machine
Water Pulse
Water
Power
60
Accuracy
100
PP
32
The user attacks the target with a pulsing blast of water. This may also confuse the target.
Calm Mind
Psychic
Accuracy
--
PP
32
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
Toxic
Poison
Accuracy
90
PP
16
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Hidden Power
Normal
Power
60
Accuracy
100
PP
24
A unique attack that varies in type depending on the Pokémon using it.
Sunny Day
Fire
Accuracy
--
PP
8
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
Taunt
Dark
Accuracy
100
PP
32
The target is taunted into a rage that allows it to use only attack moves for three turns.
Hyper Beam
Normal
Power
150
Accuracy
90
PP
8
The target is attacked with a powerful beam. The user can’t move on the next turn.
Light Screen
Psychic
Accuracy
--
PP
48
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
Protect
Normal
Accuracy
--
PP
16
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Rain Dance
Water
Accuracy
--
PP
8
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
Safeguard
Normal
Accuracy
--
PP
40
The user creates a protective field that prevents status conditions for five turns.
Dream Eater
Psychic
Power
100
Accuracy
100
PP
24
The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.
Iron Tail
Steel
Power
100
Accuracy
75
PP
24
The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.
Thunderbolt
Electric
Power
90
Accuracy
100
PP
24
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
Thunder
Electric
Power
110
Accuracy
70
PP
16
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
Psychic
Psychic
Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
Shadow Ball
Ghost
Power
80
Accuracy
100
PP
24
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
Double Team
Normal
Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Reflect
Psychic
Accuracy
--
PP
32
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
Shock Wave
Electric
Power
60
Accuracy
--
PP
32
The user strikes the target with a quick jolt of electricity. This attack never misses.
Flamethrower
Fire
Power
90
Accuracy
100
PP
24
The target is scorched with an intense blast of fire. This may also leave the target with a burn.
Sandstorm
Rock
Accuracy
--
PP
16
A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.
Fire Blast
Fire
Power
110
Accuracy
85
PP
8
The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.
Torment
Dark
Accuracy
100
PP
24
The user torments and enrages the target, making it incapable of using the same move twice in a row.
Facade
Normal
Power
70
Accuracy
100
PP
32
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
Rest
Psychic
Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
Skill Swap
Psychic
Accuracy
--
PP
16
The user employs its psychic power to exchange Abilities with the target.
Energy Ball
Grass
Power
90
Accuracy
100
PP
16
The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat.
Fling
Dark
Power
1
Accuracy
100
PP
16
The user flings its held item at the target to attack. This move’s power and effects depend on the item.
Endure
Normal
Accuracy
--
PP
16
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Drain Punch
Fighting
Power
75
Accuracy
100
PP
16
An energy-draining punch. The user’s HP is restored by half the damage taken by the target.
Nasty Plot
Dark
Accuracy
--
PP
32
The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.
Explosion
Normal
Power
250
Accuracy
100
PP
8
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
Payback
Dark
Power
50
Accuracy
100
PP
16
The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.
Recycle
Normal
Accuracy
--
PP
16
The user recycles a held item that has been used in battle so it can be used again.
Giga Impact
Normal
Power
150
Accuracy
90
PP
8
The user charges at the target using every bit of its power. The user can’t move on the next turn.
Flash
Normal
Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.
Thunder Wave
Electric
Accuracy
90
PP
32
The user launches a weak jolt of electricity that paralyzes the target.
Stealth Rock
Rock
Accuracy
--
PP
32
The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.
Psych Up
Normal
Accuracy
--
PP
16
The user hypnotizes itself into copying any stat change made by the target.
Sleep Talk
Normal
Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.
Dazzling Gleam
Fairy
Power
80
Accuracy
100
PP
16
The user damages opposing Pokémon by emitting a powerful flash.
Grass Knot
Grass
Power
1
Accuracy
100
PP
32
The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.
Swagger
Normal
Accuracy
85
PP
24
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
U-turn
Bug
Power
70
Accuracy
100
PP
32
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Substitute
Normal
Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.
Trick Room
Psychic
Accuracy
--
PP
8
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Charge Beam
Electric
Power
50
Accuracy
90
PP
16
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
Moves learnt via breeding
There are no moves here.
Moves learnt via Tutor
Snore
Normal
Power
50
Accuracy
100
PP
24
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Helping Hand
Normal
Accuracy
--
PP
32
The user assists an ally by boosting the power of that ally’s attack.
Ally Switch
Psychic
Accuracy
--
PP
24
The user teleports using a strange power and switches places with one of its allies.
Mud-Slap
Ground
Power
20
Accuracy
100
PP
16
The user hurls mud in the target’s face to inflict damage and lower its accuracy.
Laser Focus
Normal
Accuracy
--
PP
48
The user concentrates intensely. The attack on the next turn always results in a critical hit.
Self-Destruct
Normal
Power
200
Accuracy
100
PP
8
The user attacks everything around it by causing an explosion. The user faints upon using this move.
Uproar
Normal
Power
90
Accuracy
100
PP
16
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
Signal Beam
Bug
Power
75
Accuracy
100
PP
24
The user attacks with a sinister beam of light. This may also confuse the target.
Fire Punch
Fire
Power
75
Accuracy
100
PP
24
The target is punched with a fiery fist. This may also leave the target with a burn.
Ice Punch
Ice
Power
75
Accuracy
100
PP
24
The target is punched with an icy fist. This may also leave the target frozen.
Thunder Punch
Electric
Power
75
Accuracy
100
PP
24
The target is punched with an electrified fist. This may also leave the target with paralysis.
Magic Room
Psychic
Accuracy
--
PP
16
The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.
Wonder Room
Psychic
Accuracy
--
PP
16
The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.
Role Play
Psychic
Accuracy
--
PP
16
The user mimics the target completely, copying the target’s Ability.
Zen Headbutt
Psychic
Power
80
Accuracy
90
PP
24
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
Magic Coat
Psychic
Accuracy
--
PP
24
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Swift
Normal
Power
60
Accuracy
--
PP
32
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
Trick
Psychic
Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
Power-Up Punch
Fighting
Power
40
Accuracy
100
PP
32
Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.
Knock Off
Dark
Power
65
Accuracy
100
PP
32
The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.
Last Resort
Normal
Power
140
Accuracy
100
PP
8
This move can be used only after the user has used all the other moves it knows in the battle.