
Size:
0.20m, 0.59kgLevitate,
Magic Guard,
Symbiosis (H)
HP:
45
Attack:
50
Defense:
50
Sp.Atk:
80
Sp.Def:
60
Speed:
45
Total:
330
Name
Method
Level
Chance
Mt. Coronet - Route 211 Entrance
Walking
18
10%
Route 211 (West)
Walking
18
10%
Jubilife City (Trainer School)
5
5%
Underground
Walking
30
NaN%
Wild Held Items:
5%: Cleanse Tag
Egg Groups:

No Eggs
Gender ratio:
50.20% male, 49.80% female
Catch Chance:
120
Name
Method
Level
Chance
Mt. Coronet - Route 211 Entrance
Walking
18
10%
Route 211 (West)
Walking
18
10%
Jubilife City (Trainer School)
5
5%
Underground
Walking
30
NaN%
1
Wrap
Normal

Power
15
Accuracy
90
PP
32
A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
1
Confusion
Psychic

Power
50
Accuracy
100
PP
40
The target is hit by a weak telekinetic force. This may also confuse the target.
4
Growl
Normal

Accuracy
100
PP
64
The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.
7
Astonish
Ghost

Power
30
Accuracy
100
PP
24
The user attacks the target while shouting in a startling fashion. This may also make the target flinch.
11
Ominous Wind
Ghost

Power
60
Accuracy
100
PP
8
The user blasts the target with a gust of repulsive wind. This may also raise all the user's stats at once.
13
Yawn
Normal

Accuracy
--
PP
16
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
16
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.
16
Extrasensory
Psychic

Power
80
Accuracy
100
PP
32
The user attacks with an odd, unseeable power. This may also make the target flinch.
19
Entrainment
Normal

Accuracy
100
PP
24
The user dances with an odd rhythm that compels the target to mimic it, making the target’s Ability the same as the user’s.
19
Take Down
Normal

Power
90
Accuracy
85
PP
32
A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
22
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.

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.

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.

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.

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.

Attract
Normal

Accuracy
100
PP
24
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Skill Swap
Psychic

Accuracy
--
PP
16
The user employs its psychic power to exchange Abilities with the target.

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.

Recycle
Normal

Accuracy
--
PP
16
The user recycles a held item that has been used in battle so it can be used again.

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.

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.

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.

Disable
Normal

Accuracy
100
PP
32
For four turns, this move prevents the target from using the move it last used.

Curse
Ghost

Accuracy
--
PP
16
A move that works differently for the Ghost type than for all other types.

Hypnosis
Psychic

Accuracy
60
PP
32
The user employs hypnotic suggestion to make the target fall into a deep sleep.

Wish
Normal

Accuracy
--
PP
16
One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.

Future Sight
Psychic

Power
120
Accuracy
100
PP
16
Two turns after this move is used, a hunk of psychic energy attacks the target.

Recover
Normal

Accuracy
--
PP
16
Restoring its own cells, the user restores its own HP by half of its max HP.

Stored Power
Psychic

Power
20
Accuracy
100
PP
16
The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.

Cosmic Power
Psychic

Accuracy
--
PP
32
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
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.
Bind
Normal

Power
15
Accuracy
85
PP
32
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
Ally Switch
Psychic

Accuracy
--
PP
24
The user teleports using a strange power and switches places with one of its allies.
Rollout
Rock

Power
30
Accuracy
90
PP
32
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
Heal Bell
Normal

Accuracy
--
PP
8
The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
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.
Ominous Wind
Ghost

Power
60
Accuracy
100
PP
8
The user blasts the target with a gust of repulsive wind. This may also raise all the user's stats at once.
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.
Gravity
Psychic

Accuracy
--
PP
8
This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.
Icy Wind
Ice

Power
55
Accuracy
95
PP
24
The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.
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.