#0491:
Darkrai
Types:
Dark
Size:
1.50m, 50.48kgGrass Knot: 80
Bad Dreams
Base Stats:
HP:
70
Attack:
90
Defense:
90
Sp.Atk:
135
Sp.Def:
90
Speed:
125
Total:
600
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
Disable
Normal
Accuracy
100
PP
32
For four turns, this move prevents the target from using the move it last used.
1
Confuse Ray
Ghost
Accuracy
100
PP
16
The target is exposed to a sinister ray that triggers confusion.
1
Roar of Time
Dragon
Power
150
Accuracy
90
PP
8
The user blasts the target with power that distorts even time. The user can’t move on the next turn.
1
Spacial Rend
Dragon
Power
100
Accuracy
95
PP
8
The user tears the target along with the space around it. Critical hits land more easily.
1
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.
1
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.
6
Quick Attack
Normal
Power
40
Accuracy
100
PP
48
The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
10
Hypnosis
Psychic
Accuracy
60
PP
32
The user employs hypnotic suggestion to make the target fall into a deep sleep.
22
Double Team
Normal
Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
26
Haze
Ice
Accuracy
--
PP
48
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
26
Embargo
Dark
Accuracy
100
PP
24
This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
29
Feint Attack
Dark
Power
60
Accuracy
--
PP
32
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses.
30
Night Shade
Ghost
Power
1
Accuracy
100
PP
24
The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level.
34
Sucker Punch
Dark
Power
70
Accuracy
100
PP
8
This move enables the user to attack first. This move fails if the target is not readying an attack.
38
Foul Play
Dark
Power
95
Accuracy
100
PP
24
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.
38
Dark Void
Dark
Accuracy
50
PP
16
Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
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
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.
50
Dark Pulse
Dark
Power
80
Accuracy
100
PP
24
The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
Moves learnt via Technical Machine
Focus Punch
Fighting
Power
150
Accuracy
100
PP
32
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
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.
Ice Beam
Ice
Power
90
Accuracy
100
PP
16
The target is struck with an icy-cold beam of energy. This may also leave the target frozen.
Blizzard
Ice
Power
110
Accuracy
70
PP
8
A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.
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.
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.
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.
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.
Brick Break
Fighting
Power
75
Accuracy
100
PP
24
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
Double Team
Normal
Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Shock Wave
Electric
Power
60
Accuracy
--
PP
32
The user strikes the target with a quick jolt of electricity. This attack never misses.
Sludge Bomb
Poison
Power
90
Accuracy
100
PP
16
Unsanitary sludge is hurled at the target. This may also poison the target.
Rock Tomb
Rock
Power
60
Accuracy
95
PP
24
Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.
Aerial Ace
Flying
Power
60
Accuracy
--
PP
32
The user confounds the target with speed, then slashes. 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.
Thief
Dark
Power
60
Accuracy
100
PP
40
The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
Focus Blast
Fighting
Power
120
Accuracy
70
PP
8
The user heightens its mental focus and unleashes its power. 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.
Will-O-Wisp
Fire
Accuracy
85
PP
24
The user shoots a sinister flame at the target to inflict a burn.
Nasty Plot
Dark
Accuracy
--
PP
32
The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.
Shadow Claw
Ghost
Power
80
Accuracy
100
PP
24
The user slashes with a sharp claw made from shadows. Critical hits land more easily.
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.
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.
Swords Dance
Normal
Accuracy
--
PP
32
A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat.
Psych Up
Normal
Accuracy
--
PP
16
The user hypnotizes itself into copying any stat change made by the target.
Snarl
Dark
Power
55
Accuracy
95
PP
24
The user yells as if it’s ranting about something, which lowers the Sp. Atk stats of opposing Pokémon.
Dark Pulse
Dark
Power
80
Accuracy
100
PP
24
The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
Rock Slide
Rock
Power
75
Accuracy
90
PP
16
Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
X-Scissor
Bug
Power
80
Accuracy
100
PP
24
The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.
Sleep Talk
Normal
Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.
Poison Jab
Poison
Power
80
Accuracy
100
PP
32
The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target.
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.
Cut
Grass
Power
60
Accuracy
100
PP
40
The target is cut with a scythe or claw. It’s also one of the Pokétch’s hidden moves.
Strength
Normal
Power
100
Accuracy
100
PP
24
The target is slugged with a punch thrown at maximum power. It’s also one of the Pokétch’s hidden moves.
Rock Smash
Fighting
Power
60
Accuracy
100
PP
24
The user attacks with a punch that may lower the target’s Defense stat. It’s also one of the Pokétch’s hidden moves.
Rock Climb
Rock
Power
80
Accuracy
95
PP
16
A charging attack that may also leave the foe confused. It’s also one of the Pokétch’s hidden moves.
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.
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.
Spite
Ghost
Accuracy
100
PP
16
The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
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.
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.
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.
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.
Sucker Punch
Dark
Power
70
Accuracy
100
PP
8
This move enables the user to attack first. This move fails if the target is not readying an attack.
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.
Foul Play
Dark
Power
95
Accuracy
100
PP
24
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.