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094 - Gengar

TypeAbility

(1) Levitate
(2) Cursed Body
(HA) Levitate
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Gastly
Level 25
Haunter
Use Link Cable
Gengar

Stats

HP
60
ATK
65
DEF
60
SPA
130
SPD
75
SPE
110
BST
500

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Mean LookNoneNone5Priority: 0. The target cannot switch out normally. Ignores accuracy and evasion modifiers.
1TrickNone10010Priority: 0. User and target permanently swap held items.
1Zap Cannon120505Priority: 0. Has a 100% chance to paralyze the target.
4Smog359020Priority: 0. Has a 40% chance to poison the target.
7Confuse RayNone10010Priority: 0. Confuses the target.
10HypnosisNone6020Priority: 0. Puts the target to sleep.
13Night ShadeNone10015Priority: 0. Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored.
16Ominous Wind601005Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
19CurseNoneNone10Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn.
Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each.

The curse effect is passed on by baton pass.

This move cannot be copied by mirror move.
21Poison GasNone10020Priority: 0. Poisons the target.
23Clear Smog50None15Priority: 0. All of the target's stat modifiers are reset to zero.
24Shadow Punch90None20Priority: 0. Ignores accuracy and evasion modifiers.
24Sucker Punch701005Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
26DisableNone10020Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field.
28Reflect TypeNoneNone15Priority: 0. User's type changes to match the target's.
30Dream Eater10010015Priority: 0. Fails if not used on a sleeping Pokémon. Drains half the damage inflicted to heal the user.
33Hex6510015Priority: 0. If the target has a major status ailment, this move has double power.
36Sludge7010015Priority: 0. Has a 30% chance to poison the target.
39NightmareNone10015Priority: 0. Only works on sleeping Pokémon. Gives the target a nightmare, damaging it for 1/4 its max HP every turn. If the target wakes up or leaves the field, this effect ends.
42HazeNoneNone30Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
46GrudgeNoneNone5Priority: 0. If the user faints before it next acts, the move that fainted it will have its PP dropped to 0. End-of-turn damage does not trigger this effect.
50Mega Drain6510015Priority: 0. Drains half the damage inflicted to heal the user.
55Destiny BondNoneNone5Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
60Perish SongNoneNone5Priority: 0. Every Pokémon is given a counter that starts at 3 and decreases by 1 at the end of every turn, including this one. When a Pokémon's counter reaches zero, that Pokémon faints.
65Nasty PlotNoneNone20Priority: 0. Raises the user's Special Attack by two stages.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM9Venoshock6510015Priority: 0. If the target is poisoned, this move has double power.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM12TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM19Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM24Thunderbolt9010010Priority: 0. Has a 10% chance to paralyze the target.
TM25Thunder110705Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM31Brick Break7510015Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM32Dazzling Gleam8010010Priority: 0. Inflicts regular damage.
TM34Sludge Wave9510010Priority: 0. Has a 10% chance to poison the target.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
TM41Infestation2010020Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45Power-Up Punch5010020Priority: 0. Raises the user's Attack by one stage.
TM46Aura Sphere90None20Priority: 0. Ignores accuracy and evasion modifiers.
TM52Focus Blast120705Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM53Energy Ball9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM61Will-O-WispNone8515Priority: 0. Burns the target.
TM64Explosion2501005Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM65Shadow Claw7010090Priority: 0. User's critical hit rate is one level higher when using this move.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM84Poison Jab8010010Priority: 0. Has a 30% chance to poison the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM92Trick RoomNoneNone5Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect.
TM94Rock Smash5510015Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM4Strength8510010Priority: 0. 10% Raise Attack

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Dark Pulse80Never Miss10Priority: 0. Has a 20% chance to make the target flinch.
Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
Fire Punch7510010Priority: 0. Has a 10% chance to burn the target.
Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
Ice Punch7510010Priority: 0. Has a 10% chance to freeze the target.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Knock Off6510020Priority: 0. Target loses its held item.
Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Role PlayNoneNone10Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers.

If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail.
Skill SwapNoneNone10Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers.

If either Pokémon has multitype or wonder guard, this move will fail.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
SnatchNoneNone10Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag.

If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect.

If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
SpiteNone10010Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
Thunder Punch7510010Priority: 0. Has a 10% chance to paralyze the target.
TrickNone10010Priority: 0. User and target permanently swap held items.
Uproar9010010Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
Wonder RoomNoneNone10Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.

Pre-Evolution Moves

Species Method Move
Gastly Lvl 1 Astonish
Haunter Lvl 1 Lick