097 - Hypno
Type | Ability | |
---|---|---|
(1) Bad Dreams (2) Insomnia (HA) Forewarn | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Drowzee | Level 26 | Hypno |
Stats
HP +7 92 | ATK 73 | DEF 70 | SPA 73 | SPD 115 | SPE -5 62 | BST +2 485 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Nightmare | None | 100 | 15 | Priority: 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. | ||
1 | Poison Gas | None | 100 | 20 | Priority: 0. Poisons the target. | ||
1 | Pound | 40 | 100 | 35 | Priority: 0. Inflicts regular damage. | ||
1 | Switcheroo | None | 100 | 10 | Priority: 0. User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail. If either Pokémon has multitype or sticky hold, this move will fail. If this move results in a Pokémon obtaining choice band, choice scarf, or choice specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn. Neither the user nor the target can recover its item with recycle. This move cannot be selected by assist or metronome. | ||
6 | Disable | None | 100 | 20 | Priority: 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. | ||
9 | Confusion | 50 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
12 | Headbutt | 70 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
15 | Psybeam | 65 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
18 | Hypnosis | None | 60 | 20 | Priority: 0. Puts the target to sleep. | ||
21 | Meditate | None | None | 40 | Priority: 0. Raises the user's Attack by one stage. | ||
24 | Psycho Cut | 90 | 100 | 10 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
26 | Sing | None | 55 | 15 | Priority: 0. Puts the target to sleep. | ||
30 | Wake-Up Slap | 70 | 100 | 10 | Priority: 0. If the target is sleeping, this move has double power, and the target wakes up. | ||
34 | Psych Up | None | None | 10 | Priority: 0. Discards the user's stat changes and copies the target's. This move cannot be copied by mirror move. | ||
38 | Zen Headbutt | 80 | 90 | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
42 | Dream Eater | 100 | 100 | 15 | Priority: 0. Fails if not used on a sleeping Pokémon. Drains half the damage inflicted to heal the user. | ||
46 | Synchronoise | 120 | 100 | 10 | Priority: 0. Only Pokémon that share a type with the user will take damage from this move. | ||
50 | Nightmare | None | 100 | 15 | Priority: 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. | ||
54 | Nasty Plot | None | None | 20 | Priority: 0. Raises the user's Special Attack by two stages. | ||
58 | Recover | None | None | 10 | Priority: 0. Heals the user for half its max HP. | ||
62 | Future Sight | 120 | 100 | 10 | Priority: 0. Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM3 | Psyshock | 80 | 100 | 10 | Priority: 0. Damage calculation always uses the target's Defense, regardless of this move's damage class. | ||
TM4 | Calm Mind | None | None | 10 | Priority: 0. Raises the user's Special Attack and Special Defense by one stage each. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
TM12 | Taunt | None | 100 | 20 | Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random. | ||
TM15 | Hyper Beam | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM16 | Light Screen | None | None | 30 | Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. | ||
TM17 | Protect | None | None | 10 | Priority: 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. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM20 | Tri Attack | 80 | 100 | 10 | Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM29 | Psychic | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM31 | Brick Break | 75 | 100 | 15 | Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage. | ||
TM32 | Dazzling Gleam | 80 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
TM33 | Reflect | None | None | 20 | Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM45 | Power-Up Punch | 50 | 100 | 20 | Priority: 0. Raises the user's Attack by one stage. | ||
TM46 | Aura Sphere | 90 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
TM47 | Low Sweep | 65 | 100 | 20 | Priority: 0. Lowers the target's Speed by one stage. | ||
TM52 | Focus Blast | 120 | 70 | 5 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM73 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
TM77 | Psych Up | None | None | 10 | Priority: 0. Discards the user's stat changes and copies the target's. This move cannot be copied by mirror move. | ||
TM86 | Grass Knot | None | 100 | 20 | Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
TM92 | Trick Room | None | None | 5 | Priority: -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. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Drain Punch | 75 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
Fire Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
Foul Play | 95 | 100 | 15 | Priority: 0. Damage is calculated using the target's attacking stat rather than the user's. | ||
Ice Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to freeze the target. | ||
Low Kick | None | 100 | 20 | Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120. Target's weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120 | ||
Magic Coat | None | None | 15 | Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user. defog, memento, and teeter dance are not reflected. attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected. This move cannot be copied by mirror move. | ||
Magic Room | None | None | 10 | Priority: 0. For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items. | ||
Recycle | None | None | 10 | Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails. Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered. | ||
Role Play | None | None | 10 | Priority: 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. | ||
Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
Skill Swap | None | None | 10 | Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail. | ||
Sleep Talk | None | None | 10 | Priority: 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. | ||
Snatch | None | None | 10 | Priority: 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. | ||
Thunder Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
Trick | None | 100 | 10 | Priority: 0. User and target permanently swap held items. | ||
Zen Headbutt | 80 | 90 | 10 | Priority: 0. Has a 20% chance to make the target flinch. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Dreamyard | Surface | Dark Grass (Doubles) | 70 | 10.0 |
Dreamyard | Surface | Shaking Grass | 66 | 5.0 |
Strange House | Type Two Rooms | Rooms, Type Two | 40-43 | 10.0 |
Victory Road | Ruined Area | Cave | 59-62 | 10.0 |