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197 - Umbreon

TypeAbility
(1) Synchronize
(2) Poison Touch
(HA) Inner Focus
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Eevee
Use Ice Stone
Glaceon
Use Water Stone
Vaporeon
Use Sun Stone
Espeon
Use Moon Stone
Umbreon
Use Fire Stone
Flareon
Use Thunderstone
Jolteon
Use Leaf Stone
Leafeon

Stats

HP
95
ATK
65
DEF
110
SPA
60
SPD
130
SPE
65
BST
525

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1CharmNone10020Priority: 0. Lowers the target's Attack by two stages.
1Extrasensory8010015Priority: 0. Has a 10% chance to make the target flinch.
1Fake TearsNone10020Priority: 0. Lowers the target's Special Defense by two stages.
1GrowthNoneNone20Priority: 0. Raises the user's Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages.
1Night Daze859510Priority: 0. Has a 40% chance to lower the target's accuracy by one stage.
1SingNone5515Priority: 0. Puts the target to sleep.
1Stored Power2010010Priority: 0. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×.
1TickleNone10020Priority: 0. Lowers the target's Attack and Defense by one stage.
5CaptivateNone10020Priority: 0. Lowers the target's Special Attack by two stages. If the user and target are the same gender, or either is genderless, this move will fail.
7Helping HandNoneNone20Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
10Quick Attack4010020Priority: 1. Inflicts regular damage.
13Bite6010020Priority: 0. Has a 30% chance to make the target flinch.
16Swift60None20Priority: 0. Ignores accuracy and evasion modifiers.
19Double Kick3010030Priority: 0. Hits twice in one turn.
22Covet6010020Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
24Snarl5510015Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
28Assurance6010010Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power.
32Confuse RayNone10010Priority: 0. Confuses the target.
36Payback5010010Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
40Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
45MoonlightNoneNone5Priority: 0. Heals the user for half its max HP.

During sunny day, the healing is increased to 2/3 max HP.

During hail, rain dance, or sandstorm, the healing is decreased to 1/4 max HP.
50Synchronoise12010010Priority: 0. Only Pokémon that share a type with the user will take damage from this move.
55WishNoneNone10Priority: 0. At the end of the next turn, user will be healed for half its max HP. If the user is switched out, its replacement will be healed instead for half of the user's max HP. If the user faints or is forcefully switched by roar or whirlwind, this effect will not activate.
60Sucker 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.
65Last Resort1401005Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
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.
TM20Tri Attack8010010Priority: 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.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM28Dig8010010Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
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.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
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.
TM48Mystical Fire7510010Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
TM49Echoed Voice5010015Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200.
TM56Weather Ball5010010Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
TM60QuashNone10015Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
TM66Power Gem9010010Priority: 0. 10% chance to drop opponents Sp. Def by one stage
TM67Retaliate701005Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM83Work UpNoneNone30Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM86Grass KnotNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM95Snarl5510015Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM1Cut509530Priority: 0. High Critical Ratio

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Covet6010020Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
Dark Pulse80Never Miss10Priority: 0. Has a 20% chance to make the target flinch.
Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Heal BellNoneNone5Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party.
Helping HandNoneNone20Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Hyper Voice9010010Priority: 0. Inflicts regular damage.
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Last Resort1401005Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, 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.
Wonder RoomNoneNone10Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.

Pre-Evolution Moves

Species Method Move
Eevee Lvl 54 Baton Pass
Eevee Lvl 38 Body Slam
Eevee TM32 Dazzling Gleam
Eevee Lvl 46 Double-Edge
Eevee Lvl 25 Mimic
Eevee TM45 Power-Up Punch
Eevee Lvl 3 Sand Attack
Eevee Lvl 31 Take Down
Eevee Lvl 58 Trump Card
Eevee Lvl 28 Yawn

Encounter Locations

Location   Level Spawn Percent
The Nature Preserve Dark Grass (Doubles) 02-100 10.0