200 - Misdreavus
Type | Ability | |
---|---|---|
(1) Infiltrator | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Misdreavus | Use Dusk Stone | Mismagius |
Stats
HP 60 | ATK 60 | DEF 60 | SPA 85 | SPD 85 | SPE 85 | BST 435 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Growl | None | 100 | 40 | Priority: 0. Lowers the target's Attack by one stage. | ||
1 | Psywave | None | 100 | 15 | Priority: 0. Inflicts typeless damage between 50% and 150% of the user's level, selected at random in increments of 10%. | ||
5 | Spite | None | 100 | 10 | Priority: 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. | ||
9 | Astonish | 35 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
12 | Disarming Voice | 40 | None | 15 | Priority: 0. Ignores accuracy and evasion. | ||
15 | Confuse Ray | None | 100 | 10 | Priority: 0. Confuses the target. | ||
18 | Night Shade | None | 100 | 15 | Priority: 0. Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored. | ||
21 | Psybeam | 65 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
24 | Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
27 | Torment | None | 100 | 15 | Priority: 0. Prevents the target from attempting to use the same move twice in a row. | ||
30 | Mean Look | None | None | 5 | Priority: 0. The target cannot switch out normally. Ignores accuracy and evasion modifiers. | ||
33 | Curse | None | None | 10 | Priority: 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. | ||
36 | Hex | 65 | 100 | 15 | Priority: 0. If the target has a major status ailment, this move has double power. | ||
39 | Draining Kiss | 70 | 100 | 10 | Priority: 0. Deals regular damage. Drains 75% of the damage inflicted to heal the user. | ||
42 | Grudge | None | None | 5 | Priority: 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. | ||
45 | Hypnosis | None | 60 | 20 | Priority: 0. Puts the target to sleep. | ||
48 | Moonblast | 95 | 100 | 15 | Priority: 0. Has a 30% chance to lower the target's Special Attack by one stage. | ||
51 | Perish Song | None | None | 5 | Priority: 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. | ||
54 | Destiny Bond | None | None | 5 | Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored. | ||
57 | Nasty Plot | None | None | 20 | Priority: 0. Raises the user's Special Attack by two stages. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
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. | ||
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. | ||
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. | ||
TM24 | Thunderbolt | 90 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
TM25 | Thunder | 110 | 70 | 5 | Priority: 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. | ||
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. | ||
TM32 | Dazzling Gleam | 80 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
TM40 | Aerial Ace | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
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. | ||
TM48 | Mystical Fire | 75 | 100 | 10 | Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage. | ||
TM49 | Echoed Voice | 50 | 100 | 15 | Priority: 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. | ||
TM57 | Charge Beam | 50 | 90 | 15 | Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage. | ||
TM61 | Will-O-Wisp | None | 85 | 15 | Priority: 0. Burns the target. | ||
TM66 | Power Gem | 90 | 100 | 10 | Priority: 0. 10% chance to drop opponents Sp. Def by one stage | ||
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. | ||
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 |
---|---|---|---|---|---|---|
Dark Pulse | 80 | Never Miss | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
Foul Play | 95 | 100 | 15 | Priority: 0. Damage is calculated using the target's attacking stat rather than the user's. | ||
Heal Bell | None | None | 5 | Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party. | ||
Hyper Voice | 90 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
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. | ||
Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
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. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Spite | None | 100 | 10 | Priority: 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. | ||
Trick | None | 100 | 10 | Priority: 0. User and target permanently swap held items. | ||
Uproar | 90 | 100 | 10 | Priority: 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 Room | None | None | 10 | Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Celestial Tower | 2F | Floor | 39-42 | 5.0 |
Celestial Tower | 3F | Floor | 40-43 | 5.0 |
Celestial Tower | 4F | Floor | 40-43 | 5.0 |
Celestial Tower | Roof | Floor | 40-44 | 5.0 |
Lostlorn Forest | Dark Grass (Doubles) | 39-41 | 10.0 | |
Lostlorn Forest | Grass | 27-29 | 5.0 | |
Pinwheel Forest - Inside | Dark Grass (Doubles) | 68 | 5.0 |