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200 - Misdreavus

TypeAbility

(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

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1GrowlNone10040Priority: 0. Lowers the target's Attack by one stage.
1PsywaveNone10015Priority: 0. Inflicts typeless damage between 50% and 150% of the user's level, selected at random in increments of 10%.
5SpiteNone10010Priority: 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.
9Astonish3510015Priority: 0. Has a 30% chance to make the target flinch.
12Disarming Voice40None15Priority: 0. Ignores accuracy and evasion.
15Confuse RayNone10010Priority: 0. Confuses the target.
18Night ShadeNone10015Priority: 0. Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored.
21Psybeam6510020Priority: 0. Has a 10% chance to confuse the target.
24Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
27TormentNone10015Priority: 0. Prevents the target from attempting to use the same move twice in a row.
30Mean LookNoneNone5Priority: 0. The target cannot switch out normally. Ignores accuracy and evasion modifiers.
33CurseNoneNone10Priority: 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.
36Hex6510015Priority: 0. If the target has a major status ailment, this move has double power.
39Draining Kiss7010010Priority: 0. Deals regular damage. Drains 75% of the damage inflicted to heal the user.
42GrudgeNoneNone5Priority: 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.
45HypnosisNone6020Priority: 0. Puts the target to sleep.
48Moonblast9510015Priority: 0. Has a 30% chance to lower the target's Special Attack by one stage.
51Perish 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.
54Destiny BondNoneNone5Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
57Nasty PlotNoneNone20Priority: 0. Raises the user's Special Attack by two stages.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM4Calm MindNoneNone10Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
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.
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.
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.
TM32Dazzling Gleam8010010Priority: 0. Inflicts regular damage.
TM40Aerial Ace60None20Priority: 0. Ignores accuracy and evasion modifiers.
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.
TM57Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM61Will-O-WispNone8515Priority: 0. Burns the target.
TM66Power Gem9010010Priority: 0. 10% chance to drop opponents Sp. Def by one stage
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
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.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
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.
Hyper Voice9010010Priority: 0. Inflicts regular damage.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Magic CoatNoneNone15Priority: 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 RoomNoneNone10Priority: 0. For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items.
Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
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.
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.

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