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282 - Gardevoir

  Type Ability


(1) Synchronize
(2) Trace
(HA) Telepathy

Evolutions


Ralts
Level 20
Kirlia
Level 30
Gardevoir
Use Dawn Stoneon male
Gallade

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak


















 

Stats

HPATKDEFSPASPDSPEBST
68656512511580518

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Trick None 100 10 Priority: 0. User and target permanently swap held items.
1 Wish None None 10 Priority: 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.
1 Confusion 50 100 20 Priority: 0. Has a 10% chance to confuse the target.
1 Swift 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
6 Disarming Voice 40 None 15 Priority: 0. Ignores accuracy and evasion.
8 Captivate None 100 20 Priority: 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.
10 Lucky Chant None None 30 Priority: 0. For five turns, opposing Pokémon cannot score critical hits.
12 Psybeam 65 100 20 Priority: 0. Has a 10% chance to confuse the target.
14 Shock Wave 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
16 Draining Kiss 70 100 10 Priority: 0. Deals regular damage. Drains 75% of the damage inflicted to heal the user.
19 Magical Leaf 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
20 Heal Pulse None None 10 Priority: 0. Heals the target for half its max HP.
23 Hypnosis None 60 20 Priority: 0. Puts the target to sleep.
26 Dream Eater 100 100 15 Priority: 0. Fails if not used on a sleeping Pokémon. Drains half the damage inflicted to heal the user.
29 Ally Switch None None 15 Priority: 2. User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.
30 Synchronoise 120 100 10 Priority: 0. Only Pokémon that share a type with the user will take damage from this move.
34 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.
38 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.
42 Mean Look None None 5 Priority: 0. The target cannot switch out normally. Ignores accuracy and evasion modifiers.
46 Healing Wish None None 10 Priority: 0. User faints. Its replacement's HP is fully restored, and any major status effect is removed. If the replacement Pokémon is immediately fainted by a switch-in effect, the next replacement is healed by this move instead.
50 Recover None None 10 Priority: 0. Heals the user for half its max HP.
55 Stored Power 20 100 10 Priority: 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×.
60 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.
65 Moonblast 95 100 15 Priority: 0. Has a 30% chance to lower the target's Special Attack by one stage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
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.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
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.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
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.
TM3 Psyshock 80 100 10 Priority: 0. Damage calculation always uses the target's Defense, regardless of this move's damage class.
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.
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.
TM4 Calm Mind None None 10 Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
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.
TM52 Focus Blast 120 70 5 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM53 Energy Ball 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM57 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM61 Will-O-Wisp None 85 15 Priority: 0. Burns the target.
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
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Thunder Punch 75 100 10 Priority: 0. Has a 10% chance to paralyze the target.
Tutor Fire Punch 75 100 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Ice Punch 75 100 10 Priority: 0. Has a 10% chance to freeze the target.
Tutor 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.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Hyper Voice 90 100 10 Priority: 0. Inflicts regular damage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Heal Bell None None 5 Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party.
Tutor Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Tutor Helping Hand None None 20 Priority: 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.
Tutor Trick None 100 10 Priority: 0. User and target permanently swap held items.
Tutor 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.
Tutor Wonder Room None None 10 Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.
Tutor 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.
Tutor 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.
Tutor 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.
Tutor 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.

Pre-Evolution Moves

Species Method Move
Kirlia Lvl 1 Growl
Kirlia Lvl 39 Imprison
Kirlia Lvl 1 Telekinesis