Rotom’s Poké dex
#282 Mega Gardevoir ~ Gardevoirite
1.6 m
(5'03") —
48.4 kg
(106.7 lbs.)
Embrace Pokémon
Ability #1
• Pixilate - Normal-type moves become Fairy-type moves.
The power of those moves is boosted a little.
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#282 Mega Gardevoir
• Evolution
Basic
Stage 1
Stage 2
➔
➔
#282 Mega Gardevoir
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
1
¼
1
2
1
1
1
2
2
1
1
1
1
½
1
0
1
1
This table ignores the ability.
#282 Mega Gardevoir
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
< Mega Gardevoir >
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
68
85
65
165
135
100
Level 50
128-175
81-150
63-128
153-238
126-205
94-167
Level 100
246-340
157-295
121-251
301-471
247-405
184-328
Tot. Base Stats : 618
Effort values (3 )
0
0
0
3
0
0
Experience : 278
#282 Mega Gardevoir
• Pokédex Entries
X To protect its Trainer, it will expend all its psychic
power to create a small black hole.
Y It has the power to predict the future. Its power
peaks when it is protecting its Trainer.
Omega Ruby Gardevoir has the ability to read the future. If it senses
impending danger to its Trainer, this Pokémon is said
to unleash its psychokinetic energy at full power.
Alpha Sapphire Gardevoir has the psychokinetic power to distort the
dimensions and create a small black hole. This Pokémon
will try to protect its Trainer even at the risk of its own life.
#282 Mega Gardevoir
• Egg Groups
#282 Mega Gardevoir
• Moves, Learnset of Mega Gardevoir
By leveling up
X and Y
Move
Power
Accuracy
PP
Priority
Fairy
95
100%
15
0
Borrowing the power of the moon, the user attacks
the target. This may also lower the target’s
Sp. Atk stat.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Fairy
--
--
10
0
This protects Pokémon on the ground from status
conditions and halves damage from Dragon-type
moves for five turns.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Grass
60
--
20
0
The user scatters curious leaves that chase the
target. This attack never misses.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Psychic
--
--
10
0
If opposing Pokémon know any move also known by
the user, they are prevented from using it.
Psychic
120
100%
10
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Psychic
--
60%
20
0
The user employs hypnotic suggestion to make the
target fall into a deep sleep.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Fairy
95
100%
15
0
Borrowing the power of the moon, the user attacks
the target. This may also lower the target’s
Sp. Atk stat.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Fire
--
85%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Fairy
95
100%
15
0
Borrowing the power of the moon, the user attacks
the target. This may also lower the target’s
Sp. Atk stat.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Fairy
--
--
10
0
This protects Pokémon on the ground from status
conditions and halves damage from Dragon-type
moves for five turns.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Fairy
40
--
15
0
Letting out a charming cry, the user does emotional
damage to opposing Pokémon. This attack
never misses.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Grass
60
--
20
0
The user scatters curious leaves that chase the
target. This attack never misses.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Fairy
50
100%
10
0
The user steals the target’s HP with a kiss. The
user’s HP is restored by over half of the damage
taken by the target.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Psychic
--
--
10
0
If opposing Pokémon know any move also known by
the user, they are prevented from using it.
Psychic
120
100%
10
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Psychic
--
60%
20
0
The user employs hypnotic suggestion to make the
target fall into a deep sleep.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Fairy
95
100%
15
0
Borrowing the power of the moon, the user attacks
the target. This may also lower the target’s
Sp. Atk stat.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Fire
--
85%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Sun and Moon
Move
Power
Accuracy
PP
Priority
Fairy
95
100%
15
0
Borrowing the power of the moon, the user attacks
the target. This may also lower the target’s
Sp. Atk stat.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Fairy
--
--
10
0
This protects Pokémon on the ground from status
conditions and halves damage from Dragon-type
moves for five turns.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Fairy
40
--
15
0
Letting out a charming cry, the user does emotional
damage to opposing Pokémon. This attack
never misses.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Grass
60
--
20
0
The user scatters curious leaves that chase the
target. This attack never misses.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Fairy
50
100%
10
0
The user steals the target’s HP with a kiss. The
user’s HP is restored by over half of the damage
taken by the target.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Psychic
--
--
10
0
If opposing Pokémon know any move also known by
the user, they are prevented from using it.
Psychic
120
100%
10
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Psychic
--
60%
20
0
The user employs hypnotic suggestion to make the
target fall into a deep sleep.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Fairy
95
100%
15
0
Borrowing the power of the moon, the user attacks
the target. This may also lower the target’s
Sp. Atk stat.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Fire
--
85%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Fairy
95
100%
15
0
Borrowing the power of the moon, the user attacks
the target. This may also lower the target’s
Sp. Atk stat.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Fairy
--
--
10
0
This protects Pokémon on the ground from status
conditions and halves damage from Dragon-type
moves for five turns.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Fairy
40
--
15
0
Letting out a charming cry, the user does emotional
damage to opposing Pokémon. This attack
never misses.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Grass
60
--
20
0
The user scatters curious leaves that chase the
target. This attack never misses.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Fairy
50
100%
10
0
The user steals the target’s HP with a kiss. The
user’s HP is restored by over half of the damage
taken by the target.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Psychic
--
--
10
0
If opposing Pokémon know any move also known by
the user, they are prevented from using it.
Psychic
120
100%
10
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Psychic
--
60%
20
0
The user employs hypnotic suggestion to make the
target fall into a deep sleep.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Fairy
95
100%
15
0
Borrowing the power of the moon, the user attacks
the target. This may also lower the target’s
Sp. Atk stat.
By TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Fire
--
85%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#282 Mega Gardevoir
• Sprites & extra info…