About
Because of this Pokémon’s ability to detect danger, people mistook Absol as a bringer of doom.
- Abilities
-
Increases the PP cost of moves targetting the Pokémon by one.
-
Raises moves' critical hit rates one stage.
Justified Hidden ability
Raises Attack one stage upon taking damage from a Dark move.
- Height
- 1.2 m 3′11″
- Weight
- 47.0 kg 103.6 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 65 | 240–334 | |
| Attack | 130 | 238–394 | |
| Defense | 60 | 112–240 | |
| Sp. Atk | 75 | 139–273 | |
| Sp. Def | 60 | 112–240 | |
| Speed | 75 | 139–273 | |
| Total | 465 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- FightingBugFairy
- Resists ½×
- GhostDark
- Immune
- Psychic
Same-type attacks
- Super effective 2×
- PsychicGhost
- Not very effective ½×
- FightingDarkFairy
Evolution
Absol does not evolve.
Forms
Alternate forms have their own types, stats and abilities.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Lowers the target’s Defense by one stage. | Normal | Status | — | 100% | 30 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 30 |
| 5 | Raises the user’s evasion by one stage. | Normal | Status | — | — | 15 |
| 10 | Knock Off STAB Target drops its held item. | Dark | Physical | 65 | 100% | 20 |
| 15 | Prevents any moves from hitting the user this turn. | Fighting | Status | — | — | 5 |
| 20 | For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| 25 | Has an increased chance for a critical hit. | Normal | Physical | 70 | 100% | 20 |
| 30 | Night Slash STAB Has an increased chance for a critical hit. | Dark | Physical | 70 | 100% | 15 |
| 35 | Increases the user’s chance to score a critical hit. | Normal | Status | — | — | 30 |
| 40 | Sucker Punch STAB Only works if the target is about to use a damaging move. | Dark | Physical | 70 | 100% | 5 |
| 45 | Raises the user’s Attack by two stages. | Normal | Status | — | — | 20 |
| 50 | Hits the target two turns later. | Psychic | Special | 120 | 100% | 10 |
| 55 | User and target both faint after three turns. | Normal | Status | — | — | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Never misses. | Flying | Physical | 60 | — | 20 |
| Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | Normal | Status | — | 100% | 15 |
| Has a chance to freeze the target. | Ice | Special | 110 | 70% | 5 |
| Raises the user’s Special Attack and Special Defense by one stage. | Psychic | Status | — | — | 20 |
| Has a chance to raise the user’s Special Attack by one stage. | Electric | Special | 50 | 90% | 10 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 50 | 95% | 30 |
Dark Pulse STAB Has a chance to make the target flinch. | Dark | Special | 80 | 100% | 15 |
| Raises the user’s evasion by one stage. | Normal | Status | — | — | 15 |
| Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user. | Psychic | Special | 100 | 100% | 15 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Cannot lower the target’s HP below 1. | Normal | Physical | 40 | 100% | 40 |
| Has a chance to burn the target. | Fire | Special | 110 | 85% | 5 |
| Has a chance to burn the target. | Fire | Special | 90 | 100% | 15 |
| Lowers the target’s accuracy by one stage. | Normal | Status | — | 100% | 20 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Changes the weather to a hailstorm for five turns. | Ice | Status | — | — | 10 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Has a chance to freeze the target. | Ice | Special | 90 | 100% | 10 |
| Has a chance to lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 15 |
Payback STAB Power is doubled if the target has already moved this turn. | Dark | Physical | 50 | 100% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Discards the user’s stat changes and copies the target’s. | Normal | Status | — | — | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Has a chance to lower the target’s Defense by one stage. | Fighting | Physical | 40 | 100% | 15 |
| Has a chance to lower the target’s Speed by one stage. | Rock | Physical | 60 | 95% | 15 |
| Changes the weather to a sandstorm for five turns. | Rock | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| Has an increased chance for a critical hit. | Ghost | Physical | 70 | 100% | 15 |
| Never misses. | Electric | Special | 60 | — | 20 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
Snarl STAB Has a chance to lower the target’s Special Attack by one stage. | Dark | Special | 55 | 95% | 15 |
| Has an increased chance for a critical hit. | Rock | Physical | 100 | 80% | 5 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 100% | 15 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
| Raises the target’s Attack by two stages and confuses the target. | Normal | Status | — | 85% | 15 |
| Raises the user’s Attack by two stages. | Normal | Status | — | — | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
Thief STAB Takes the target’s item. | Dark | Physical | 60 | 100% | 25 |
| Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
| Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| Prevents the target from using the same move twice in a row. | Dark | Status | — | 100% | 15 |
| Has a chance to confuse the target. | Water | Special | 60 | 100% | 20 |
| Burns the target. | Fire | Status | — | 85% | 15 |
| Inflicts regular damage with no additional effect. | Bug | Physical | 80 | 100% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Assurance STAB Power is doubled if the target has already received damage this turn. | Dark | Physical | 60 | 100% | 10 |
| Allows the trainer to switch out the user and pass effects along to its replacement. | Normal | Status | — | — | 40 |
Bite STAB Has a chance to make the target flinch. | Dark | Physical | 60 | 100% | 25 |
| Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | Ghost | Status | — | — | 10 |
| User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| Hits through Protect and Detect. | Normal | Physical | 30 | 100% | 10 |
| Has double power if the target has a major status ailment. | Ghost | Special | 65 | 100% | 10 |
| Reflects back the first effect move used on the user this turn. | Psychic | Status | — | — | 15 |
| Prevents the target from leaving battle. | Normal | Status | — | — | 5 |
| Inflicts regular damage with no additional effect. | Bug | Physical | 120 | 85% | 10 |
| User and target both faint after three turns. | Normal | Status | — | — | 5 |
| Has a chance to lower the target’s Attack by one stage. | Fairy | Physical | 90 | 90% | 10 |
Sucker Punch STAB Only works if the target is about to use a damaging move. | Dark | Physical | 70 | 100% | 5 |
| Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
Training and breeding
Training
- EV yield
- 2 Attack
- Catch rate
- 30
- Base friendship
- 35
- Base experience
- 163
- Growth rate
- Medium Slow
- Wild held items
- Life Orb
Breeding
- Egg groups
- Ground
- Egg cycles
- 25 (about 6,425 steps)