About
Can emit waves of air powerful enough to knock out prey taller than itself. I hypothesize that it amplifies the faint sound of wind within its body.
- Abilities
-
Evades Ground moves.
- Height
- 1.2 m 3′11″
- Weight
- 8.0 kg 17.6 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 75 | 260–354 | |
| Attack | 50 | 94–218 | |
| Defense | 110 | 202–350 | |
| Sp. Atk | 135 | 247–405 | |
| Sp. Def | 120 | 220–372 | |
| Speed | 65 | 121–251 | |
| Total | 555 | ||
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×
- FireGroundGhostDark
- Resists ½×
- NormalGrassIceFlyingRockDragonSteelFairy
- Resists ¼×
- Psychic
- Immune
- Poison
Same-type attacks
- Super effective 2×
- IceFightingPoisonRockFairy
- Not very effective ½×
- Steel
Evolution
- Level up with high friendship during the night
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.
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| User switches places with the friendly Pokémon opposite it. | Psychic | Status | — | — | 15 |
| Allows the trainer to switch out the user and pass effects along to its replacement. | Normal | Status | — | — | 40 |
| Inflicts regular damage. | Normal | Special | 140 | 100% | 10 |
| 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 |
| Lowers the target’s Attack by two stages. | Fairy | Status | — | 100% | 20 |
| Raises the user’s Defense and Special Defense by one stage. | Psychic | Status | — | — | 20 |
| Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | Ghost | Status | — | — | 10 |
| Inflicts regular damage with no additional effect. | Fairy | Special | 80 | 100% | 10 |
| Disables the target’s last used move for 1-8 turns. | Normal | Status | — | 100% | 20 |
| User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| Drains 75% of the damage inflicted to heal the user. | Fairy | Special | 50 | 100% | 10 |
| Forces the target to repeat its last used move every turn for 2 to 6 turns. | Normal | Status | — | 100% | 5 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
Expanding Force STAB If Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%. | Psychic | Special | 80 | 100% | 10 |
Extrasensory STAB Has a chance to make the target flinch. | Psychic | Special | 80 | 100% | 20 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Lowers the target’s Special Defense by two stages. | Dark | Status | — | 100% | 20 |
Flash Cannon STAB Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
Future Sight STAB Hits the target two turns later. | Psychic | Special | 120 | 100% | 10 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| Disables moves and immunities that involve flying or levitating for five turns. | Psychic | Status | — | — | 5 |
| Cures the entire party of major status effects. | Normal | Status | — | — | 5 |
| Heals the target for half its max HP. | Psychic | Status | — | — | 10 |
| User faints. Its replacement has its HP fully restored and any major status effect removed. | Psychic | Status | — | — | 10 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| Inflicts regular damage with no additional effect. | Normal | Special | 90 | 100% | 10 |
| Puts the target to sleep. | Psychic | Status | — | 60% | 20 |
| Has a chance to lower the target’s Speed by one stage. | Ice | Special | 55 | 95% | 15 |
| Prevents the target from using any moves that the user also knows. | Psychic | Status | — | — | 10 |
| Target drops its held item. | Dark | Physical | 65 | 100% | 20 |
| Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
| 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 |
Psychic STAB Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
Psychic Noise STAB The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items. | Psychic | Special | 75 | 100% | 10 |
Psyshock STAB Inflicts damage based on the target’s Defense, not Special Defense. | Psychic | Special | 80 | 100% | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| Heals the user by half its max HP. | Normal | Status | — | — | 5 |
| User recovers the item it last used up. | Normal | Status | — | — | 10 |
| Reduces damage from physical attacks by half. | Psychic | Status | — | — | 20 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Protects the user’s field from major status ailments and confusion for five turns. | Normal | Status | — | — | 25 |
| Lowers the target’s Defense by two stages. | Normal | Status | — | 85% | 40 |
| User faints. | Normal | Physical | 200 | 100% | 5 |
| Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| User and target swap abilities. | Psychic | Status | — | — | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Special Attack by one stage. | Dark | Special | 55 | 95% | 15 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
Stored Power STAB Power is higher the more the user’s stats have been raised, to a maximum of 31×. | Psychic | Special | 20 | 100% | 10 |
| 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 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
| User and target swap items. | Psychic | Status | — | 100% | 10 |
| For five turns, slower Pokémon will act before faster Pokémon. | Psychic | Status | — | — | 5 |
| Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | Normal | Special | 90 | 100% | 10 |
| User will recover half its max HP at the end of the next turn. | Normal | Status | — | — | 10 |
| Prevents the target from fleeing and inflicts damage for 2-5 turns. | Normal | Physical | 15 | 90% | 20 |
| Target sleeps at the end of the next turn. | Normal | Status | — | — | 10 |
Zen Headbutt STAB Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
Training and breeding
Training
- EV yield
- None
- Catch rate
- 45
- Base friendship
- 70
- Base experience
- Unknown
- Growth rate
- Fast
Breeding
- Egg groups
- Indeterminate
- Egg cycles
- 25 (about 6,425 steps)