About
After lowering its anchor, it waits for its prey. It catches large Wailord and drains their life-force.
- Abilities
-
This Pokémon's Steel moves have 1.5× power.
- Height
- 3.9 m 12′10″
- Weight
- 210.0 kg 463.0 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 70 | 250–344 | |
| Attack | 131 | 240–397 | |
| Defense | 100 | 184–328 | |
| Sp. Atk | 86 | 159–298 | |
| Sp. Def | 90 | 166–306 | |
| Speed | 40 | 76–196 | |
| Total | 517 | ||
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×
- FireIceFlyingGhostDark
- Resists ½×
- WaterElectricGrassGround
- Immune
- NormalFighting
Same-type attacks
- Super effective 2×
- WaterGroundPsychicRockGhost
Evolution
Dhelmise does not evolve.
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 | Absorb STAB Drains half the damage inflicted to heal the user. | Grass | Special | 20 | 100% | 25 |
| 1 | Frees the user from binding moves, removes Leech Seed, and blows away Spikes. | Normal | Physical | 50 | 100% | 40 |
| 4 | Astonish STAB Has a chance to make the target flinch. | Ghost | Physical | 30 | 100% | 15 |
| 8 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | Normal | Physical | 15 | 90% | 20 |
| 12 | Mega Drain STAB Drains half the damage inflicted to heal the user. | Grass | Special | 40 | 100% | 15 |
| 16 | Raises the user’s Attack and Special Attack by one stage. | Normal | Status | — | — | 20 |
| 20 | Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
| 24 | User and target swap items. | Dark | Status | — | 100% | 10 |
| 28 | Giga Drain STAB Drains half the damage inflicted to heal the user. | Grass | Special | 75 | 100% | 10 |
| 32 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | Water | Special | 35 | 85% | 15 |
| 36 | Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| 40 | Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 75% | 20 |
| 44 | Shadow Ball STAB Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| 48 | Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
| 52 | Traps the target. | Steel | Physical | 80 | 100% | 20 |
| 56 | Energy Ball STAB Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
| 60 | Phantom Force STAB User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect. | Ghost | Physical | 90 | 100% | 10 |
| 64 | Power Whip STAB Inflicts regular damage with no additional effect. | Grass | Physical | 120 | 85% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| User switches places with the friendly Pokémon opposite it. | Psychic | Status | — | — | 15 |
| Power is doubled if the target has already received damage this turn. | Dark | Physical | 60 | 100% | 10 |
| Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. | Fighting | Physical | 80 | 100% | 10 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| Has double power against Pokémon that have less than half their max HP remaining. | Water | Special | 65 | 100% | 10 |
| Inflicts regular damage with no additional effect. | Dark | Physical | 60 | 100% | 20 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
Energy Ball STAB Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
Giga Drain STAB Drains half the damage inflicted to heal the user. | Grass | Special | 75 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
Grass Knot STAB Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
| Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
Hex STAB Has double power if the target has a major status ailment. | Ghost | Special | 65 | 100% | 10 |
| Inflicts regular damage with no additional effect. | Water | Special | 110 | 80% | 5 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| Has a chance to lower the target’s Defense by one stage. | Water | Physical | 85 | 100% | 10 |
| Has a chance to lower the target’s accuracy by one stage. | Water | Special | 90 | 85% | 10 |
| Power is doubled if the target has already moved this turn. | Dark | Physical | 50 | 100% | 10 |
Phantom Force STAB User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect. | Ghost | Physical | 90 | 100% | 10 |
Power Whip STAB Inflicts regular damage with no additional effect. | Grass | Physical | 120 | 85% | 10 |
| Prevents any moves from hitting the user this turn. | 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 double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
Shadow Ball STAB Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
Shadow Claw STAB Has an increased chance for a critical hit. | Ghost | Physical | 70 | 100% | 15 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to poison the target. | Poison | Special | 95 | 100% | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
Solar Beam STAB Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
Solar Blade STAB Requires a turn to charge before attacking. | Grass | Physical | 125 | 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 |
| Inflicts regular damage and can hit Dive users. | Water | Special | 90 | 100% | 15 |
| Raises the user’s Attack by two stages. | Normal | Status | — | — | 20 |
| Takes the target’s item. | Dark | Physical | 60 | 100% | 25 |
| Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | Water | Special | 35 | 85% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Grassy Glide STAB If Grassy Terrain is active and the user is grounded, this move has has its priority increased by 1. | Grass | Physical | 55 | 100% | 20 |
Poltergeist STAB Fails if the target has no held item. | Ghost | Physical | 110 | 90% | 5 |
| Ends the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active. | Steel | Physical | 130 | 100% | 5 |
Training and breeding
Training
- EV yield
- 2 Attack
- Catch rate
- 25
- Base friendship
- 70
- Base experience
- 181
- Growth rate
- Medium
Breeding
- Egg groups
- Mineral
- Egg cycles
- 25 (about 6,425 steps)