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Gardevoir

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Gardevoir in Pokémon Black & White

#282 in the National Pokédex • Embrace Pokémon

Gardevoir in the National Pokédex
Gardevoir sprite

Normal

Shiny Gardevoir sprite

Shiny

Pokédex entries

Pokémon Black

To protect its Trainer, it will expend all its psychic power to create a small black hole.

Pokémon White

To protect its Trainer, it will expend all its psychic power to create a small black hole.

Pokémon details

Type

Psychic

Category

Embrace Pokémon

Height

1.6 m (5'03")

Weight

48.4 kg (106.7 lbs)

National Pokédex

#0282

Gardevoir in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

68

246

340

Attack

65

121

251

Defense

65

121

251

Sp. Atk

125

229

383

Sp. Def

115

211

361

Speed

80

148

284

Total

518

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Gardevoir, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
3 SpA
Catch rate
45
Base Exp.
233

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartGrowl

The user growls in an endearing way, making the opposing team less wary. The foes’ Attack stats are lowered.

Normal-10040
StartConfusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
StartTeleport

Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.

Psychic--20
StartDouble Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
StartHealing Wish

The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.

Psychic--10
6Confusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
10Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
12Teleport

Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.

Psychic--20
17Wish

One turn after this move is used, the target’s HP is restored by half the user’s maximum HP.

Normal--10
22Magical Leaf

The user scatters curious leaves that chase the target. This attack will not miss.

Grass60-20
25Heal Pulse

The user emits a healing pulse which restores the target’s HP by up to half of its max HP.

Psychic--10
33Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
40Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
45Imprison

If the opponents know any move also known by the user, the opponents are prevented from using it.

Psychic--10
53Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010
60Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020
65Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
73Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
80Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the damage.

Psychic2010010

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM49Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.

Normal4010015
TM51Ally Switch

The user teleports using a strange power and switches its place with one of its allies.

Psychic--15
TM52Focus Blast

The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

Fighting120705
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM61Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-7515
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Charm

The user gazes at the target rather charmingly, making it less wary. The target’s Attack is harshly lowered.

Normal-10020

Prior evolution: level-up (Lv. 43)

Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010

Prior evolution: egg

Destiny Bond

When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints.

Ghost--5

Prior evolution: egg

Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020

Prior evolution: egg

Encore

The user compels the target to keep using only the move it last used for three turns.

Normal-1005

Prior evolution: egg

Grudge

If the user faints, the user’s grudge fully depletes the PP of the opponent’s move that knocked it out.

Ghost--5

Prior evolution: egg

Lucky Chant

The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.

Normal--30

Prior evolution: level-up (Lv. 17)

Mean Look

The user pins the target with a dark, arresting look. The target becomes unable to flee.

Normal--5

Prior evolution: egg

Memento

The user faints when using this move. In return, it harshly lowers the target’s Attack and Sp. Atk.

Dark-10010

Prior evolution: egg

Shadow Sneak

The user extends its shadow and attacks the target from behind. This move always goes first.

Ghost4010030

Prior evolution: egg

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

Prior evolution: egg

Synchronoise

Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.

Psychic7010015

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Generation III → Pal Park → Generation IV → PokéTransfer

Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40

Generation III → Pal Park → Generation IV → PokéTransfer

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Fire Punch

The target is punched with a fiery fist. It may also leave the target with a burn.

Fire7510015

PokéTransfer from Generation IV

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Heal Bell

The user makes a soothing bell chime to heal the status problems of all the party Pokémon.

Normal--5

PokéTransfer from Generation IV

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

PokéTransfer from Generation IV

Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010

Trade from Black 2 or White 2

Ice Punch

The target is punched with an icy fist. It may also leave the target frozen.

Ice7510015

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10

Trade from Black 2 or White 2

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20

PokéTransfer from Generation IV

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20

PokéTransfer from Generation IV

Thunder Punch

The target is punched with an electrified fist. It may also leave the target with paralysis.

Electric7510015

PokéTransfer from Generation IV

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

PokéTransfer from Generation IV

Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10

Trade from Black 2 or White 2

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Synchronize

Ability Slot 1

Passes a burn, poison, or paralysis to the foe.

Copies burns, paralysis, and poison received onto the Pokémon that inflicted them.

Trace

Ability Slot 2

The Pokémon copies a foe’s Ability.

Copies an opponent's ability upon entering battle.

Telepathy(Hidden Ability)

Anticipates an ally’s attack and dodges it.

Protects against friendly Pokémon's damaging moves.

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