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Keldeo Ordinary

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Keldeo Ordinary in Pokémon Black & White

#153 in the Unova Pokédex • Colt Pokémon

Keldeo Ordinary in the National Pokédex

Pokédex entries

Pokémon Black

By blasting water from its hooves, it can glide across water. It excels at using leg moves while battling.

Pokémon White

It crosses the world, running over the surfaces of oceans and rivers. It appears at scenic waterfronts.

Pokémon details

Types

WaterFighting

Category

Colt Pokémon

Abilities

Height

1.4 m (4'07")

Weight

48.5 kg (106.9 lbs)

National Pokédex

#0647

Pokédex

#153

Keldeo Ordinary in Other Games

National Dex page

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

Min

Max

HP

91

292

386

Attack

72

134

267

Defense

90

166

306

Sp. Atk

129

236

392

Sp. Def

90

166

306

Speed

108

198

346

Total

580

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 Keldeo Ordinary, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #153
EV yield
3 SpA
Catch rate
3
Base Exp.
261

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
80

Evolution requirements shown in a compact table or chain view.
Keldeo

Keldeo

#153

No evolutions

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Historical event gifts

Summer 2012 Keldeo (United States)

Historical event / import15-

Level shown is the original distribution level; requires a legitimately retained gift or Wonder Card, US GameStop historical local gift for Black/White; 2012-08-27 to 2012-10-06; distribution has ended

White
LocationMethodLevelChanceConditions

Historical event gifts

Summer 2012 Keldeo (United States)

Historical event / import15-

Level shown is the original distribution level; requires a legitimately retained gift or Wonder Card, US GameStop historical local gift for Black/White; 2012-08-27 to 2012-10-06; distribution has ended

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

The opposing team gains an intimidating leer with sharp eyes. The opposing team’s Defense stats are reduced.

Normal-10030
StartAqua Jet

The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.

Water4010020
7Double Kick

The target is quickly kicked twice in succession using both feet.

Fighting3010030
13Bubble Beam

A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats.

Water6510020
19Take Down

A reckless, full-body charge attack for slamming into the target. It also damages the user a little.

Normal908520
25Helping Hand

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

Normal--20
31Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack’s damage increases.

Normal701005
37Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010
43Sacred Sword

The user attacks by slicing with its long horns. The target’s stat changes don’t affect this attack’s damage.

Fighting9010020
49Swords Dance

A frenetic dance to uplift the fighting spirit. It sharply raises the user’s Attack stat.

Normal--30
55Quick Guard

The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.

Fighting--15
61Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
67Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water120805
73Close Combat

The user fights the target up close without guarding itself. It also cuts the user’s Defense and Sp. Def.

Fighting1201005

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM04Calm Mind

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

Psychic--20
TM05Roar

The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends.

Normal-10020
TM06Toxic

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

Poison-9010
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

Ice--10
TM10Hidden Power

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

Varies

30–7010015
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
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
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
TM27Return

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

Normal-10020
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
TM40Aerial Ace

The user confounds the target with speed, then slashes. The attack lands without fail.

Flying60-20
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
TM48Round

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

Normal6010015
TM52Focus Blast

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

Fighting120705
TM54False Swipe

A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.

Normal4010040
TM55Scald

The user shoots boiling hot water at its target. It may also leave the target with a burn.

Water8010015
TM67Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack’s damage increases.

Normal701005
TM68Giga Impact

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

Normal150905
TM71Stone Edge

The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio.

Rock100805
TM75Swords Dance

A frenetic dance to uplift the fighting spirit. It sharply raises the user’s Attack stat.

Normal--30
TM77Psych Up

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

Normal--10
TM81X-Scissor

The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.

Bug8010015
TM83Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TM84Poison Jab

The target is stabbed with a tentacle or arm steeped in poison. It may also poison the target.

Poison8010020
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
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM01Cut

The target is cut with a scythe or a claw. It can also be used to cut down thin trees.

Normal509530
HM03Surf

It swamps the area around the user with a giant wave. It can also be used for crossing water.

Water9510015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015

Moves this Pokémon can learn from move tutors in this game.
Class
Secret Sword

The user cuts with its long horn. The odd power contained in the horn does physical damage to the target.

Fighting8510010

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
Bounce

The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.

Flying85855

Trade from Black 2 or White 2

Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010040

Trade from Black 2 or White 2

Endeavor

An attack move that cuts down the target’s HP to equal the user’s HP.

Normal-1005

Trade from Black 2 or White 2

Icy Wind

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

Ice559515

Trade from Black 2 or White 2

Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005

Trade from Black 2 or White 2

Sleep Talk

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

Normal--10

Trade from Black 2 or White 2

Snore

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

Normal4010015

Trade from Black 2 or White 2

Superpower

The user attacks the target with great power. However, it also lowers the user’s Attack and Defense.

Fighting1201005

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Justified

Ability Slot 1

Raises Attack when hit by a Dark-type move.

Raises Attack one stage upon taking damage from a Dark move.

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