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Gardevoir

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Gardevoir in Pokémon Brilliant Diamond & Shining Pearl

#282 in the Brilliant Diamond and Shining Pearl Pokédex • Embrace Pokémon

Gardevoir in the National Pokédex

Pokédex entries

Brilliant Diamond

It will try to guard its trusted Trainer with its life. It has the ability to see the future.

Shining Pearl

It will try to guard its trusted Trainer with its life. It has the ability to see the future.

Pokémon details

Types

PsychicFairy

Category

Embrace Pokémon

Height

1.6 m (5'03")

Weight

48.4 kg (106.7 lbs)

National Pokédex

#0282

Pokédex

#282

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

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
3 SpA
Catch rate
45
Base Exp.
259

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

Evolution requirements shown in a compact table or chain view.

Moves this Pokémon learns naturally by reaching specific levels.
Class
Evo.Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
StartGrowl

Normal-10040
StartConfusion

Psychic5010025
StartDouble Team

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

Normal--15
StartCharm

Fairy-10020
StartHealing Wish

Psychic--10
StartDisarming Voice

Fairy40-15
StartMisty Terrain

Fairy--10
StartMoonblast

Fairy9510015
StartDazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
9Hypnosis

Psychic-6020
12Draining Kiss

Fairy5010010
15Teleport

Psychic--20
18Psybeam

Psychic6510020
23Life Dew

Water--10
28Wish

Normal--10
35Calm Mind

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

Psychic--20
42Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
49Heal Pulse

Psychic--10
56Dream Eater

The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.

Psychic10010015
63Future Sight

Psychic12010010

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM04Calm Mind

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

Psychic--20
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-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 can't move on the next turn.

Normal150905
TM16Light Screen

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

Psychic--30
TM17Protect

This move enables the user to protect itself from 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. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

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

Normal--25
TM21Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. This 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 reduce damage from physical attacks for five turns.

Psychic--20
TM34Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
TM41Torment

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

Dark-10015
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

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. The user can't steal anything if it already holds an item.

Dark6010025
TM48Skill Swap

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

Psychic--10
TM52Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.

Fighting120705
TM53Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.

Grass9010010
TM56Fling

The user flings its held item at the target to attack. This move's power and effects depend on the item.

Dark-10010
TM57Charge Beam

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

Electric509010
TM58Endure

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

Normal--10
TM61Will-O-Wisp

The user shoots a sinister flame at the target to inflict a burn.

Fire-8515
TM67Recycle

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

Normal--10
TM68Giga Impact

The user charges at the target using every bit of its power. The user can't move on the next turn.

Normal150905
TM70Flash

The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM77Psych Up

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

Normal--10
TM82Sleep Talk

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

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move's power.

Grass-10020
TM87Swagger

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

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute 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

Each row is an individual acquisition option, not proof that every four-move combination is legal. Pokémon HOME uses destination-specific movesets; earlier-game moves are not automatically retained in BDSP.
Class
Ally Switch

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--15
Ally Switch

Learn before evolving, then retain the move.

Psychic--15
Confuse Ray

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Ghost-10010
Confuse Ray

Learn before evolving, then retain the move.

Ghost-10010
Destiny Bond

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Ghost--5
Destiny Bond

Learn before evolving, then retain the move.

Ghost--5
Disable

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-10020
Disable

Learn before evolving, then retain the move.

Normal-10020
Encore

The user compels the target to keep using the move it encored for three turns.

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-1005
Encore

The user compels the target to keep using the move it encored for three turns.

Learn before evolving, then retain the move.

Normal-1005
Grudge

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Ghost--5
Grudge

Learn before evolving, then retain the move.

Ghost--5
Knock Off

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Dark6510020
Knock Off

Learn before evolving, then retain the move.

Dark6510020
Mean Look

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--5
Mean Look

Learn before evolving, then retain the move.

Normal--5
Memento

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Dark-10010
Memento

Learn before evolving, then retain the move.

Dark-10010
Shadow Sneak

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Ghost4010030
Shadow Sneak

Learn before evolving, then retain the move.

Ghost4010030

Ability options available to this Pokémon in this game.

Synchronize

Ability Slot 1

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

Trace

Ability Slot 2

Copies an eligible opposing Ability on entry.

Telepathy(Hidden Ability)

Protects against friendly Pokémon's damaging moves.

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