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Gastly

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Gastly in Pokémon Brilliant Diamond & Shining Pearl

#69 in the Brilliant Diamond and Shining Pearl Pokédex • Gas Pokémon

Gastly in the National Pokédex

Pokédex entries

Brilliant Diamond

This Pokémon’s body is 95% made up of gases, which are blown away by strong gusts of wind.

Shining Pearl

A Pokémon born from poison gases. It defeats even the largest foes by enveloping them in gas.

Pokémon details

Types

GhostPoison

Category

Gas Pokémon

Abilities

Height

1.3 m (4'03")

Weight

0.1 kg (0.2 lbs)

National Pokédex

#0092

Pokédex

#69

Gastly in Other Games

National Dex page

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

Min

Max

HP

30

170

264

Attack

35

67

185

Defense

30

58

174

Sp. Atk

100

184

328

Sp. Def

35

67

185

Speed

80

148

284

Total

310

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 Gastly, 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 Sinnoh #69
EV yield
1 SpA
Catch rate
190
Base Exp.
62

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.
PokémonRequiresEvolution
Gastly

Gastly

#69

Level 25

Haunter

Haunter

#70

Haunter

Haunter

#70

Trade

Gengar

Gengar

#71

Known encounter locations for this Pokémon in this game.
Brilliant Diamond
LocationMethodLevelChanceConditions

Route 209

Walking1610%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Grand Underground

Grand Underground — Dazzling Cave

Grand Underground hideaway--

Levels scale with progress: 1 badge 16–20; 2 badges 25–29; 3 badges 29–33; 4 badges 33–37; 5 badges 36–40; 6 badges 39–43; 7 badges 42–46; 8 badges 50–55; League cleared 58–63., Species pool depends on progression and Secret Base statue type boosts; overall spawn probability is unspecified.

Grand Underground

Grand Underground — Stargleam Cavern

Grand Underground hideaway--

Levels scale with progress: 1 badge 16–20; 2 badges 25–29; 3 badges 29–33; 4 badges 33–37; 5 badges 36–40; 6 badges 39–43; 7 badges 42–46; 8 badges 50–55; League cleared 58–63., Species pool depends on progression and Secret Base statue type boosts; overall spawn probability is unspecified.

Lost Tower

Lost Tower — 1F

Walking16-1850%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 1F

Walking16-1850%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 1F

Walking16-1840%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 2F

Walking17-1950%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 2F

Walking17-1950%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 2F

Walking17-1940%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 3F

Walking18-2050%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 3F

Walking18-2050%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 3F

Walking18-2040%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 4F

Walking19-2150%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 4F

Walking19-2150%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 4F

Walking19-2140%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 5F

Walking20-2250%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 5F

Walking20-2250%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 5F

Walking20-2240%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — Entrance

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 1st Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 2nd Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 3rd Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 4th Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 5th Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F Rightmost Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — Dining Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Shining Pearl
LocationMethodLevelChanceConditions

Route 209

Walking1610%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Grand Underground

Grand Underground — Dazzling Cave

Grand Underground hideaway--

Levels scale with progress: 1 badge 16–20; 2 badges 25–29; 3 badges 29–33; 4 badges 33–37; 5 badges 36–40; 6 badges 39–43; 7 badges 42–46; 8 badges 50–55; League cleared 58–63., Species pool depends on progression and Secret Base statue type boosts; overall spawn probability is unspecified.

Grand Underground

Grand Underground — Stargleam Cavern

Grand Underground hideaway--

Levels scale with progress: 1 badge 16–20; 2 badges 25–29; 3 badges 29–33; 4 badges 33–37; 5 badges 36–40; 6 badges 39–43; 7 badges 42–46; 8 badges 50–55; League cleared 58–63., Species pool depends on progression and Secret Base statue type boosts; overall spawn probability is unspecified.

Lost Tower

Lost Tower — 1F

Walking16-1850%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 1F

Walking16-1850%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 1F

Walking16-1840%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 2F

Walking17-1950%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 2F

Walking17-1950%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 2F

Walking17-1940%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 3F

Walking18-2050%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 3F

Walking18-2050%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 3F

Walking18-2040%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 4F

Walking19-2150%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 4F

Walking19-2150%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 4F

Walking19-2140%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 5F

Walking20-2250%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 5F

Walking20-2250%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Lost Tower

Lost Tower — 5F

Walking20-2240%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — Entrance

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 1st Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 2nd Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 3rd Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 4th Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F 5th Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — 2F Rightmost Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Old Chateau

Old Chateau — Dining Room

Walking12-16100%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartConfuse Ray

Ghost-10010
StartLick

Ghost3010030
4Hypnosis

Psychic-6020
8Mean Look

Normal--5
12Payback

The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.

Dark5010010
16Spite

Ghost-10010
20Curse

Ghost--10
24Hex

Ghost6510010
28Night Shade

Ghost-10015
32Sucker Punch

Dark701005
36Dark Pulse

The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.

Dark8010015
40Shadow Ball

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

Ghost8010015
44Destiny Bond

Ghost--5
48Dream 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

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM06Toxic

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

Poison-9010
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
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
TM19Giga Drain

A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.

Grass7510010
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
TM36Sludge Bomb

Unsanitary sludge is hurled at the target. This may also poison the target.

Poison9010010
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
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
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
TM64Explosion

The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.

Normal2501005
TM66Payback

The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.

Dark5010010
TM77Psych Up

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

Normal--10
TM79Dark Pulse

The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.

Dark8010015
TM82Sleep Talk

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

Normal--10
TM84Poison Jab

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

Poison8010020
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
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

Moves this Pokémon can inherit through breeding or similar methods.
Class
Astonish

Ghost3010015
Clear Smog

Poison50-15
Disable

Normal-10020
Fire Punch

Fire7510015
Grudge

Ghost--5
Haze

Ice--30
Ice Punch

Ice7510015
Perish Song

Normal--5
Reflect Type

Normal--15
Scary Face

Normal-10010
Smog

Poison307020
Thunder Punch

Electric7510015

Ability options available to this Pokémon in this game.

Levitate

Ability Slot 1

Evades Ground moves.

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