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Z-A / Pokédex

Dedenne

Back to Pokédex

Dedenne

Lumiose City #51 in the Pokémon Legends: Z-A Pokédex

Dedenne in the National Pokédex

Its whiskers serve as antennas. By sending and receiving electrical waves, it can communicate with others over vast distances.

Details

Types

ElectricFairy

Category

-

Height

0.2 m (0'08")

Weight

2.2 kg (4.9 lbs)

National Pokédex

#0702

Pokédex

Lumiose City #51

Dedenne in Other Games

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

Min

Max

HP

67

244

338

Attack

58

108

236

Defense

57

107

234

Sp. Atk

81

150

287

Sp. Def

67

125

256

Speed

101

186

331

Total

431

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.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Lumiose City #51
EV yield
2 Spe
Catch rate
180
Base Exp.
151
Gender
50% male
50% female
Evolution requirements shown in a compact table or chain view.

Ordinary Abilities are not active in Legends: Z-A.

Base cooldowns vary with Speed. Plus Moves unlock at the listed level or with the Z-A Seed of Mastery; their effects depend on the move.

MoveLearned byTypeClassPowerBase cooldownPlus
Nuzzle

The user attacks by nuzzling targets with its electrified cheeks. This leaves targets paralyzed.

Level: Start

Electric206sLevel 10 or Seed of Mastery
Tackle

The user attacks by charging forward and slamming into targets with its whole body.

Level: Start

Normal404sLevel 10 or Seed of Mastery
Tail Whip

The user wags its tail cutely to make targets less wary, which lowers their Defense stats for a short time.

Level: Start

Normal—7sLevel 10 or Seed of Mastery
Thunder Shock

The user attacks with a jolt of electricity. This may also leave targets paralyzed.

Level: Start

Electric406sLevel 10 or Seed of Mastery
Charge

The user charges up to boost the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat for a short time.

Level: 5

Electric—10sLevel 8 or Seed of Mastery
Charm

The user gazes charmingly at targets to make them less wary, which lowers their Attack stats for a while.

Level: 10

Fairy—10sLevel 13 or Seed of Mastery
Parabolic Charge

The user attacks by unleashing a wave of electricity. The user's HP will be restored by a portion of the damage dealt.

Level: 15

Electric659sLevel 18 or Seed of Mastery
Eerie Impulse

The user generates an eerie impulse from its body, which lowers targets' Sp. Atk stats for a while.

Level: 20

Electric—10sLevel 23 or Seed of Mastery
Volt Switch

The user attacks by dishing out a quick blow, then rushes back to its Trainer with incredible speed.

Level: 25

Electric7012sLevel 28 or Seed of Mastery
Play Rough

The user attacks by playing rough. This may also lower targets' Attack stats.

Level: 30

Fairy908sLevel 33 or Seed of Mastery
Thunderbolt

The user attacks with a strong electric blast. This may also leave targets paralyzed.

Level: 35

Electric908sLevel 38 or Seed of Mastery
Super Fang

The user attacks by chomping down on targets with its sharp incisors or front fangs. The damage dealt by this move depends on targets' HP.

Level: 40

Normal—9sLevel 43 or Seed of Mastery
Thunder

The user attacks by dropping a wicked thunderbolt. This may also leave targets paralyzed.

Level: 50

Electric11010sLevel 53 or Seed of Mastery
Agility

The user relaxes its muscles to make its body feel lighter, increasing the user's movement speed for a short time.

TM047

Psychic—12sNot established
Charge Beam

The user attacks targets with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.

TM130

Electric506sNot established
Dazzling Gleam

The user attacks with a powerful flash of light.

TM092

Fairy808sNot established
Dig

The user attacks by disappearing underground for a short time, then surfacing to strike targets.

TM028

Ground8012sNot established
Discharge

The user attacks by letting loose a flare of electricity across a wide area. This may also leave those hit paralyzed.

TM039

Electric808sNot established
Endure

The user takes a ready stance to endure any attack. While in this stance, the user will be able to take a hit and be left with at least 1 HP without fail.

TM035

Normal—12sNot established
Facade

The user attacks with a power that is doubled if the user is poisoned, paralyzed, burned, or drowsy.

TM109

Normal707sNot established
Fake Out

The user attacks first to make targets flinch. This move only succeeds if it is used first thing upon the user entering a battle.

TM141

Normal403sNot established
Giga Impact

The user attacks by charging into targets using every bit of its power. The recoil will leave the user unable to move for a short time.

TM055

Normal15020sNot established
Hyper Beam

The user attacks by shooting a powerful beam at targets. The recoil will leave the user unable to move for a short time.

TM044

Normal15020sNot established
Light Screen

The user constructs a wondrous wall of light that will reduce damage taken from special moves for a while. This effect continues even if the user is switched out.

TM016

Psychic—12sNot established
Magnet Bomb

The user attacks by launching steel bombs that stick to targets.

TM126

Steel958sNot established
Play Rough

The user attacks by playing rough. This may also lower targets' Attack stats.

TM020

Fairy908sLevel 33 or Seed of Mastery
Protect

The user takes on a protective stance that prevents incoming attacks from landing.

TM017

Normal—15sNot established
Seed Bomb

The user attacks by slamming a barrage of large, hard- shelled seeds down on targets from above.

TM128

Grass357sNot established
Substitute

The user sacrifices a small amount of HP to create a substitute for itself.

TM085

Normal—10sNot established
Swift

The user attacks by firing star-shaped rays at targets.

TM027

Normal605sNot established
Thunder

The user attacks by dropping a wicked thunderbolt. This may also leave targets paralyzed.

TM106

Electric11010sLevel 53 or Seed of Mastery
Thunder Punch

The user attacks with an electrified punch. This may also leave targets paralyzed.

TM023

Electric757sNot established
Thunder Wave

The user launches a weak jolt of electricity to leave targets paralyzed.

TM008

Electric—10sNot established
Thunderbolt

The user attacks with a strong electric blast. This may also leave targets paralyzed.

TM067

Electric908sLevel 38 or Seed of Mastery
Trailblaze

The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork also increases its movement speed for a short time.

TM115

Grass406sNot established
U-turn

The user attacks by dishing out a quick blow, then rushes back to its Trainer with incredible speed.

TM082

Bug7012sNot established
Volt Switch

The user attacks by dishing out a quick blow, then rushes back to its Trainer with incredible speed.

TM066

Electric7012sLevel 28 or Seed of Mastery
Wild Charge

The user attacks by charging forward while cloaked in electricity. The user will also take some damage.

TM086

Electric908sNot established
Nintendo Switch and Switch 2 Edition, including Mega Dimension. Capture levels are separate from temporary Hyperspace battle levels.

Overall spawn chances are unknown. Any cluster or Alpha percentages in the conditions apply only to that named context. Exact spawn points, time/weather and progression details have source gaps.

Temporary battle levels reflect the listed zone’s star rank; caught Pokémon return to their base capture levels. Donut boosts to your party are separate from these wild Pokémon levels.

67 acquisition contexts · showing 30

Location and methodCapture levelHyperspace battle levelConditions

Bleu District

Main Area

Wild spawn

Base game
16–18—

Various spawn points in Bleu District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Bleu District

Main Area

Wild spawn

Base game
16–19—

Various spawn points in Bleu District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Bleu District

Main Area

Wild spawn

Base game
16–19—

Various spawn points in Bleu District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Bleu District

Main Area

Wild spawn

Base game
16–19—

Various spawn points in Bleu District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Bleu District

Main Area

Wild spawn

Base game
16–18—

Various spawn points in Bleu District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Bleu District

Main Area

Wild spawn

Base game
16–18—

Various spawn points in Bleu District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Bleu District

Main Area

Wild spawn

Base gameAlpha
26–29—

Various spawn points in Bleu District; availability can vary by time and weather. Alpha variant: 20% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Bleu District

Main Area

Wild spawn

Base gameAlpha
26–29—

Various spawn points in Bleu District; availability can vary by time and weather. Alpha variant: 40% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Bleu District

Main Area

Wild spawn

Base gameAlpha
26–28—

Various spawn points in Bleu District; availability can vary by time and weather. Alpha variant: 40% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Bleu District

Main Area

Wild spawn

Base gameAlpha
26–28—

Various spawn points in Bleu District; availability can vary by time and weather. Alpha variant: 20% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base game
16–19—

Various spawn points in Jaune District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base game
16–19—

Various spawn points in Jaune District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base game
16–19—

Various spawn points in Jaune District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base game
17–19—

Various spawn points in Jaune District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base game
17–19—

Various spawn points in Jaune District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base game
17–19—

Various spawn points in Jaune District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base gameAlpha
26–29—

Various spawn points in Jaune District; availability can vary by time and weather. Alpha variant: 20% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base gameAlpha
26–29—

Various spawn points in Jaune District; availability can vary by time and weather. Alpha variant: 40% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base gameAlpha
27–29—

Various spawn points in Jaune District; availability can vary by time and weather. Alpha variant: 20% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Jaune District

Main Area

Wild spawn

Base gameAlpha
27–29—

Various spawn points in Jaune District; availability can vary by time and weather. Alpha variant: 40% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base game
17–19—

Various spawn points in Magenta District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base game
17–20—

Various spawn points in Magenta District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base game
17–20—

Various spawn points in Magenta District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base game
17–19—

Various spawn points in Magenta District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base game
17–19—

Various spawn points in Magenta District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base game
17–20—

Various spawn points in Magenta District; availability can vary by time and weather. Ordinary spawn variant.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base gameAlpha
27–29—

Various spawn points in Magenta District; availability can vary by time and weather. Alpha variant: 20% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base gameAlpha
27–30—

Various spawn points in Magenta District; availability can vary by time and weather. Alpha variant: 20% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base gameAlpha
27–30—

Various spawn points in Magenta District; availability can vary by time and weather. Alpha variant: 40% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Magenta District

Main Area

Wild spawn

Base gameAlpha
27–29—

Various spawn points in Magenta District; availability can vary by time and weather. Alpha variant: 40% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

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