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SwSh / Pokédex

Abra

Back to Pokédex

Abra

Isle of Armor Pokédex #31 • Psi Pokémon

Abra sprite

Normal

Shiny Abra sprite

Shiny

Pokédex entries

Sword

This Pokémon uses its psychic powers while it sleeps. The contents of Abra’s dreams affect the powers that the Pokémon wields.

Shield

Abra can teleport in its sleep. Apparently the more deeply Abra sleeps, the farther its teleportations go.

Details

Type

Psychic

Category

Psi Pokémon

Height

0.9 m (2'11")

Weight

19.5 kg (43 lbs)

National Pokédex

#0063

Pokédex

Armor #31

Stats

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

Min

Max

HP

25

160

254

Attack

20

40

152

Defense

15

31

141

Sp. Atk

105

193

339

Sp. Def

55

103

229

Speed

90

166

306

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.

It's Super Effective

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

Weak to

Resists

Growth

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Isle of Armor #31
EV yield
1 SpA
Catch rate
200
Base Exp.
62

Eggs

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
75% male
25% female
Egg cycles
20 cycles

Evolution

Evolution requirements shown in a compact table or chain view.

Encounters

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

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Overcast

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Challenge Beach

Max Raid Battles — pool 117 (common beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 117 (common beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 117 (common beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 117 (common beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Overcast

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Fields of Honor

Wild Pokémon

Overworld10-155%

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Fog

Fields of Honor

Wild Pokémon

Overworld605%

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Fog

Challenge Beach

Max Raid Battles — pool 117 (common beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 117 (common beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 117 (common beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 117 (common beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 117 (common beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 117, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle15-2040%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle25-3025%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 2-star Max Raid Battle; rank availability depends on Gym Badges and the host

Held Items

Items this Pokémon may hold when encountered in the wild.
Shield
5%
Sword
5%

Moves

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
Description
StartTeleportPsychicStatus--20

The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees.

Machines

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
Description
TM00Mega PunchNormalPhysical808520

The target is slugged by a punch thrown with muscle-packed power.

TM01Mega KickNormalPhysical120755

The target is attacked by a kick launched with muscle-packed power.

TM03Fire PunchFirePhysical7510015

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

TM04Ice PunchIcePhysical7510015

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

TM05Thunder PunchElectricPhysical7510015

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

TM14Thunder WaveElectricStatus-9020

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

TM17Light ScreenPsychicStatus--30

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

TM18ReflectPsychicStatus--20

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

TM19SafeguardNormalStatus--25

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

TM21RestPsychicStatus--10

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

TM23ThiefDarkPhysical6010025

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

TM24SnoreNormalSpecial5010015

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

TM25ProtectNormalStatus--10

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

TM31AttractNormalStatus-10015

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

TM33Rain DanceWaterStatus--5

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

TM34Sunny DayFireStatus--5

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

TM39FacadeNormalPhysical7010020

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

TM40SwiftNormalSpecial60-20

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

TM59FlingDarkPhysical-10010

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

TM60Power SwapPsychicStatus--10

The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.

TM61Guard SwapPsychicStatus--10

The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.

TM62Speed SwapPsychicStatus--10

The user exchanges Speed stats with the target.

TM63Drain PunchFightingPhysical7510010

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

TM70Trick RoomPsychicStatus--5

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

TM71Wonder RoomPsychicStatus--10

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

TM72Magic RoomPsychicStatus--10

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

TM76RoundNormalSpecial6010015

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

TM91Psychic TerrainPsychicStatus--10

This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

TR01Body SlamNormalPhysical8510015

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

TR11PsychicPsychicSpecial9010010

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

TR14MetronomeNormalStatus--10

The user waggles a finger and stimulates its brain into randomly using nearly any move.

TR19Tri AttackNormalSpecial8010010

The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.

TR20SubstituteNormalStatus--10

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

TR25PsyshockPsychicSpecial8010010

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

TR26EndureNormalStatus--10

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

TR27Sleep TalkNormalStatus--10

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

TR30EncoreNormalStatus-1005

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

TR31Iron TailSteelPhysical1007515

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

TR33Shadow BallGhostSpecial8010015

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

TR37TauntDarkStatus-10020

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

TR38TrickPsychicStatus-10010

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

TR40Skill SwapPsychicStatus--10

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

TR49Calm MindPsychicStatus--20

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

TR65Energy BallGrassSpecial9010010

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

TR69Zen HeadbuttPsychicPhysical809015

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

TR77Grass KnotGrassSpecial-10020

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

TR81Foul PlayDarkPhysical9510015

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.

TR83Ally SwitchPsychicStatus--15

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

TR92Dazzling GleamFairySpecial8010010

The user damages opposing Pokémon by emitting a powerful flash.

Breeding

Moves acquired through eligible breeding. Sword/Shield also supports same-species Nursery sharing with an empty recipient move slot.
Class
Description
ConfusionPsychicSpecial5010025

The target is hit by a weak telekinetic force. This may also confuse the target.

Guard SplitPsychicStatus--10

The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.

Magic CoatPsychicStatus--15

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Description
Charge Beam

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

ElectricSpecial509010

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

Confide

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus--20

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Counter

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical-10020

A retaliation move that counters any physical attack, inflicting double the damage taken.

Curse

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

GhostStatus--10

A move that works differently for the Ghost type than for all other types.

Double Team

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus--15

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

Double-Edge

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical12010015

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Dream Eater

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

PsychicSpecial10010015

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

Dynamic Punch

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical100505

The user punches the target with full, concentrated power. This confuses the target if it hits.

Focus Punch

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical15010020

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Gravity

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

PsychicStatus--5

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

Headbutt

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical7010015

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

Knock Off

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

DarkPhysical6510020

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.

Mimic

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus--10

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

Power Trick

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

PsychicStatus--10

The user employs its psychic power to switch its Attack stat with its Defense stat.

Psych Up

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus--10

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

Psycho Shift

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

PsychicStatus-10010

Using its psychic power of suggestion, the user transfers its status conditions to the target.

Recycle

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus--10

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

Role Play

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

PsychicStatus--10

The user mimics the target completely, copying the target’s Ability.

Seismic Toss

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical-10020

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Shock Wave

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

ElectricSpecial60-20

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

Skull Bash

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical13010010

The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.

Submission

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical808020

The user grabs the target and recklessly dives for the ground. This also damages the user a little.

Swagger

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus-8515

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

Take Down

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical908520

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

Torment

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

DarkStatus-10015

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

Toxic

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

PoisonStatus-9010

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

Zap Cannon

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

ElectricSpecial120505

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Traits

Ability options available to this Pokémon in this game.

Synchronize

Ability Slot 1

The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.

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

Inner Focus

Ability Slot 2

The Pokémon’s intensely focused, and that protects the Pokémon from flinching.

Prevents flinching and prevents Intimidate from lowering Attack.

Magic Guard(Hidden Ability)

The Pokémon only takes damage from attacks.

Protects against damage not directly caused by a move.

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