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Beheeyem

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Beheeyem in Pokémon Sword & Shield

Galar Pokédex #278 • Cerebral Pokémon

Beheeyem in the National Pokédex
Beheeyem sprite

Normal

Shiny Beheeyem sprite

Shiny

Pokédex entries

Sword

Whenever a Beheeyem visits a farm, a Dubwool mysteriously disappears.

Shield

Sometimes found drifting above wheat fields, this Pokémon can control the memories of its opponents.

Pokémon details

Type

Psychic

Category

Cerebral Pokémon

Height

1 m (3'03")

Weight

34.5 kg (76.1 lbs)

National Pokédex

#0606

Pokédex

Galar #278

Beheeyem in Other Games

National Dex page

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

Min

Max

HP

75

260

354

Attack

75

139

273

Defense

75

139

273

Sp. Atk

125

229

383

Sp. Def

95

175

317

Speed

40

76

196

Total

485

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

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Galar #278
EV yield
2 SpA
Catch rate
90
Base Exp.
170

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
Elgyem

Elgyem

Galar #277

Level 42

Beheeyem

Beheeyem

Galar #278

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

Bridge Field

Wild Pokémon

Special Overworld Encounters42-

Before the Darkest Day and Eternatus battle, Normal Weather

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Bridge Field

Wild Pokémon

Special Overworld Encounters42-

Before the Darkest Day and Eternatus battle, Overcast

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Bridge Field

Wild Pokémon

Special Overworld Encounters42-

Before the Darkest Day and Eternatus battle, Snowing

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Snowing

Bridge Field

Wild Pokémon

Special Overworld Encounters42-

Before the Darkest Day and Eternatus battle, Earn three Gym Badges and reach Hammerlocke to unlock this base Wild Area weather, Snowstorm

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Earn three Gym Badges and reach Hammerlocke to unlock this base Wild Area weather, Snowstorm

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Lake of Outrage

Wild Pokémon

Overworld55-5832%

Before the Darkest Day and Eternatus battle, Normal Weather

Lake of Outrage

Wild Pokémon

Overworld6032%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5015%

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, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5015%

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, 4-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 Battle45-5015%

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, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5015%

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, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6020%

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, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6020%

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, 5-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 Battle55-6020%

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, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6020%

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, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Bridge Field

Wild Pokémon

Special Overworld Encounters42-

Before the Darkest Day and Eternatus battle, Normal Weather

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Bridge Field

Wild Pokémon

Special Overworld Encounters42-

Before the Darkest Day and Eternatus battle, Overcast

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Bridge Field

Wild Pokémon

Special Overworld Encounters42-

Before the Darkest Day and Eternatus battle, Snowing

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Snowing

Bridge Field

Wild Pokémon

Special Overworld Encounters42-

Before the Darkest Day and Eternatus battle, Earn three Gym Badges and reach Hammerlocke to unlock this base Wild Area weather, Snowstorm

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Earn three Gym Badges and reach Hammerlocke to unlock this base Wild Area weather, Snowstorm

Bridge Field

Wild Pokémon

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Lake of Outrage

Wild Pokémon

Overworld55-5832%

Before the Darkest Day and Eternatus battle, Normal Weather

Lake of Outrage

Wild Pokémon

Overworld6032%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5015%

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, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5015%

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, 4-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 Battle45-5015%

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, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle45-5015%

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, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6020%

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, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6020%

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, 5-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 Battle55-6020%

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, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6020%

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, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

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

The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.

Normal-10040
StartConfusion

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

Psychic5010025
StartTeleport

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

Psychic--20
StartImprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10
StartPsychic Terrain

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

Psychic--10
18Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
24Guard Split

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

Psychic--10
24Power Split

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

Psychic--10
30Headbutt

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

Normal7010015
36Zen Headbutt

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

Psychic809015
45Recover

Restoring its own cells, the user restores its own HP by half of its max HP.

Normal--10
52Calm Mind

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

Psychic--20
60Wonder Room

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

Psychic--10
68Psychic

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

Psychic9010010

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM08Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM09Giga Impact

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

Normal150905
TM14Thunder Wave

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

Electric-9020
TM16Screech

An earsplitting screech harshly lowers the target’s Defense stat.

Normal-8540
TM17Light Screen

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

Psychic--30
TM18Reflect

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

Psychic--20
TM19Safeguard

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

Normal--25
TM21Rest

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

Psychic--10
TM22Rock Slide

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM23Thief

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

Dark6010025
TM24Snore

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

Normal5010015
TM25Protect

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

Normal--10
TM30Steel Wing

The target is hit with wings of steel. This may also raise the user’s Defense stat.

Steel709025
TM31Attract

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

Normal-10015
TM33Rain 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
TM39Facade

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

Normal7010020
TM44Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10
TM48Rock Tomb

Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.

Rock609515
TM60Power Swap

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

Psychic--10
TM61Guard Swap

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

Psychic--10
TM70Trick Room

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

Psychic--5
TM71Wonder Room

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

Psychic--10
TM76Round

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

Normal6010015
TM91Psychic Terrain

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

Psychic--10
TR08Thunderbolt

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

Electric9010015
TR11Psychic

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

Psychic9010010
TR12Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
TR19Tri Attack

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

Normal8010010
TR20Substitute

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

Normal--10
TR25Psyshock

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

Psychic8010010
TR26Endure

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

Normal--10
TR27Sleep Talk

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

Normal--10
TR33Shadow Ball

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

Ghost8010015
TR34Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic12010010
TR35Uproar

The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.

Normal9010010
TR38Trick

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

Psychic-10010
TR40Skill Swap

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

Psychic--10
TR44Cosmic Power

The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.

Psychic--20
TR49Calm Mind

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

Psychic--20
TR58Dark Pulse

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

Dark8010015
TR65Energy Ball

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

Grass9010010
TR68Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.

Dark--20
TR69Zen Headbutt

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

Psychic809015
TR70Flash Cannon

The user gathers all its light energy and releases it all at once. This may also lower the target’s Sp. Def stat.

Steel8010010
TR82Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.

Psychic2010010
TR83Ally Switch

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

Psychic--15

Moves this Pokémon can learn from move tutors in this game.
Class
Expanding Force

The user attacks the target with its psychic power. This move’s power goes up and damages all opposing Pokémon on Psychic Terrain.

Psychic8010010
Meteor Beam

In this two-turn attack, the user gathers space power and boosts its Sp. Atk stat, then attacks the target on the next turn.

Rock1209010

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
After You

The user helps the target and makes it use its move right after the user.

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.

Normal--15
Astonish

The user attacks the target while shouting in a startling fashion. This may also make the target flinch.

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.

Ghost3010015
Astonish

The user attacks the target while shouting in a startling fashion. This may also make the target flinch.

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

Ghost3010015
Astonish

The user attacks the target while shouting in a startling fashion. This may also make the target flinch.

Learn as Elgyem, then retain through evolution.

Ghost3010015
Charge Beam

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

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.

Electric509010
Confide

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

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.

Normal--20
Destiny Bond

After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.

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

Ghost--5
Destiny Bond

After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.

Learn as Elgyem, then retain through evolution.

Ghost--5
Disable

For four turns, this move prevents the target from using the move it last used.

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.

Normal-10020
Disable

For four turns, this move prevents the target from using the move it last used.

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

Normal-10020
Disable

For four turns, this move prevents the target from using the move it last used.

Learn as Elgyem, then retain through evolution.

Normal-10020
Double Team

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

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.

Normal--15
Dream Eater

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

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.

Psychic10010015
Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.

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.

Normal4010015
Gravity

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.

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.

Psychic--5
Magic Coat

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

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.

Psychic--15
Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

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.

Normal--20
Psych Up

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

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.

Normal--10
Psych Up

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

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

Normal--10
Psych Up

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

Learn as Elgyem, then retain through evolution.

Normal--10
Recycle

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

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.

Normal--10
Role Play

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

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.

Psychic--10
Shock Wave

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

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.

Electric60-20
Simple Beam

The user’s mysterious psychic wave changes the target’s Ability to Simple.

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.

Normal-10015
Swagger

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

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.

Normal-8515
Toxic

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

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.

Poison-9010

Ability options available to this Pokémon in this game.

Telepathy

Ability Slot 1

Anticipates an ally’s attack and dodges it.

Protects against friendly Pokémon's damaging moves.

Synchronize

Ability Slot 2

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.

Analytic(Hidden Ability)

Boosts move power when the Pokémon moves last.

Strengthens moves to 1.3× their power when moving last.

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