#0702
Dedenne

Dedenne

Electric Fairy

Abilities

  • Cheek Pouch The Pokémon has 1/3 of its max HP restored when it eats a Berry, in addition to the Berry's usual effect.
  • Pickup If the Pokémon is not already holding an item, at the end of the turn it will pick up an item that was consumed by another Pokémon.
  • Plus Hidden Boosts the Pokémon's Sp. Atk stat by 50% if an ally with the Plus or Minus Ability is also in battle.

Stat Points

HP
67
ATK
58
DEF
57
Sp. Atk
81
Sp. Def
67
SPE
101

Weakness and Resistance

2x ⦿ Super Effective
Poison Ground
1x – Normal
Normal Fire Water Grass Ice Psychic Rock Ghost Steel Fairy
0.5x △ Resists
Electric Fighting Flying Bug Dark
0x × Immune
Dragon

Learnable Moves (50)

Name Type Category Power PP Description
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Charge status - 20 Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status, where the power of the Pokémon's next Electric-type move will be doubled.
Charge Beam special 50 12 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm status - 20 Lowers the target's Attack stat by 2 stages.
Covet physical 60 20 f the user is not already holding an item, it steals the target's held item.
Dazzling Gleam special 80 12 —
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Discharge special 80 16 Has a 30% chance of paralyzing targets.
Draining Kiss special 50 12 The user's HP is restored by 3/4 of the damage dealt by this move.
Eerie Impulse status - 16 Lowers the target's Sp. Atk stat by 2 stages.
Electric Terrain status - 12 Turns the entire field into Electric Terrain for 5 turns.
Electro Ball special - 12 The higher the user's Speed stat compared to the target's, the greater this move's power (ranging between 40 and 150).
Electroweb special 55 16 Lowers targets Speed stats by 1 stage.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Entrainment status - 16 Changes the target's Ability to be the same as the user's.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Magnet Rise status - 12 The user gains the Magnet Rise status, where it makes the user float off the ground. The Pokemon becomes immuned to Ground-type moves, as well as Spikes and other hazards.
Misty Terrain status - 12 Turns the entire field into Misty Terrain for 5 turns.
Nuzzle physical 20 20 Paralyzes the target.
Parabolic Charge special 65 20 The user's HP is restored by 1/2 of the damage dealt by this move.
Play Rough physical 90 12 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Rising Voltage special 70 20 This move's power is doubled if the target is under the effect of Electric Terrain.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Seed Bomb physical 80 16 —
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Super Fang physical - 12 Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
Tearful Look status - 20 Lowers the target's Attack and Sp. Atk stats by 1 stage. This move ignores the target's evasiveness and can hit a target using a move such as Protect.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thunder special 110 12 Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
U-turn physical 70 20 After attacking, the user switchesout of battle to be replaced by another party Pokémon.
Volt Switch special 70 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Wild Charge physical 90 16 The user takes 1/4 of the damage dealt by this move.