#0724.1
Hisuian Decidueye

Hisuian Decidueye

Grass Fighting

Abilities

  • Overgrow Boosts the power of the Pokémon's Grass-type moves by 50% when its HP drops to 1/3 or less of its max.
  • Scrappy Hidden The Pokémon can hit Ghost types with Normal- and Fighting-type moves. It is also unaffected by Intimidate.

Stat Points

HP
88
ATK
112
DEF
80
Sp. Atk
95
Sp. Def
95
SPE
60

Weakness and Resistance

4x ★ Extremely Effective
Flying
2x ⦿ Super Effective
Fire Ice Poison Psychic Fairy
1x – Normal
Normal Fighting Bug Ghost Dragon Steel
0.5x △ Resists
Water Grass Electric Ground Rock Dark

Learnable Moves (66)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Air Cutter special 60 20 This move has a1-stage Critical-Hit Ratio Boost.
Air Slash special 75 16 Has a 30% chance of making the target flinch.
Aura Sphere special 80 20 This move never misses.
Baton Pass status - 20 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Brave Bird physical 120 16 The user takes 1/3 of the damage dealt by this move.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bullet Seed physical 25 20 The user attacks 2 to 5 times in a row.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Confuse Ray status - 12 Confuses the target.
Defog status - 16 Lowers the target's evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain.
Double Team status - 16 Boosts the user's evasiveness by 1 stage.
Dual Wingbeat physical 40 12 The user attacks twice in a row.
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.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
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.
Feather Dance status - 16 Lowers the target's Attack stat by 2 stages.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Frenzy Plant 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.
Giga Drain special 75 12 The user's HP is restored by 1/2 of the damage dealt by this move.
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).
Grassy Glide physical 55 20 If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Grassy Terrain status - 12 Turns the entire field into Grassy Terrain for 5 turns.
Haze status - 20 Eliminates every stat change on the entire field.
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.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Leaf Blade physical 90 16 This move has a 1-stage Critical-Hit Ratio Boost.
Leaf Storm special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
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.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Night Shade special - 16 Deals 50 HP of damage.
Pluck physical 60 20 If the target is holding a Berry, the user eats that Berry and gains its effect.
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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Roost status - 8 Restores 1/2 of the user's max HP. If the user is a Flying type, it will lose the Flying type for the turn.
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.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Seed Bomb physical 80 16 —
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Shadow Sneak physical 40 20 —
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.
Smack Down physical 50 16 If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Steel Wing physical 70 20 Has a 10% chance of boosting the user's Defense stat by 1 stage.
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.
Sucker Punch physical 70 8 This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Synthesis status - 8 Restores 1/2 of the user's max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
Tailwind status - 16 Gives the user's side the Tailwind status, where the Pokémon's Speed stat is doubled, for 4 turns.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Triple Arrows physical 90 20 Has a 50% chance of lowering the target's Defense stat by 1 stage and has a 30% chance of making the target flinch. This move has a I-stage Critical-Hit Ratio Boost.
U-turn physical 70 20 After attacking, the user switchesout of battle to be replaced by another party Pokémon.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.