#0899
Wyrdeer

Wyrdeer

Normal Psychic

Abilities

  • Intimidate When the Pokémon enters a battle, it lowers the Attack stats of opponents by 1 stage.
  • Frisk When the Pokémon enters a battle, it identifies opponents' held items.
  • Sap Sipper Hidden Grass-type moves do not work on the Pokémon. Instead, they boost its Attack stat by 1 stage.

Stat Points

HP
103
ATK
105
DEF
72
Sp. Atk
105
Sp. Def
75
SPE
65

Weakness and Resistance

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

Learnable Moves (61)

Name Type Category Power PP Description
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Charge Beam special 50 12 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Confuse Ray status - 12 Confuses the target.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Disable status - 20 Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting the status.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Earth Power special 90 12 Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
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.
Expanding Force special 80 12 If the user is under the effect of Psychic Terrain, this move's power is boosted by 50% and its range extends to all opponents.
Extrasensory special 80 20 Has a 10% chance of making the target flinch.
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.
Future Sight special 120 12 Gives the target the Future Attack status, where the Pokémon in the targeted spot will take damage 2 turns after the status is activated.
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.
Gravity status - 8 Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
High Horsepower physical 95 12 —
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.
Hypnosis status - 20 Puts the target to sleep.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
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.
Lunge physical 80 16 Lowers the target's Attack stat by 1 stage.
Megahorn physical 120 12 —
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.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Psychic Noise special 75 12 Gives the target the Healing Prevented status, where the Pokémon is unable to restore HP from moves, abilities, or held items, for 2 turns.
Psyshield Bash physical 90 12 Boosts the user's Defense stat by 1 stage.
Psyshock special 80 12 This is a special move, but the damage it deals is calculated using the target's Defense stat.
Rain Dance status - 8 Summons rain for 5 turns.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
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.
Roar status - 20 If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Role Play status - 12 Changes the user's Ability to be the same as the target's.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Skill Swap status - 12 The user and the target swap their Abilities.
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.
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.
Spite status - 12 Removes 4 PP from the move last used by the target.
Stored Power special 20 12 This move's power is increased by20 for each stage that the user's stats have been boosted.
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.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thrash physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
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 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.
Trick status - 12 The user and the target swap their held items.
Trick Room status - 8 Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Wild Charge physical 90 16 The user takes 1/4 of the damage dealt by this move.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.