| National Dex 282 |
Johto Dex - |
Hoenn Dex 31 |
Sinnoh Dex - |
| Strengths and Weaknesses This table shows the strenths and weaknesses of this Pokemon, numbers less than one means the effect of those types of attacks are reduced by that factor, and numbers greater than one are increased by that factor. So for example, if the number is 2, then this Pokemon will incur about twice the damage as normal, 0.5, only half the normal damage. |
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| Level Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | Level | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Confusion | 1 | psychic | special | 50 | 100% | 25 | The foe is hit by a weak telekinetic force. It may also leave the foe confused. | III IV |
| Double Team | 1 | normal | none | 0 | 100% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | III IV |
| Growl | 1 | normal | none | 0 | 100% | 40 | The user growls in an endearing way, making the foe less wary. The target's Attack stat is lowered. | III IV |
| Healing Wish | 1 | psychic | none | 0 | 0% | 10 | The user faints. In return, the Pokemon taking its place will have its HP restored and status cured. | IV |
| Teleport | 1 | psychic | none | 0 | 100% | 20 | Use it to flee from any wild Pokemon. It may also be used to warp to the last Poke Center visited. | III IV |
| Wish | 17 | normal | none | 0 | 100% | 10 | A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn. | IV |
| Calm Mind | 21 | psychic | none | 0 | 100% | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | III |
| Magical Leaf | 22 | grass | special | 60 | 100% | 20 | The user scatters curious leaves that chase the foe. This attack will not miss. | IV |
| Psychic | 26 | psychic | special | 90 | 100% | 10 | The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. | III |
| Imprison | 33 | psychic | none | 0 | 100% | 10 | If the foe knows any move also known by the user, the foe is prevented from using it. | III |
| Future Sight | 42 | psychic | special | 80 | 90% | 15 | Two turns after this move is used, the foe is attacked with a hunk of psychic energy. | III |
| Hypnosis | 51 | psychic | none | 0 | 70% | 20 | The user employs hypnotic suggestion to make the target fall into a deep sleep. | III |
| Captivate | 53 | normal | none | 0 | 100% | 20 | If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. | IV |
| Dream Eater | 60 | psychic | special | 100 | 100% | 15 | An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. | III |
| Egg Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | ||||||
| Move | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|
| Confuse Ray | ghost | none | 0 | 100% | 10 | The foe is exposed to a sinister ray that triggers confusion. | IV |
| Destiny Bond | ghost | none | 0 | 100% | 5 | When this move is used, if the user faints, the foe that landed the knockout hit also faints. | III IV |
| Disable | normal | none | 0 | 80% | 20 | For several turns, this move prevents the foe from using the move it last used. | III IV |
| Grudge | ghost | none | 0 | 100% | 5 | If the user faints, the user's grudge fully depletes the PP of the foe's move that knocked it out. | IV |
| Mean Look | normal | none | 0 | 100% | 5 | The user affixes the foe with a dark, arresting look. The target becomes unable to flee. | III IV |
| Memento | dark | none | 0 | 100% | 10 | The user faints upon using this move. In return, it sharply lowers the target's Attack and Sp. Atk. | III IV |
| Shadow Sneak | ghost | physical | 40 | 100% | 30 | The user extends its shadow and attacks the foe from behind. This move always goes first. | IV |
| Will-O-Wisp | fire | none | 0 | 75% | 15 | The user shoots a sinister, bluish white flame at the foe to inflict a burn. | III IV |
| Tutor Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | ||||||
| Move | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|
| Body Slam | normal | physical | 85 | 100% | 15 | The user drops onto the foe with its full body weight. It may leave the foe paralyzed. | fr lg e |
| Defense Curl | normal | none | 0 | 100% | 40 | The user curls up to conceal weak spots and raise its Defense stat. | e |
| Double-Edge | normal | physical | 120 | 100% | 15 | A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. | fr lg e |
| Dream Eater | psychic | special | 100 | 100% | 15 | An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. | fr lg e |
| Endure | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | e |
| Fire Punch | fire | physical | 75 | 100% | 15 | The foe is punched with a fiery fist. It may leave the target with a burn. | e |
| Ice Punch | ice | physical | 75 | 100% | 15 | The foe is punched with an icy fist. It may leave the target frozen. | e |
| Icy Wind | ice | special | 55 | 95% | 15 | The user attacks with a gust of chilled air. It also lowers the target's Speed stat. | e |
| Mimic | normal | none | 0 | 100% | 10 | The user copies the move last used by the foe. The move can be used for the rest of the battle. | fr lg e |
| Mud-Slap | ground | special | 20 | 100% | 10 | The user hurls mud in the foe's face to inflict damage and lower its accuracy. | e |
| Psych Up | normal | none | 0 | 100% | 10 | The user hypnotizes itself into copying any stat change made by the foe. | e |
| Sleep Talk | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | e |
| Snore | normal | special | 40 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. | e |
| Substitute | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | fr lg e |
| Swagger | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | e |
| Thunder Wave | electric | none | 0 | 100% | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. | fr lg e |
| ThunderPunch | electric | physical | 75 | 100% | 15 | The foe is punched with an electrified fist. It may leave the target with paralysis. | e |
| Machine Moves | Currently displaying moves from generation I, II, III, IV, IV. Please use the game version filter above to change this. | |||||||
| Move | TM | Type | Class | Power | Accuracy | PP | Description | Games |
|---|---|---|---|---|---|---|---|---|
| Calm Mind | TM04 | psychic | none | 0 | 100% | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | III IV |
| Toxic | TM06 | poison | none | 0 | 85% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. | III IV |
| Hidden Power | TM10 | normal | special | n/a | 100% | 15 | A unique attack that varies in type and intensity depending on the Pokemon using it. | III IV |
| Sunny Day | TM11 | fire | none | 0 | 0% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. | III IV |
| Taunt | TM12 | dark | none | 0 | 100% | 20 | The foe is taunted into a rage that allows it to use only attack moves for two to four turns. | III IV |
| Hyper Beam | TM15 | normal | special | 150 | 90% | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | III IV |
| Light Screen | TM16 | psychic | none | 0 | 100% | 30 | A wondrous wall of light is put up to suppress damage from special attacks for five turns. | III IV |
| Protect | TM17 | normal | none | 0 | 0% | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | III IV |
| Rain Dance | TM18 | water | none | 0 | 0% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. | III IV |
| Safeguard | TM20 | normal | none | 0 | 100% | 25 | The user creates a protective field that prevents status problems for five turns. | III IV |
| Frustration | TM21 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. | III IV |
| Thunderbolt | TM24 | electric | special | 95 | 100% | 15 | A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. | III IV |
| Return | TM27 | normal | physical | n/a | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. | III IV |
| Psychic | TM29 | psychic | special | 90 | 100% | 10 | The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. | III IV |
| Shadow Ball | TM30 | ghost | special | 80 | 100% | 15 | The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. | III IV |
| Double Team | TM32 | normal | none | 0 | 100% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | III IV |
| Reflect | TM33 | psychic | none | 0 | 100% | 20 | A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | III IV |
| Torment | TM41 | dark | none | 0 | 100% | 15 | The user torments and enrages the foe, making it incapable of using the same move twice in a row. | III IV |
| Facade | TM42 | normal | physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. | III IV |
| Secret Power | TM43 | normal | physical | 70 | 100% | 20 | The user attacks with a secret power. Its added effects vary depending on the user's environment. | III IV |
| Rest | TM44 | psychic | none | 0 | 100% | 10 | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | III IV |
| Attract | TM45 | normal | none | 0 | 100% | 15 | If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. | III IV |
| Thief | TM46 | dark | physical | 40 | 100% | 10 | The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. | III IV |
| Skill Swap | TM48 | psychic | none | 0 | 100% | 10 | The user employs its psychic power to exchange abilities with the foe. | III IV |
| Snatch | TM49 | dark | none | 0 | 100% | 10 | The user steals the effects of any healing or status-changing move the foe attempts to use. | III IV |
| Focus Blast | TM52 | fighting | special | 120 | 70% | 5 | The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. | IV |
| Energy Ball | TM53 | grass | special | 80 | 100% | 10 | The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def. | IV |
| Fling | TM56 | dark | physical | n/a | 100% | 10 | The user flings its held item at the foe to attack. Its power and effects depend on the item. | IV |
| Charge Beam | TM57 | electric | special | 50 | 90% | 10 | The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. | IV |
| Endure | TM58 | normal | none | 0 | 100% | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. | IV |
| Recycle | TM67 | normal | none | 0 | 100% | 10 | The user recycles a single-use item that has been used in battle so it can be used again. | IV |
| Giga Impact | TM68 | normal | physical | 150 | 90% | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. | IV |
| Flash | TM70 (HM05) | normal | none | 0 | 100% | 20 | The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. | III IV |
| Thunder Wave | TM73 | electric | none | 0 | 100% | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. | IV |
| Psych Up | TM77 | normal | none | 0 | 100% | 10 | The user hypnotizes itself into copying any stat change made by the foe. | IV |
| Captivate | TM78 | normal | none | 0 | 100% | 20 | If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. | IV |
| Sleep Talk | TM82 | normal | none | 0 | 100% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | IV |
| Natural Gift | TM83 | normal | physical | n/a | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. | IV |
| Dream Eater | TM85 | psychic | special | 100 | 100% | 15 | An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. | IV |
| Grass Knot | TM86 | grass | special | n/a | 100% | 20 | The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. | IV |
| Swagger | TM87 | normal | none | 0 | 90% | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | IV |
| Substitute | TM90 | normal | none | 0 | 100% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | IV |
| Trick Room | TM92 | psychic | none | 0 | 0% | 5 | The user creates a bizarre area in which slower Pokemon get to move first for five turns. | IV |
| d p ru sa e xd |
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Evolve Evolves from Kirlia |
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Field |
| fr lg co |
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Trade Via trading from Ruby, Sapphire, Emerald or XD |
| Member: pottercat Gardevoir is practically one of the best sweepers out there. With a move set that most psychics and a few darks can learn Hypnosis Future sight Dream eater Psychic Start off with hypnosis then use future sight in case of early bird then keep batting away at hp the good thing is that most people don't use very many dark types but in that case use hypnosis then future sight until it faints or switch it out in case of insomnia.A good thing is that this move set could go to a far more powerful psychic like mew or mewtwo.
25 Sep 09 21:51
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| Member: DarKElixiR my gardevoir can finish of teams on wi-fi battles level 100 with the moves calm mind psychic energy ball shadow ball rate my team :-)
29 Jul 09 11:18
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| Member: bugsteelice Gardevoir is by far the best psyhic type in my way of thinking. however I also think psyhic types are a little pointless beacuse they are only good against poisn and fighting and considering that the only poisn types in the game are shunktank and toxicrouck(spX)The only real contribrution is fighting I would recemend flying types beacause they beat grass, fighting, and bug. One of the elite four people is a bug type trainer you well need help with that and they can use fly. Also most poisn types are also grass so flying wins again. ONe last thing ground can't hurt flying but they can psyhic
30 Jun 09 19:21
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| Member: Fourteenthnightmare My favourite pokemon ever! It probably explains why i have 4 of them! Mine Knows: Hypnosis Dream Eater Psychic Shadow Ball OR Psychic Shadow Ball Energy Ball Toxic Best pokemon ever!
27 Oct 08 07:27
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| Member: umbreon dude Gardevoir is my favorite Psychic type, and second favorite overall. In Ruby, Sapphire, and Emerald, I teach it: Psychic, Shadow Ball, Thunderbolt, and Hypnosis. In Diamond and Pearl, I teach it, Psychic, Shadow Ball, Energy Ball, and Thunderbolt. In Red and Blue Rescue Team, I teach it: Confusion, Shadow Ball, Thunderbolt, and Magical Leaf. In Explorers of Darkness and Time, I teach it: Confusion, Shadow Ball, Thunderbolt, and Energy Ball Also, rate my teams. ~Umbreon Dude
30 Sep 08 16:57
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| Member: emerald616 This is my favourite Pokemon in all the Pokemon games even in Pokemon Dungeons. Mine knows: Psychic, Shadow Ball, Mimic, Imprison In Pokemon Mystery Dungeon: Psychic, Shadow Ball, Thunderbolt, Protect
26 Jul 08 03:00
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Member: loony goony1 a godlike mixture when tought rite moves and doubled up with gallade i just got mine to lvl 100 and am changing moves around to fit gallade
22 Apr 08 20:03
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| Member: joemcca probably the best psycic type in r/s/e
1 Apr 08 15:04
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Member: PokePlaya An okay pokemon but I think Gallade fits into any pokemon team a lot better
19 Mar 08 22:08
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| Member: TyphlosionOwnzU Gardevoir is one of the strongest Psychic Types ever. It's high Special Attack allows mine to finish off entire teams on it's own.
11 Mar 08 16:29
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