Dedenne

Dedenne

Rank #230ElectricFairy

HP
142
Atk
78
Def
77
SpA
101
SpD
87
Spe
121
Total606

Usage Format

Dedenne Abilities

Dedenne Type Effectiveness

Weak to

Poison2×Ground2×

Resistant to

Fighting½×Flying½×Bug½×Electric½×Dark½×

Immune to

Dragon0×

Damaged normally by

Normal1×Rock1×Ghost1×Steel1×Fire1×Water1×Grass1×Psychic1×Ice1×Fairy1×

Dedenne Moves

Usage Move Type Category Target Power Acc PP Prio Description
76.2%Dazzling GleamFairySpecialAll Foes80100120—
44.2%ElectrowebElectricSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
37.3%EntrainmentNormalStatusSingle—100160Changes the target’s Ability to be the same as the user’s.
32.6%ProtectNormalStatusSelf—∞8+4The 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.
31.4%ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
27.1%NuzzleElectricPhysicalSingle20100200Paralyzes the target.
20.8%Volt SwitchElectricSpecialSingle70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
16.5%Super FangNormalPhysicalSingle—90120Deals 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.
14.9%Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
14.4%Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—RestPsychicStatusSelf—∞80Fully 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.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—EndureNormalStatusSelf—∞12+4During 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.
—CharmFairyStatusSingle—100200Lowers the target’s Attack stat by 2 stages.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—FacadeNormalPhysicalSingle70100200This 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.
—ChargeElectricStatusSelf—∞200Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
—EndeavorNormalPhysicalSingle—10080Deals 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.
—CovetNormalPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—U-turnBugPhysicalSingle70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Magnet RiseElectricStatusSelf—∞120The user gains the Magnet Rise status.
—Seed BombGrassPhysicalSingle80100160—
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—DischargeElectricSpecialAll80100160Has a 30% chance of paralyzing targets.
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Electro BallElectricSpecialSingle—100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
—RoundNormalSpecialSingle60100160If multiple Pokemon 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.
—Wild ChargeElectricPhysicalSingle90100160The user takes 1/4 of the damage dealt by this move.
—Parabolic ChargeElectricSpecialAll65100200The user’s HP is restored by 1/2 of the damage dealt by this move.
—Draining KissFairySpecialSingle50100120The user’s HP is restored by 3/4 of the damage dealt by this move.
—Misty TerrainFairyStatusField—∞120Turns the entire field into Misty Terrain for 5 turns.
—Play RoughFairyPhysicalSingle9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
—Eerie ImpulseElectricStatusSingle—100160Lowers the target’s Sp. Atk stat by 2 stages.
—Electric TerrainElectricStatusField—∞120Turns the entire field into Electric Terrain for 5 turns.
—Tearful LookNormalStatusSingle—∞200Lowers 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.
—Rising VoltageElectricSpecialSingle70100200This move’s power is doubled if the target is under the effect of Electric Terrain.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.