Dedenne

Dedenne

Rank #219ElectricFairy

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

Usage Format

Dedenne Abilities

Dedenne Type Effectiveness

Weak to

PoisonGround

Resistant to

Fighting½×Flying½×Bug½×Electric½×Dark½×

Immune to

Dragon

Damaged normally by

NormalRockGhostSteelFireWaterGrassPsychicIceFairy

Dedenne Moves

Usage Move Type Category Power Acc PP Prio Description
54.2%Dazzling GleamFairySpecial80100120
52.7%ProtectNormalStatus8+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.
40.5%NuzzleElectricPhysical20100200Paralyzes the target.
33.2%ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
31.1%ElectrowebElectricSpecial5595160Lowers targets’ Speed stats by 1 stage.
22.4%Super FangNormalPhysical90120Deals 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.
21.5%CharmFairyStatus100200Lowers the target’s Attack stat by 2 stages.
21.4%EntrainmentNormalStatus100160Changes the target’s Ability to be the same as the user’s.
16.2%Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
10.5%Rising VoltageElectricSpecial70100200This move’s power is doubled if the target is under the effect of Electric Terrain.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Thunder WaveElectricStatus90200Paralyzes the target.
ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
AgilityPsychicStatus200Boosts the user’s Speed stat by 2 stages.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
RestPsychicStatus80Fully 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.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
EndureNormalStatus12+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.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Iron TailSteelPhysical10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
FacadeNormalPhysical70100200This 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.
ChargeElectricStatus200Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
EndeavorNormalPhysical10080Deals 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.
CovetNormalPhysical60100200If the user is not already holding an item, it steals the target’s held item.
U-turnBugPhysical70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Magnet RiseElectricStatus120The user gains the Magnet Rise status.
Seed BombGrassPhysical80100160
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
DischargeElectricSpecial80100160Has a 30% chance of paralyzing targets.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Charge BeamElectricSpecial5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Electro BallElectricSpecial100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
RoundNormalSpecial60100160If 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.
Volt SwitchElectricSpecial70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
Wild ChargeElectricPhysical90100160The user takes 1/4 of the damage dealt by this move.
Parabolic ChargeElectricSpecial65100200The user’s HP is restored by 1/2 of the damage dealt by this move.
Draining KissFairySpecial50100120The user’s HP is restored by 3/4 of the damage dealt by this move.
Misty TerrainFairyStatus120Turns the entire field into Misty Terrain for 5 turns.
Play RoughFairyPhysical9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
Eerie ImpulseElectricStatus100160Lowers the target’s Sp. Atk stat by 2 stages.
Electric TerrainElectricStatus120Turns the entire field into Electric Terrain for 5 turns.
Tearful LookNormalStatus200Lowers 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.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.