Dedenne
Rank #219![]()
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HP
142
Atk
78
Def
77
SpA
101
SpD
87
Spe
121
Total606
Usage Format
Dedenne Abilities
Cheek Pouch54%
The Pokemon has 1/3 of its max HP restored when it eats a Berry, in addition to the Berry’s usual effect.
Pickup11.9%
If the Pokemon is not already holding an item, at the end of the turn it will pick up an item that was consumed by another Pokemon.
Plus34%
Boosts the Pokemon’s Sp. Atk stat by 50% if an ally with the Plus or Minus Ability is also in battle.
Dedenne Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Dedenne Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 54.2% | Dazzling Gleam | 80 | 100 | 12 | 0 | — | ||
| 52.7% | Protect | — | ∞ | 8 | +4 | 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. | ||
| 40.5% | Nuzzle | 20 | 100 | 20 | 0 | Paralyzes the target. | ||
| 33.2% | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| 31.1% | Electroweb | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| 22.4% | Super Fang | — | 90 | 12 | 0 | Deals 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% | Charm | — | 100 | 20 | 0 | Lowers the target’s Attack stat by 2 stages. | ||
| 21.4% | Entrainment | — | 100 | 16 | 0 | Changes the target’s Ability to be the same as the user’s. | ||
| 16.2% | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| 10.5% | Rising Voltage | 70 | 100 | 20 | 0 | This move’s power is doubled if the target is under the effect of Electric Terrain. | ||
| — | Thunder Punch | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Thunder | 110 | 70 | 12 | 0 | 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. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Agility | — | ∞ | 20 | 0 | Boosts the user’s Speed stat by 2 stages. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Rest | — | ∞ | 8 | 0 | 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. | ||
| — | Substitute | — | ∞ | 12 | 0 | 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. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Endure | — | ∞ | 12 | +4 | 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. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Iron Tail | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Facade | 70 | 100 | 20 | 0 | 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. | ||
| — | Charge | — | ∞ | 20 | 0 | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | ||
| — | Endeavor | — | 100 | 8 | 0 | Deals 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. | ||
| — | Covet | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | U-turn | 70 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Magnet Rise | — | ∞ | 12 | 0 | The user gains the Magnet Rise status. | ||
| — | Seed Bomb | 80 | 100 | 16 | 0 | — | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Discharge | 80 | 100 | 16 | 0 | Has a 30% chance of paralyzing targets. | ||
| — | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Charge Beam | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Electro Ball | — | 100 | 12 | 0 | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). | ||
| — | Round | 60 | 100 | 16 | 0 | If 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 Switch | 70 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| — | Wild Charge | 90 | 100 | 16 | 0 | The user takes 1/4 of the damage dealt by this move. | ||
| — | Parabolic Charge | 65 | 100 | 20 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| — | Draining Kiss | 50 | 100 | 12 | 0 | The user’s HP is restored by 3/4 of the damage dealt by this move. | ||
| — | Misty Terrain | — | ∞ | 12 | 0 | Turns the entire field into Misty Terrain for 5 turns. | ||
| — | Play Rough | 90 | 90 | 12 | 0 | Has a 10% chance of lowering the target’s Attack stat by 1 stage. | ||
| — | Eerie Impulse | — | 100 | 16 | 0 | Lowers the target’s Sp. Atk stat by 2 stages. | ||
| — | Electric Terrain | — | ∞ | 12 | 0 | Turns the entire field into Electric Terrain for 5 turns. | ||
| — | Tearful Look | — | ∞ | 20 | 0 | Lowers 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. | ||
| — | Trailblaze | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. |