Indeedee (Male)
Rank #25![]()
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HP
135
Atk
85
Def
75
SpA
125
SpD
115
Spe
115
Total650
Usage Format
Indeedee (Male) Abilities
Inner Focus0.2%
The Pokemon never flinches when attacked and is unaffected by Intimidate.
Synchronize0.1%
If the Pokemon is burned, paralyzed, poisoned, or badly poisoned by another Pokemon’s move or Ability, that Pokemon will also be inflicted with the same status condition.
Psychic Surge99.7%
Turns the entire field into Psychic Terrain for 5 turns when the Pokemon enters a battle.
All Indeedee Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 135 | 85 | 75 | 125 | 115 | 115 | 650 | 28 | ||
| 145 | 75 | 85 | 115 | 125 | 105 | 650 | 28 |
Indeedee (Male) Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Indeedee (Male) Moves
| Usage | Move | Type | Category | Target | Power | Acc | PP | Prio | Description |
|---|
| 99% | Expanding Force | Single | 80 | 100 | 12 | 0 | 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. | ||
| 53.4% | Mystical Fire | Single | 75 | 100 | 12 | 0 | Lowers the target’s Sp. Atk stat by 1 stage. | ||
| 46.8% | Trick | Single | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| 46.1% | Protect | Self | — | ∞ | 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. | ||
| 37.8% | Trick Room | Field | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| 23.7% | Imprison | Self | — | ∞ | 12 | 0 | The user gains the Sealing Off status. | ||
| 21.4% | Dazzling Gleam | All Foes | 80 | 100 | 12 | 0 | — | ||
| 14.9% | Hyper Voice | All Foes | 90 | 100 | 12 | 0 | — | ||
| 12.1% | Helping Hand | Ally | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| 9.5% | Energy Ball | Single | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Body Slam | Single | 85 | 100 | 16 | 0 | 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. | ||
| — | Psychic | Single | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Rest | Self | — | ∞ | 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. | ||
| — | Tri Attack | Single | 80 | 100 | 12 | 0 | Has a 20% chance of leaving the target burned, frozen, or paralyzed. | ||
| — | Substitute | Self | — | ∞ | 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. Sound-based moves will hit the user through the substitute. | ||
| — | Snore | Single | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Endure | Self | — | ∞ | 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 | Self | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Encore | Single | — | 100 | 8 | 0 | Gives the target the Encore status. | ||
| — | Psych Up | Single | — | ∞ | 12 | 0 | The user copies the target’s stat changes. | ||
| — | Shadow Ball | Single | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Future Sight | Single | 120 | 100 | 12 | 0 | Gives the target’s spot the Future Attack status. | ||
| — | Fake Out | Single | 40 | 100 | 12 | +3 | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. | ||
| — | Facade | Single | 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. | ||
| — | Wish | Self | — | ∞ | 8 | 0 | Gives the user’s spot the Wish status. | ||
| — | Skill Swap | Single | — | ∞ | 12 | 0 | The user and the target swap their Abilities. | ||
| — | Extrasensory | Single | 80 | 100 | 20 | 0 | Has a 10% chance of making the target flinch. | ||
| — | Calm Mind | Self | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | ||
| — | Gravity | Field | — | ∞ | 8 | 0 | Gives the entire field the Gravity status for 5 turns. | ||
| — | Healing Wish | Self | — | ∞ | 12 | 0 | The user faints. The Pokemon taking its place will have its HP fully restored and its status conditions cured. | ||
| — | Power Swap | Single | — | ∞ | 12 | 0 | The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats. | ||
| — | Last Resort | Single | 140 | 100 | 8 | 0 | This move fails unless the user has already used all the other moves it knows. | ||
| — | Drain Punch | Single | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| — | Zen Headbutt | Single | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Power Split | Single | — | ∞ | 12 | 0 | The user adds its Attack stat to the target’s Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk stats. | ||
| — | Wonder Room | Field | — | ∞ | 12 | 0 | Gives the entire field the Wonder Room status for 5 turns. | ||
| — | Psyshock | Single | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| — | Magic Room | Field | — | ∞ | 12 | 0 | Gives the entire field the Magic Room status for 5 turns. | ||
| — | After You | Single | — | ∞ | 16 | 0 | Makes the target move immediately after the user. | ||
| — | Round | Single | 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. | ||
| — | Stored Power | Single | 20 | 100 | 12 | 0 | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | ||
| — | Draining Kiss | Single | 50 | 100 | 12 | 0 | The user’s HP is restored by 3/4 of the damage dealt by this move. | ||
| — | Play Rough | Single | 90 | 90 | 12 | 0 | Has a 10% chance of lowering the target’s Attack stat by 1 stage. | ||
| — | Psychic Terrain | Field | — | ∞ | 12 | 0 | Turns the entire field into Psychic Terrain for 5 turns. | ||
| — | Terrain Pulse | Single | 50 | 100 | 12 | 0 | This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain. | ||
| — | Psychic Noise | Single | 75 | 100 | 12 | 0 | Gives the target the Healing Prevented status for 2 turns. |