Uxie
Diamond

Known as “The Being of Knowledge.” It is said that it can wipe out the memory of those who see its eyes.

Pearl

It is said that its emergence gave humans the intelligence to improve their quality of life.

Platinum

When UXIE flew, people gained the ability to solve problems. It was the birth of knowledge.

Heartgold/Soulsilver

According to some sources, this Pokémon provided people with the intelligence necessary to solve various problems.

Pokédex & Training Data

Classification Knowledge Pokémon
Height 0.3 m (0'12")
Weight 0.3 kg (0.7 lbs)
Abilities
EV Yield +2 defense
+1 Sp. Def
Catch Rate 3
Base Friendship 140
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Sinnoh (D/P) #146
Sinnoh (Plat.) #146
Hisui #225
National #480

Game Locations

Lake Acuity Cavern

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Rest
— — 5 User sleeps for two turns, completely healing itself.
6 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
16 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
21 Confusion
50 100% 25 Has a 10% chance to confuse the target.
31 Yawn
— — 10 Target sleeps at the end of the next turn.
36 Future Sight
120 100% 10 Hits the target two turns later.
46 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
51 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
61 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
66 Natural Gift
— 100% 15 Power and type depend on the held berry.
76 Memento
— 100% 10 Lowers the target’s Attack and Special Attack by two stages. User faints.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Rest
— — 5 User sleeps for two turns, completely healing itself.
6 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
16 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
21 Swift
60 — 20 Never misses.
31 Yawn
— — 10 Target sleeps at the end of the next turn.
36 Future Sight
120 100% 10 Hits the target two turns later.
46 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
51 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
61 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
66 Natural Gift
— 100% 15 Power and type depend on the held berry.
76 Memento
— 100% 10 Lowers the target’s Attack and Special Attack by two stages. User faints.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Rest
— — 5 User sleeps for two turns, completely healing itself.
6 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
16 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
21 Swift
60 — 20 Never misses.
31 Yawn
— — 10 Target sleeps at the end of the next turn.
36 Future Sight
120 100% 10 Hits the target two turns later.
46 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
51 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
61 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
66 Natural Gift
— 100% 15 Power and type depend on the held berry.
76 Memento
— 100% 10 Lowers the target’s Attack and Special Attack by two stages. User faints.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM19 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM34 Shock Wave
60 — 20 Never misses.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM48 Skill Swap
— — 10 User and target swap abilities.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM67 Recycle
— — 10 User recovers the item it last used up.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM76 Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Role Play
— — 10 Copies the target’s ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 75
Attack 75
Defense 130
Sp. Atk 75
Sp. Def 130
Speed 95
Total 580

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x