Misdreavus
Black/WhiteBlack 2/White 2

A Pokémon that startles people in the middle of the night. It gathers fear as its energy.

Evolution Chain

misdreavus
Misdreavus
dusk-stone dusk stone
mismagius
Mismagius

Pokédex Data

Classification Screech Pokémon
Height 0.7 m (2'04")
Weight 1.0 kg (2.2 lbs)
Abilities

Held Items

None in this generation.

Game Locations

  • Abundant Shrine Area

Training

EV Yield +1 Sp. Def
Catch Rate 45
Base Friendship 35
Growth Rate fast
Gender Ratio
Egg Groups Indeterminate

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
5 Spite
100% 10 Lowers the PP of the target's last used move by 4.
10 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
14 Confuse Ray
100% 10 Confuses the target.
19 Mean Look
5 Prevents the target from leaving battle.
23 Hex
65 100% 10 Has double power if the target has a major status ailment.
28 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
32 Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
37 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
41 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
46 Perish Song
5 User and target both faint after three turns.
50 Grudge
5 If the user faints this turn, the PP of the move that fainted it drops to 0.
55 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
5 Spite
100% 10 Lowers the PP of the target's last used move by 4.
10 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
14 Confuse Ray
100% 10 Confuses the target.
19 Mean Look
5 Prevents the target from leaving battle.
23 Hex
65 100% 10 Has double power if the target has a major status ailment.
28 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
32 Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
37 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
41 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
46 Perish Song
5 User and target both faint after three turns.
50 Grudge
5 If the user faints this turn, the PP of the move that fainted it drops to 0.
55 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
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.
TM12 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
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 Telekinesis
15 Moves have 100% accuracy against the target for three turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
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.
TM40 Aerial Ace
60 20 Never misses.
TM41 Torment
100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target's item.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM61 Will O Wisp
85% 15 Burns the target.
TM63 Embargo
100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
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

Black 2/White 2
Name Class Power Acc. PP Effect
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
Heal Bell
5 Cures the entire party of major status effects.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Magic Room
10 Negates held items for five turns.
Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
Skill Swap
10 User and target swap abilities.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snatch
10 Steals the target's move, if it's self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
100% 10 Lowers the PP of the target's last used move by 4.
Trick
100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Destiny Bond
5 If the user faints this turn, the target automatically will, too.
Imprison
10 Prevents the target from using any moves that the user also knows.
Memento
100% 10 Lowers the target's Attack and Special Attack by two stages. User faints.
Nasty Plot
20 Raises the user's Special Attack by two stages.
Ominous Wind
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
Screech
85% 40 Lowers the target's Defense by two stages.
Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.
Skill Swap
10 User and target swap abilities.
Spite
100% 10 Lowers the PP of the target's last used move by 4.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.

Base Stats

Hp 60
Attack 60
Defense 60
Sp. Atk 85
Sp. Def 85
Speed 85
Total 435

Type Defenses

(vs. Gen 6+ rules)

0x
0x
0.5x
0.5x
2x
2x