Black/WhiteBlack 2/White 2
When Uxie flew, people gained the ability to solve problems. It was the birth of knowledge.
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
+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
Nacrene City West Gate
Learned Moves
Level Up Moves
Black/White
| 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. |
Black 2/White 2
| 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
Black/WhiteBlack 2/White 2
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM03 Psyshock | 80 | 100% | 10 | Inflicts damage based on the target’s Defense, not Special Defense. | |
| 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 Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three turns. | |
| 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. | |
| 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. | |
| 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. | |
| TM44 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| TM48 Round | 60 | 100% | 15 | Has double power if it’s used more than once per turn. | |
| 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. | |
| TM62 Acrobatics | 55 | 100% | 15 | Has double power if the user has no held item. | |
| 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. | |
| 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. | |
| 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
Black 2/White 2
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| Fire Punch | 75 | 100% | 15 | Has a 10% chance to burn the target. | |
| Foul Play | 95 | 100% | 15 | Calculates damage with the target’s attacking stat. | |
| Giga Drain | 75 | 100% | 10 | Drains half the damage inflicted to heal the user. | |
| 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. | |
| Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target’s Defense by one stage. | |
| 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. | |
| Magic Room | — | — | 10 | Negates held items for five turns. | |
| Recycle | — | — | 10 | User recovers the item it last used up. | |
| Role Play | — | — | 10 | Copies the target’s ability. | |
| Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
| 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. | |
| Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
| Stealth Rock | — | — | 20 | Causes damage when opposing Pokémon switch in. | |
| Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. | |
| Trick | — | 100% | 10 | User and target swap items. | |
| Wonder Room | — | — | 10 | All Pokémon’s Defense and Special Defense are swapped for 5 turns. | |
| 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)