Mesprit
Black/WhiteBlack 2/White 2

When Mesprit flew, people learned the joy and sadness of living. It was the birth of emotions.

Pokédex & Training Data

Classification Emotion Pokémon
Height 0.3 m (0'12")
Weight 0.3 kg (0.7 lbs)
Abilities
EV Yield +1 attack
+1 Sp. Atk
+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) #147
Sinnoh (Plat.) #147
Hisui #226
National #481

Game Locations

Celestial Tower 5f

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 Protect
— — 10 Prevents any moves from hitting the user this turn.
21 Swift
60 — 20 Never misses.
31 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
36 Future Sight
120 100% 10 Hits the target two turns later.
46 Charm
— 100% 20 Lowers the target’s Attack by two stages.
51 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
61 Copycat
— — 20 Uses the target’s last used move.
66 Natural Gift
— 100% 15 Power and type depend on the held berry.
76 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
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 Protect
— — 10 Prevents any moves from hitting the user this turn.
21 Swift
60 — 20 Never misses.
31 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
36 Future Sight
120 100% 10 Hits the target two turns later.
46 Charm
— 100% 20 Lowers the target’s Attack by two stages.
51 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
61 Copycat
— — 20 Uses the target’s last used move.
66 Natural Gift
— 100% 15 Power and type depend on the held berry.
76 Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.

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.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
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.
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.
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 80
Attack 105
Defense 105
Sp. Atk 105
Sp. Def 105
Speed 80
Total 580

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x