Haunter
Black/WhiteBlack 2/White 2

It likes to lurk in the dark and tap shoulders with a gaseous hand. Its touch causes endless shuddering.

Evolution Chain

gastly
Gastly
Level 25
haunter
Haunter
🔄
Trade
gengar
Gengar

Pokédex & Training Data

Classification Gas Pokémon
Height 1.6 m (5'03")
Weight 0.1 kg (0.2 lbs)
Abilities
EV Yield +2 Sp. Atk
Catch Rate 90
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Indeterminate

Pokédex Numbers

Kanto (R/B/Y) #093
Johto (G/S/C) #059
Sinnoh (D/P) #070
Sinnoh (Plat.) #070
Johto (HG/SS) #059
Kalos (Mountain) #031
Alola (S/M) #062
Alola (US/UM) #074
Galar (Sw/Sh) #142
Hisui #137
Paldea (S/V) #069
National #093
Kitakami #119

Held Items

None in this generation.

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Hypnosis
— 60% 20 Puts the target to sleep.
1 Lick
30 100% 30 Has a 30% chance to paralyze the target.
1 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
5 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
8 Mean Look
— — 5 Prevents the target from leaving battle.
12 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
15 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
19 Confuse Ray
— 100% 10 Confuses the target.
22 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
25 Shadow Punch
60 — 20 Never misses.
28 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
33 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
39 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
44 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
50 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.
55 Hex
65 100% 10 Has double power if the target has a major status ailment.
61 Nightmare
— 100% 15 Target loses 1/4 its max HP every turn as long as it’s asleep.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Hypnosis
— 60% 20 Puts the target to sleep.
1 Lick
30 100% 30 Has a 30% chance to paralyze the target.
1 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
5 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
8 Mean Look
— — 5 Prevents the target from leaving battle.
12 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
15 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
19 Confuse Ray
— 100% 10 Confuses the target.
22 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
25 Shadow Punch
60 — 20 Never misses.
28 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
33 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
39 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
44 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
50 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.
55 Hex
65 100% 10 Has double power if the target has a major status ailment.
61 Nightmare
— 100% 15 Target loses 1/4 its max HP every turn as long as it’s asleep.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
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.
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.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
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.
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.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM64 Explosion
250 100% 5 User faints.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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.
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.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Knock Off
65 100% 20 Target drops its held item.
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.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
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.

Base Stats

Hp 45
Attack 50
Defense 45
Sp. Atk 115
Sp. Def 55
Speed 95
Total 405

Type Defenses

(vs. Gen 6+ rules)

0x
0.5x
0x
0.25x
2x
2x
0.25x
2x
2x
0.5x