Misdreavus
X

It gets nourishment from fear that it absorbs into its red orbs. In daytime, it sleeps in darkness.

Y

It likes playing mischievous tricks, such as screaming and wailing to startle people at night.

Omega Ruby/Alpha Sapphire

Misdreavus frightens people with a creepy, sobbing cry. The Pokémon apparently uses its red spheres to absorb the fearful feelings of foes and turn them into nutrition.

Evolution Chain

misdreavus
Misdreavus
mismagius
Mismagius

Pokédex & Training Data

Classification Screech Pokémon
Height 0.7 m (2'04")
Weight 1.0 kg (2.2 lbs)
Abilities
EV Yield +1 Sp. Def
Catch Rate 45
Base Friendship 35
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Indeterminate

Pokédex Numbers

Johto (G/S/C) #214
Sinnoh (D/P) #072
Sinnoh (Plat.) #072
Johto (HG/SS) #219
Alola (S/M) #066
Alola (US/UM) #372
Hisui #197
Paldea (S/V) #114
National #200

Held Items

None in this generation.

Learned Moves

Level Up Moves

X/Y
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.
OR/AS
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

X/Y
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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
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.
Shock Wave
60 — 20 Never misses.
Skill Swap
— — 10 User and target swap abilities.
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

X/YOR/AS
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.
Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
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