Beheeyem
Omega RubyX

Apparently, it communicates by flashing its three fingers, but those patterns haven’t been decoded.

Alpha SapphireY

It uses psychic power to control an opponent’s brain and tamper with its memories.

Evolution Chain

elgyem
Elgyem
Level 42
beheeyem
Beheeyem

Pokédex & Training Data

Classification Cerebral Pokémon
Height 1.0 m (3'03")
Weight 34.5 kg (76.1 lbs)
Abilities
EV Yield +2 Sp. Atk
Catch Rate 90
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Unova (B/W) #112
Unova (B2/W2) #189
Alola (US/UM) #276
Galar (Sw/Sh) #278
National #606

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 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Miracle Eye
— — 40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
1 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
1 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
1 Synchronoise
120 100% 10 Hits any Pokémon that shares a type with the user.
4 Growl
— 100% 40 Lowers the target’s Attack by one stage.
8 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
11 Miracle Eye
— — 40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
15 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
18 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
22 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
25 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
29 Simple Beam
— 100% 15 Changes the target’s ability to Simple.
32 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
36 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
39 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
45 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
50 Recover
— — 5 Heals the user by half its max HP.
56 Guard Split
— — 10 Averages Defense and Special Defense with the target.
58 Power Split
— — 10 Averages Attack and Special Attack with the target.
63 Synchronoise
120 100% 10 Hits any Pokémon that shares a type with the user.
68 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Miracle Eye
— — 40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
1 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
1 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
1 Synchronoise
120 100% 10 Hits any Pokémon that shares a type with the user.
4 Growl
— 100% 40 Lowers the target’s Attack by one stage.
8 Heal Block
— 100% 15 Prevents target from restoring its HP for five turns.
11 Miracle Eye
— — 40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
15 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
18 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
22 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
25 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
29 Simple Beam
— 100% 15 Changes the target’s ability to Simple.
32 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
36 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
39 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
45 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
50 Recover
— — 5 Heals the user by half its max HP.
56 Guard Split
— — 10 Averages Defense and Special Defense with the target.
58 Power Split
— — 10 Averages Attack and Special Attack with the target.
63 Synchronoise
120 100% 10 Hits any Pokémon that shares a type with the user.
68 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.

TM/HM Moves

X/Y
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.
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.
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.
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.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
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.
TM51 Steel Wing
70 90% 25 Has a 10% chance to raise the user’s Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM63 Embargo
— 100% 15 Target cannot use held items.
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.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
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.
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.
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.
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.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
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.
TM51 Steel Wing
70 90% 25 Has a 10% chance to raise the user’s Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM63 Embargo
— 100% 15 Target cannot use held items.
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.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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.
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.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 75
Attack 75
Defense 75
Sp. Atk 125
Sp. Def 95
Speed 40
Total 485

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x