Diancie

Alternate Forms

diancie
Base
No entry available for this game era.

Pokédex & Training Data

Classification Jewel Pokémon
Height 0.7 m (2'04")
Weight 8.8 kg (19.4 lbs)
Abilities
EV Yield +1 defense
+2 Sp. Def
Catch Rate 3
Base Friendship 70
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

National #719

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
1 Harden
— — 30 Raises the user’s Defense by one stage.
5 Sharpen
— — 30 Raises the user’s Attack by one stage.
8 Smack Down
50 100% 15 Removes any immunity to Ground damage.
12 Reflect
— — 20 Reduces damage from physical attacks by half.
18 Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
21 Guard Split
— — 10 Averages Defense and Special Defense with the target.
27 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
31 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
35 Skill Swap
— — 10 User and target swap abilities.
40 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
46 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
49 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
50 Moonblast
95 100% 15 Has a 30% chance to lower the target’s Special Attack by one stage.
50 Diamond Storm
100 95% 5 Has a 50% chance to raise the user’s Defense by two stages for each target hit.
60 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
70 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Rock Throw
50 90% 15 Inflicts regular damage with no additional effect.
1 Harden
— — 30 Raises the user’s Defense by one stage.
5 Sharpen
— — 30 Raises the user’s Attack by one stage.
8 Smack Down
50 100% 15 Removes any immunity to Ground damage.
12 Reflect
— — 20 Reduces damage from physical attacks by half.
18 Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
21 Guard Split
— — 10 Averages Defense and Special Defense with the target.
27 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
31 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
35 Skill Swap
— — 10 User and target swap abilities.
40 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
46 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
49 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
50 Moonblast
95 100% 15 Has a 30% chance to lower the target’s Special Attack by one stage.
50 Diamond Storm
100 95% 5 Has a 50% chance to raise the user’s Defense by two stages for each target hit.
60 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
70 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
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.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
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.
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.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
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.
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.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM64 Explosion
250 100% 5 User faints.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
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.
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.
TM96 Nature Power
— — 20 Uses a move which depends upon the terrain.
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

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Covet
60 100% 25 Takes the target’s item.
Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Skill Swap
— — 10 User and target swap abilities.
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.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.

Base Stats

Hp 50
Attack 100
Defense 150
Sp. Atk 100
Sp. Def 150
Speed 50
Total 600

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x
0.5x
0.5x
0x
0.5x
4x

Mega Diancie

Mega Diancie
Hp 50
Attack 160
Defense 110
Sp. Atk 160
Sp. Def 110
Speed 110
Total 700