Uxie
Legends Arceus

A Pokémon feared but also respected for stealing away the memories of evildoers. I have found records that suggest Uxie holds dominion over knowledge.

Pokédex & Training Data

Classification Knowledge Pokémon
Height 0.3 m (0'12")
Weight 0.3 kg (0.7 lbs)
Abilities
EV Yield +2 defense
+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) #146
Sinnoh (Plat.) #146
Hisui #225
National #480

Learned Moves

Level Up Moves

Sword/Shield
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.
7 Swift
60 — 20 Never misses.
14 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
21 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
28 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
35 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
42 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
49 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
56 Yawn
— — 10 Target sleeps at the end of the next turn.
63 Future Sight
120 100% 10 Hits the target two turns later.
70 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
77 Memento
— 100% 10 Lowers the target’s Attack and Special Attack by two stages. User faints.
BD/SP
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.
7 Swift
60 — 20 Never misses.
14 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
21 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
28 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
35 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
42 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
49 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
56 Yawn
— — 10 Target sleeps at the end of the next turn.
63 Future Sight
120 100% 10 Hits the target two turns later.
70 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
77 Memento
— 100% 10 Lowers the target’s Attack and Special Attack by two stages. User faints.
Legends: Arceus
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
6 Swift
60 — 20 Never misses.
12 Double Hit
35 90% 10 Hits twice in one turn.
19 Rest
— — 5 User sleeps for two turns, completely healing itself.
27 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
32 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
36 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
46 Mystical Power
70 90% 10 No effect description available.
57 Hypnosis
— 60% 20 Puts the target to sleep.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM03 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM04 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM05 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM11 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM14 Thunder Wave
— 90% 20 Paralyzes the target.
TM17 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM18 Reflect
— — 20 Reduces damage from physical attacks by half.
TM19 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM28 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
TM32 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM33 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM34 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM40 Swift
60 — 20 Never misses.
TM41 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
TM44 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
TM56 U Turn
70 100% 20 User must switch out after attacking.
TM59 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM63 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
TM69 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
TM70 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM71 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
TM72 Magic Room
— — 10 Negates held items for five turns.
TM76 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM78 Acrobatics
55 100% 15 Has double power if the user has no held item.
TM87 Draining Kiss
50 100% 10 Drains 75% of the damage inflicted to heal the user.
TR08 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TR09 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TR11 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR14 Metronome
— — 10 Randomly selects and uses any move in the game.
TR17 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
TR19 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
TR20 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.
TR25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TR26 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TR27 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR29 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
TR30 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TR31 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TR33 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TR34 Future Sight
120 100% 10 Hits the target two turns later.
TR38 Trick
— 100% 10 User and target swap items.
TR40 Skill Swap
— — 10 User and target swap abilities.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR65 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR68 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
TR69 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TR76 Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
TR77 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TR81 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
TR82 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
TR83 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
TR90 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.
TR92 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
BD/SP
Name Class Power Acc. PP Effect
TM21 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM63 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Expanding Force
80 100% 10 Inflicts regular damage with no additional effect.

Base Stats

Hp 75
Attack 75
Defense 130
Sp. Atk 75
Sp. Def 130
Speed 95
Total 580

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x