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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Meditite sprite

#0307

Meditite

fightingpsychic0.6 m · 11.2 kg

Base stats 280 total

HP
30
Atk
40
Def
55
SpA
40
SpD
55
Spe
60

Abilities

  • Pure Power
  • Telepathy hidden

Learnset

What Meditite learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level16

  • 1ConfusionpsychicSpecial50 BP100% acc25 PPHas a chance to confuse the target.
  • 1Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.
  • 9DetectfightingStatus5 PPPrevents any moves from hitting the user this turn.
  • 12EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • 15FeintnormalPhysical30 BP100% acc10 PPHits through Protect and Detect.
  • 17Force PalmfightingPhysical60 BP100% acc10 PPHas a chance to paralyze the target.
  • 20PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
  • 23Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • 25Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
  • 28High Jump KickfightingPhysical130 BP90% acc10 PPIf the user misses, it takes half the damage it would have inflicted in recoil.
  • 31Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • 33AcupressurenormalStatus30 PPRaises one of a friendly Pokémon’s stats at random by two stages.
  • 36Power TrickpsychicStatus10 PPUser swaps Attack and Defense.
  • 39ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • 41RecovernormalStatus5 PPHeals the user by half its max HP.
  • 44CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.

Egg11

  • Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
  • Bullet PunchsteelPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • Dynamic PunchfightingPhysical100 BP50% acc5 PPHas a chance to confuse the target.
  • Fake OutnormalPhysical40 BP100% acc10 PPCan only be used as the first move after the user enters battle. Causes the target to flinch.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • Guard SwappsychicStatus10 PPUser swaps Defense and Special Defense changes with the target.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Power SwappsychicStatus10 PPUser swaps Attack and Special Attack changes with the target.
  • Psycho CutpsychicPhysical70 BP100% acc20 PPHas an increased chance for a critical hit.
  • Quick GuardfightingStatus15 PPPrevents any priority moves from hitting friendly Pokémon this turn.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.

TM/HM55

  • Aerial AceflyingPhysical60 BP20 PPNever misses.
  • Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Expanding ForcepsychicSpecial80 BP100% acc10 PPIf Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • ImprisonpsychicStatus10 PPPrevents the target from using any moves that the user also knows.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Low SweepfightingPhysical65 BP100% acc20 PPLowers the target’s Speed by one stage.
  • MetronomenormalStatus10 PPRandomly selects and uses any move in the game.
  • Night ShadeghostSpecial100% acc15 PPInflicts damage equal to the user’s level.
  • Pain SplitnormalStatus20 PPSets the user’s and targets’s HP to the average of their current HP.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
  • Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Psychic TerrainpsychicStatus10 PPProtects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
  • PsyshockpsychicSpecial80 BP100% acc10 PPInflicts damage based on the target’s Defense, not Special Defense.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Skill SwappsychicStatus10 PPUser and target swap abilities.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Stored PowerpsychicSpecial20 BP100% acc10 PPPower is higher the more the user’s stats have been raised, to a maximum of 31×.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • TrailblazegrassPhysical50 BP100% acc20 PPThe user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
  • TrickpsychicStatus100% acc10 PPUser and target swap items.
  • Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
  • Upper HandfightingPhysical65 BP100% acc15 PPThe user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in 16 games

  • Ruby / Sapphire
  • Emerald
  • Colosseum
  • XD
  • FireRed / LeafGreen
  • Diamond / Pearl
  • Platinum
  • HeartGold / SoulSilver
  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Brilliant Diamond / Shining Pearl
  • Scarlet / Violet