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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).

Dhelmise sprite

#0781

Dhelmise

ghostgrass3.9 m · 210.0 kg

Base stats 517 total

HP
70
Atk
131
Def
100
SpA
86
SpD
90
Spe
40

Abilities

  • Steelworker

Learnset

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

Level18

  • 1AbsorbgrassSpecial20 BP100% acc25 PPDrains half the damage inflicted to heal the user.
  • 1Rapid SpinnormalPhysical50 BP100% acc40 PPFrees the user from binding moves, removes Leech Seed, and blows away Spikes.
  • 4AstonishghostPhysical30 BP100% acc15 PPHas a chance to make the target flinch.
  • 8WrapnormalPhysical15 BP90% acc20 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
  • 12Mega DraingrassSpecial40 BP100% acc15 PPDrains half the damage inflicted to heal the user.
  • 16GrowthnormalStatus20 PPRaises the user’s Attack and Special Attack by one stage.
  • 20Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • 24SwitcheroodarkStatus100% acc10 PPUser and target swap items.
  • 28Giga DraingrassSpecial75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • 32WhirlpoolwaterSpecial35 BP85% acc15 PPPrevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
  • 36Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • 40SlamnormalPhysical80 BP75% acc20 PPInflicts regular damage with no additional effect.
  • 44Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • 48Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
  • 52Anchor ShotsteelPhysical80 BP100% acc20 PPTraps the target.
  • 56Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 60Phantom ForceghostPhysical90 BP100% acc10 PPUser vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
  • 64Power WhipgrassPhysical120 BP85% acc10 PPInflicts regular damage with no additional effect.

TM/HM46

  • Ally SwitchpsychicStatus15 PPUser switches places with the friendly Pokémon opposite it.
  • AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
  • Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • BrinewaterSpecial65 BP100% acc10 PPHas double power against Pokémon that have less than half their max HP remaining.
  • Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Giga DraingrassSpecial75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • HexghostSpecial65 BP100% acc10 PPHas double power if the target has a major status ailment.
  • Hydro PumpwaterSpecial110 BP80% acc5 PPInflicts regular damage with no additional effect.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • LiquidationwaterPhysical85 BP100% acc10 PPHas a chance to lower the target’s Defense by one stage.
  • Muddy WaterwaterSpecial90 BP85% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • Phantom ForceghostPhysical90 BP100% acc10 PPUser vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
  • Power WhipgrassPhysical120 BP85% acc10 PPInflicts regular damage with no additional effect.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Shadow ClawghostPhysical70 BP100% acc15 PPHas an increased chance for a critical hit.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Sludge WavepoisonSpecial95 BP100% acc10 PPHas a chance to poison the target.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Solar BladegrassPhysical125 BP100% acc10 PPRequires a turn to charge before attacking.
  • 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.
  • SurfwaterSpecial90 BP100% acc15 PPInflicts regular damage and can hit Dive users.
  • Swords DancenormalStatus20 PPRaises the user’s Attack by two stages.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • WhirlpoolwaterSpecial35 BP85% acc15 PPPrevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.

Tutor3

  • Grassy GlidegrassPhysical55 BP100% acc20 PPIf Grassy Terrain is active and the user is grounded, this move has has its priority increased by 1.
  • PoltergeistghostPhysical110 BP90% acc5 PPFails if the target has no held item.
  • Steel RollersteelPhysical130 BP100% acc5 PPEnds the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.

Appears in 3 games

  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield