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Solgaleo sprite

#0791

Solgaleo

psychicsteel3.4 m · 230.0 kg

Base stats 680 total

HP
137
Atk
137
Def
107
SpA
113
SpD
89
Spe
97

Abilities

  • Full Metal Body

Learnset

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

Level18

  • Sunsteel StrikesteelPhysical100 BP100% acc5 PPCannot be disrupted by abilities.
  • 1Cosmic PowerpsychicStatus20 PPRaises the user’s Defense and Special Defense by one stage.
  • 1Metal ClawsteelPhysical50 BP95% acc35 PPHas a chance to raise the user’s Attack by one stage.
  • 1Noble RoarnormalStatus100% acc30 PPLowers the target’s Attack and Special Attack by one stage.
  • 1Sunsteel StrikesteelPhysical100 BP100% acc5 PPCannot be disrupted by abilities.
  • 1TeleportpsychicStatus20 PPImmediately ends wild battles. No effect otherwise.
  • 7Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • 14Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
  • 21Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
  • 28Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 35Morning SunnormalStatus5 PPHeals the user by half its max HP. Affected by weather.
  • 42CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • 49Metal BurststeelPhysical100% acc10 PPStrikes back at the last Pokémon to hit the user this turn with 1.5× the damage.
  • 56Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • 63Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • 70Flare BlitzfirePhysical120 BP100% acc15 PPUser takes 1/3 the damage inflicted in recoil. Has a chance to burn the target.
  • 77Wide GuardrockStatus10 PPPrevents any multi-target moves from hitting friendly Pokémon this turn.
  • 84Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.

TM/HM56

  • AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed 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.
  • Cosmic PowerpsychicStatus20 PPRaises the user’s Defense and Special Defense by one stage.
  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense 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.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire BlastfireSpecial110 BP85% acc5 PPHas a chance to burn the target.
  • Fire SpinfireSpecial35 BP85% acc15 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
  • FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
  • Flare BlitzfirePhysical120 BP100% acc15 PPUser takes 1/3 the damage inflicted in recoil. Has a chance to burn the target.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Future SightpsychicSpecial120 BP100% acc10 PPHits the target two turns later.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Heat CrashfirePhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • 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.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hyper VoicenormalSpecial90 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Mystical FirefireSpecial75 BP100% acc10 PPHas a chance to lower the target’s Special Attack by one stage.
  • OutragedragonPhysical120 BP100% acc10 PPHits every turn for 2-3 turns, then confuses the user.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Psychic FangspsychicPhysical85 BP100% acc10 PPDestroys Reflect and Light Screen.
  • PsyshockpsychicSpecial80 BP100% acc10 PPInflicts damage based on the target’s Defense, not Special Defense.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • 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.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • SafeguardnormalStatus25 PPProtects the user’s field from major status ailments and confusion for five turns.
  • Scary FacenormalStatus100% acc10 PPLowers the target’s Speed by two stages.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnarldarkSpecial55 BP95% acc15 PPHas a chance to lower the target’s Special Attack by one stage.
  • 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.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • 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.
  • SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Tutor4

  • 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%.
  • Meteor BeamrockSpecial120 BP90% acc10 PPInflicts regular damage with no additional effect.
  • Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.
  • Steel RollersteelPhysical130 BP100% acc5 PPEnds the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.

Appears in 4 games

  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield
  • Scarlet / Violet