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097 - Hypno

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4
   

















 

Ability

Version Ability
All Insomnia / Forewarn

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 85 73 70 73 115 67 483

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Nightmare - 100% 15 Target loses 1/4 its max HP every turn as long as it's asleep.
1 Switcheroo - 100% 10 User and target swap items.
1 Dream Eater 100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
1 Pound 40 100% 35 Inflicts regular damage with no additional effect.
1 Hypnosis - 60% 20 Puts the target to sleep.
6 Disable - 100% 20 Disables the target's last used move for 1-8 turns.
9 Confusion 50 100% 25 Has a 10% chance to confuse the target.
12 Headbutt 70 100% 15 Has a 30% chance to make the target flinch.
15 Poison Gas - 90% 40 Poisons the target.
18 Psybeam 65 100% 20 Has a 10% chance to confuse the target.
21 Meditate - - 40 Raises the user's Attack by one stage.
24 Psycho Cut 70 100% 20 Has an increased chance for a critical hit.
27 Wake-Up Slap 70 100% 10 If the target is asleep, has double power and wakes it up.
30 Psych Up - - 10 Discards the user's stat changes and copies the target's.
33 Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.
36 Psychic 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
39 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
42 Drain Punch 75 100% 10 Drains half the damage inflicted to heal the user.
45 Nasty Plot - - 20 Raises the user's Special Attack by two stages.
48 Guard Swap - - 10 User swaps Defense and Special Defense changes with the target.
51 Future Sight 120 100% 10 Hits the target two turns later.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM01 Focus Punch 150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
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.
TM12 Taunt - 100% 20 For the next few turns, the target can only use damaging moves.
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.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
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.
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.
TM30 Shadow Ball 80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM31 Brick Break 75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM33 Reflect - - 20 Reduces damage from physical attacks by half.
TM41 Torment - 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM45 Attract - 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief 60 100% 25 Takes the target's item.
TM48 Skill Swap - - 10 User and target swap abilities.
TM49 Snatch - - 10 Steals the target's move, if it's self-targeted.
TM52 Focus Blast 120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling - 100% 10 Throws held item at the target; power depends on the item.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM60 Drain Punch 75 100% 10 Drains half the damage inflicted to heal the user.
TM67 Recycle - - 10 User recovers the item it last used up.
TM68 Giga Impact 150 90% 5 User foregoes its next turn to recharge.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave - 90% 20 Paralyzes the target.
TM77 Psych Up - - 10 Discards the user's stat changes and copies the target's.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM85 Dazzling Gleam 80 100% 10 Inflicts regular damage with no additional effect.
TM86 Grass Knot - 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
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.
Move Tutor Fire Punch 75 100% 15 Has a 10% chance to burn the target.
Move Tutor Ice Punch 75 100% 15 Has a 10% chance to freeze the target.
Move Tutor Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Thunder Punch 75 100% 15 Has a 10% chance to paralyze the target.
Move Tutor Trick - 100% 10 User and target swap items.
Move Tutor Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.

Wild Encounters

Route Method Level Chance
Route 215 🌅 Morning Lv. 27 - 30 5%
Route 215 🌞 Day Lv. 27 - 30 5%
Route 215 🌙 Night Lv. 27 - 30 5%