Indeedee
Emotion Pokémon
- height
- 0.9 m
- weight
- 28 kg
Through its horns, it can pick up on the emotions of creatures around it. Positive emotions are the source of its strength.
Base stats
Abilities
- Inner Focus
This Pokemon cannot be made to flinch. Immune to Intimidate.
- Synchronize
If another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.
- Psychic Surge
On switch-in, this Pokemon summons Psychic Terrain.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves46
The target makes its move right after the user.
30% chance to paralyze the target.
Raises the user's Sp. Atk and Sp. Def by 1.
No additional effect. Hits adjacent foes.
User recovers 50% of the damage dealt.
User recovers 75% of the damage dealt.
Target repeats its last move for its next 3 turns.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
User on Psychic Terrain: 1.5x power, hits foes.
10% chance to make the target flinch.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
Hits two turns after being used.
5 turns: no Ground immunities, 1.67x accuracy.
User faints. Next hurt Pokemon is fully healed.
One adjacent ally's move power is 1.5x this turn.
No additional effect. Hits adjacent foes.
No foe can use any move known by the user.
Fails unless each known move has been used.
For 5 turns, all held items have no effect.
100% chance to lower the target's Sp. Atk by 1.
10% chance to lower the target's Attack by 1.
Averages Attack and Sp. Atk stats with target.
Swaps Attack and Sp. Atk stat stages with target.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
10% chance to lower the target's Sp. Def by 1.
For 2 turns, the target is prevented from healing.
5 turns. Grounded: +Psychic power, priority-safe.
Damages target based on Defense, not Sp. Def.
User sleeps 2 turns and restores HP and status.
Power doubles if others used Round this turn.
20% chance to lower the target's Sp. Def by 1.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
+ 20 power for each of the user's stat boosts.
User takes 1/4 its max HP to put in a substitute.
User on terrain: power doubles, type varies.
20% chance to paralyze or burn or freeze target.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
Next turn, 50% of the user's max HP is restored.
For 5 turns, all Defense and Sp. Def stats switch.
20% chance to make the target flinch.