female 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
- Own Tempo
This Pokemon cannot be confused. 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×)
Moves45
100% confuse target that had a stat rise this turn.
User switches, passing stat changes and more.
30% chance to paralyze the target.
Raises the user's Sp. Atk and Sp. Def by 1.
Lowers the target's Attack by 2.
No additional effect. Hits adjacent foes.
User recovers 50% of the damage dealt.
User recovers 75% of the damage dealt.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
The foes' moves target the user on the turn used.
Hits two turns after being used.
Averages Defense and Sp. Def stats with target.
Swaps Defense and Sp. Def changes with target.
Heals the target by 50% of its max HP.
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.
For 5 turns, special damage to allies is halved.
100% chance to lower the target's Sp. Atk by 1.
10% chance to lower the target's Attack by 1.
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.
5 turns. Grounded: +Psychic power, priority-safe.
Damages target based on Defense, not Sp. Def.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
20% chance to lower the target's Sp. Def by 1.
Causes the target to fall asleep.
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.
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.
20% chance to make the target flinch.