Darkrai
National: #491· Hisui: #242· Hyperspace: #125
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 70 | 90 | 90 | 135 | 90 | 125 | 600 |
Combat forms
Darkrai
Mega
Abilities
Species-specific items
Signature moves
Moves that are learned only by this Pokémon line (Gen 9).
Puts the target to sleep.
Moves
Raises the user’s Attack by two stages.
Raises the user’s evasion by one stage.
User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.
Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.
If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn. Otherwise: Lowers the user’s Speed by one stage, and raises its Attack and Defense by one stage each. The curse effect is passed on by baton pass. This move cannot be copied by mirror move.
No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
Has a 30% chance to poison the target.
Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user’s max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.
If the user is burned, paralyzed, or poisoned, this move has double power.
Target loses its held item. Neither the user nor the target can recover its item with recycle. If the target has multitype or sticky hold, it will take damage but not lose its item.
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Lowers the target’s Speed by two stages.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Ignores accuracy and evasion modifiers.
Burns the target.
If the user takes damage this turn before hitting, this move will fail. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.
Has a 30% chance to make the target flinch.
Power and type are determined by the user’s held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail. This move ignores sticky hold. If the user is under the effect of embargo, this move will fail.
User’s critical hit rate is one level higher when using this move.
Has a 10% chance to lower the target’s Special Defense by one stage.
Removes stat, accuracy, and evasion modifiers from every Pokémon on the field. This does not count as a stat reduction for the purposes of clear body or white smoke.
Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.
Has a 10% chance to freeze the target.
Has a 10% chance to freeze the target. During hail, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect.
Has a 100% chance to lower the target’s Speed by one stage.
Fails if not used on a sleeping Pokémon. Drains half the damage inflicted to heal the user.
If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. This move cannot be selected by assist or metronome.
Has a 20% chance to make the target flinch.
Has a 10% chance to lower the target’s Special Defense by one stage.
Discards the user’s stat changes and copies the target’s. This move cannot be copied by mirror move.
Silences the target for two turns, preventing it from using any sound-based moves.
Paralyzes the target.
Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging. assist, copycat, me first, metronome, mirror move, and sleep talk do not directly inflict damage and thus may not be used. bide, counter, endeavor, metal burst, and mirror coat are allowed.
If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail. This move is not affected by iron fist.
Has a 70% chance to raise the user’s Special Attack by one stage.
Disables the target’s last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, if its last used move has 0 PP remaining, or if it already has a move disabled, this move will fail.
Lowers the PP of the target’s last used move by 4. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
Has a 100% chance to lower the target’s Special Attack by one stage.
Raises the user’s Special Attack and Special Defense by one stage each.
Raises the user’s Special Attack by two stages.
Damage calculation always uses the target’s Defense, regardless of this move’s damage class.
If the target has a major status ailment, this move has double power.
Inflicts damage equal to the user’s level. Type immunity applies, but other type effects are ignored.
User and target permanently swap held items. Works even if one of the Pokémon isn’t holding anything. If either Pokémon is holding mail, this move will fail. If either Pokémon has multitype or sticky hold, this move will fail. If this move results in a Pokémon obtaining choice band, choice scarf, or choice specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn. Neither the user nor the target can recover its item with recycle. This move cannot be selected by assist or metronome.
Drains half the damage inflicted to heal the user.
Puts the target to sleep.
Confuses the target.
Damage is calculated using the target’s attacking stat rather than the user’s.
Puts the target to sleep.
Has a 30% chance to poison the target.
Has a 100% chance to lower the target’s Speed by one stage.
Has a 20% chance to lower the target’s Special Defense by one stage.
Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect. During sunny day, this move has 50% accuracy.
