Dewpider
National: #751· Alola: #174· Galar: #214· Blueberry: #90· Akala: #75· Ulaula: #68· Crown Tundra: #91
Evolution chain
Evolution method (Scarlet & Violet). Methods may differ in earlier games.
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 38 | 40 | 52 | 40 | 72 | 27 | 269 |
Abilities
Moves
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.
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.
Drains half the damage inflicted to heal the user.
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.
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.
If the user is burned, paralyzed, or poisoned, this move has double power.
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.
The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
Has a 30% chance to make the target flinch.
Has a 20% chance to lower the target’s Defense by one stage.
If the target is in the first turn of dive, this move will hit with double power.
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.
Targets the last opposing Pokémon to hit the user with a special move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored. This move cannot be copied by mirror move, nor selected by assist or metronome.
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 10% chance to lower the target’s Speed by one stage.
Has a 20% chance to make the target flinch.
Has a 100% chance to lower the target’s Speed by one stage.
Has a 20% chance to lower the target’s Defense by one stage.
Raises the user’s Defense by two stages.
Restores 1/16 of the user’s max HP at the end of each turn. If the user leaves the field, this effect ends. This effect is passed on by baton pass.
Has a 20% chance to confuse the target.
The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move’s damage, it will do so, and will not be stolen.
For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. rapid spin cancels this effect.
Has a 10% chance to lower the target’s Special Defense by one stage.
Inflicts exactly enough damage to lower the target’s HP to equal the user’s. If the target’s HP is not higher than the user’s, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.
Drains half the damage inflicted to heal the user.
Raises the user’s Defense and Special Defense by one stage each. Stores energy for use with spit up and swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied. If the user uses baton pass, the stat boosts are passed as normal, but the stored energy is not.
Power is equal to 100 times the amount of energy stored by stockpile. Ignores the random factor in the damage formula. Stored energy is consumed, and the user’s Defense and Special Defense are reset to what they would be if stockpile had not been used. If the user has no energy stored, this move will fail. This move cannot be copied by mirror move.
Lowers the target’s Attack by one stage.
The user attacks by pouncing on the target. This also lowers the target's Speed stat.
Changes the target to pure water-type until it leaves the field. If the target has multitype, this move will fail.
Changes the target’s ability to match the user’s. This effect ends when the target leaves battle.
Averages the user’s unmodified Attack with the target’s unmodified Attack; the value becomes the unmodified Attack for both Pokémon. Unmodified Special Attack is averaged the same way. This effect applies before any other persistent changes to unmodified Attack or Special Attack, such as flower gift during sunny day.
Shoots a web over the opponents’ side of the field, which lowers the Speed of any opposing Pokémon that enters the field by one stage. Pokémon in the air, such as flying-types and those with levitate, are unaffected. rapid spin removes Sticky Web from the user’s side of the field; defog removes it from both sides.
Has a 30% chance to make the target flinch.
Has a 30% chance to poison the target.
