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Solgaleo

Solgaleo

National: #791 Alola: #389

PsychicSteel

Evolution chain

Evolution method (Scarlet & Violet). Methods may differ in earlier games.

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
1371371071138997680

Abilities

Signature moves

Moves that are learned only by this Pokémon line (Gen 9).

Base Power 100
Accuracy 100%
Power Points 5

Other Pokémon’s abilities cannot activate in response to this move. In particular, it hits through disguise

Moves

Target
Base Power 90
Accuracy 85%
Power Points 20

User takes 1/4 the damage it inflicts in recoil.

Base Power 120
Accuracy 100%
Power Points 15

User takes 1/3 the damage it inflicts in recoil.

Base Power 120
Accuracy 100%
Power Points 10

User charges for one turn before attacking. During sunny day, the charge turn is skipped. During hail, rain dance, or sandstorm, power is halved. This move cannot be selected by sleep talk.

Base Power 85
Accuracy 100%
Power Points 15

Has a 30% chance to paralyze the target.

Base Power
Accuracy
Power Points 30

Erects a barrier around the user’s side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.

Base Power
Accuracy
Power Points 20

Erects a barrier around the user’s side of the field that reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.

Base Power
Accuracy
Power Points 5

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.

Base Power
Accuracy
Power Points 10

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.

Base Power
Accuracy
Power Points 10

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.

+4
Base Power 120
Accuracy 100%
Power Points 10

User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. safeguard does not protect against the confusion from this move.

Base Power
Accuracy
Power Points 10

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.

+4
Base Power
Accuracy
Power Points 10

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.

Base Power
Accuracy
Power Points 5

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.

Base Power 70
Accuracy 100%
Power Points 20

If the user is burned, paralyzed, or poisoned, this move has double power.

Base Power
Accuracy
Power Points 20

Boosts the power of the target’s moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome.

+5
Base Power 65
Accuracy 100%
Power Points 20

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.

Base Power 80
Accuracy 100%
Power Points 10

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.

Base Power
Accuracy
Power Points 20

Switches the target out for another of its trainer’s Pokémon selected at random. Wild battles end immediately. Doesn’t affect Pokémon with suction cups or under the effect of ingrain.

-6
Base Power 150
Accuracy 90%
Power Points 5

User loses its next turn to "recharge", and cannot attack or switch out during that turn.

Base Power 100
Accuracy 100%
Power Points 10

If the target is in the first turn of dig, this move will hit with double power.

Base Power
Accuracy 100%
Power Points 10

Lowers the target’s Speed by two stages.

Base Power 150
Accuracy 90%
Power Points 5

User loses its next turn to "recharge", and cannot attack or switch out during that turn.

Base Power 60
Accuracy 100%
Power Points 20

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 90
Accuracy 100%
Power Points 15

Has a 10% chance to burn the target.

Base Power 35
Accuracy 85%
Power Points 15

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.

Base Power 60
Accuracy
Power Points 20

Ignores accuracy and evasion modifiers.

Base Power 75
Accuracy 90%
Power Points 10

Has a 30% chance to make the target flinch.

Base Power 50
Accuracy 95%
Power Points 35

Has a 10% chance to raise the user’s Attack one stage.

Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to lower the target’s Defense by one stage.

Base Power 50
Accuracy 100%
Power Points 20

Raises the user’s Speed by one stage.

Base Power 120
Accuracy 100%
Power Points 15

User takes 1/3 the damage it inflicts in recoil. Has a 10% chance to burn the target. Frozen Pokémon may use this move, in which case they will thaw.

Base Power 120
Accuracy 70%
Power Points 5

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power
Accuracy 100%
Power Points 10

The greater the user’s weight compared to the target’s, the higher power this move has, to a maximum of 120. User’s weight | Power -------------------------------- | ----: Up to 2× the target’s weight | 40 Up to 3× the target’s weight | 60 Up to 4× the target’s weight | 80 Up to 5× the target’s weight | 100 More than 5× the target’s weight | 120

Base Power
Accuracy
Power Points 15

Raises the user’s Defense by two stages.

Base Power
Accuracy 100%
Power Points 5

Power increases with the target’s current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.

Base Power 80
Accuracy 90%
Power Points 15

Has a 20% chance to make the target flinch.

Base Power
Accuracy
Power Points 20

Does nothing. Wild battles end immediately.

-6
Base Power 90
Accuracy 100%
Power Points 10

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power
Accuracy
Power Points 10

Discards the user’s stat changes and copies the target’s. This move cannot be copied by mirror move.

Base Power
Accuracy
Power Points 30

Raises the user’s Speed by two stages.

Base Power
Accuracy 100%
Power Points 5

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.

Base Power 90
Accuracy 100%
Power Points 15

User takes 1/4 the damage it inflicts in recoil.

Base Power 55
Accuracy 95%
Power Points 15

Has a 100% chance to lower the target’s Special Attack by one stage.

Base Power 85
Accuracy 100%
Power Points 10

Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.

Base Power
Accuracy
Power Points 20

Raises the user’s Special Attack and Special Defense by one stage each.

Base Power 120
Accuracy 100%
Power Points 10

Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won’t change the damage inflicted. No move with this effect can be used against the same target again until after the end of the third turn. This effect breaks through wonder guard. If the target is protected by protect or detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection. The damage is applied at the end of the turn, so it ignores endure and focus sash. This move cannot be copied by mirror move.

Base Power 80
Accuracy 100%
Power Points 10

Damage calculation always uses the target’s Defense, regardless of this move’s damage class.

Base Power 80
Accuracy 100%
Power Points 10
Base Power 100
Accuracy 80%
Power Points 5

User’s critical hit rate is one level higher when using this move.

Base Power 140
Accuracy 95%
Power Points 5

Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. The user still takes damage if the move is blocked by Protect or Substitute, misses, or if the target has Flash Fire.

Base Power
Accuracy 100%
Power Points 10

Targets the last opposing Pokémon to hit the user with a damaging move this turn. Inflicts 1.5× 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.

Base Power 80
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power 90
Accuracy 100%
Power Points 10
Base Power
Accuracy
Power Points 20

Raises the user’s Defense and Special Defense by one stage.

Base Power 120
Accuracy 90%
Power Points 10
Base Power
Accuracy
Power Points 10

Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail. This move cannot be selected by assist or metronome.

+3
Base Power
Accuracy
Power Points 5

Heals the user for half its max HP. During sunny day, the healing is increased to 2/3 max HP. During hail, rain dance, or sandstorm, the healing is decreased to 1/4 max HP.

Base Power
Accuracy 85%
Power Points 40

Lowers the target’s Special Defense by two stages.

Base Power 120
Accuracy 100%
Power Points 5

Inflicts regular damage, then lowers the user’s Defense and Special Defense by one stage each.

Base Power
Accuracy
Power Points 5

For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect. Pokémon holding full incense, lagging tail, or quick claw and Pokémon with stall ignore this effect.

-7
Base Power
Accuracy 100%
Power Points 10

The greater the user’s weight compared to the target’s, the higher power this move has, to a maximum of 120. User’s weight | Power -------------------------------- | ----: Up to 2× the target’s weight | 40 Up to 3× the target’s weight | 60 Up to 4× the target’s weight | 80 Up to 5× the target’s weight | 100 More than 5× the target’s weight | 120

Base Power
Accuracy 100%
Power Points 30

Lowers the target’s Attack and Special Attack by one stage.

Base Power 100
Accuracy 100%
Power Points 5

Other Pokémon’s abilities cannot activate in response to this move. In particular, it hits through disguise

Base Power 110
Accuracy 85%
Power Points 5

Has a 10% chance to burn the target.

Base Power 60
Accuracy 95%
Power Points 15

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 80
Accuracy 100%
Power Points 10

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power 90
Accuracy 100%
Power Points 15

Has a 10% chance to paralyze the target.

Base Power 110
Accuracy 70%
Power Points 10

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.