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Ceruledge

Ceruledge

National: #937 Paldea: #167 Hyperspace: #99

FireGhost

Evolution chain

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

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
75125806010085525

Abilities

Signature moves

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

Base Power 90
Accuracy 100%
Power Points 10

The user focuses its bitter feelings toward the world of the living into a slashing attack. The user's HP is restored by up to half the damage taken by the target.

Moves

Target
Base Power
Accuracy
Power Points 20

Raises the user’s Attack by two stages.

Base Power 90
Accuracy 85%
Power Points 20

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

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

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.

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
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 40
Accuracy 100%
Power Points 40

Will not reduce the target’s HP below 1.

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 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 100%
Power Points 30

Lowers the target’s Defense by one stage.

Base Power 40
Accuracy 100%
Power Points 25

Has a 10% chance to burn the target.

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
Accuracy 85%
Power Points 15

Burns the target.

Base Power 75
Accuracy 100%
Power Points 15

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

Base Power 95
Accuracy 90%
Power Points 10

Has a 10% chance to burn the target.

Base Power 130
Accuracy 90%
Power Points 5

Inflicts regular damage, then lowers the user’s Special Attack by two stages.

Base Power 80
Accuracy 100%
Power Points 15
Base Power
Accuracy 100%
Power Points 10

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.

Base Power 70
Accuracy 100%
Power Points 15

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

Base Power 50
Accuracy 100%
Power Points 20

Raises the user’s Speed by one stage.

Base Power 60
Accuracy 100%
Power Points 15

If the target is holding a berry, it’s destroyed and cannot be used in response to this move.

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
Accuracy
Power Points 15

Raises the user’s Defense by two stages.

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 80
Accuracy 100%
Power Points 15
Base Power 80
Accuracy 100%
Power Points 15

Silences the target for two turns, preventing it from using any sound-based moves.

Base Power
Accuracy 100%
Power Points 20

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.

Base Power
Accuracy
Power Points 20

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

Base Power
Accuracy 100%
Power Points 10

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.

Base Power 30
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power 70
Accuracy 100%
Power Points 15

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

Base Power 20
Accuracy 100%
Power Points 10

Power is increased by 100% its original value for every stage any of the user’s stats have been raised. Accuracy, evasion, and lowered stats do not affect this move’s power. For a Pokémon with all five stats modified to +6, this move’s power is 31×.

Base Power
Accuracy
Power Points 15

User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.

+2
Base Power 65
Accuracy 100%
Power Points 10

If the target has a major status ailment, this move has double power.

Base Power 80
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power
Accuracy 100%
Power Points 15

Inflicts damage equal to the user’s level. Type immunity applies, but other type effects are ignored.

Base Power
Accuracy 100%
Power Points 10

Confuses the target.

Base Power
Accuracy
Power Points 15

Moves with priority greater than 0 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 125
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 40
Accuracy 100%
Power Points 30
+1
Base Power 50
Accuracy
Power Points 15

All of the target’s stat modifiers are reset to zero.

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 70
Accuracy 100%
Power Points 20

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

Base Power 40
Accuracy 100%
Power Points 30
+1
Base Power 110
Accuracy 90%
Power Points 5
Base Power 90
Accuracy 100%
Power Points 10

User vanishes for one turn, becoming immune to attack, and hits on the second turn. This move ignores the effects of detect and protect. This move cannot be selected by sleep talk.

Base Power 80
Accuracy 100%
Power Points 15

Has a 30% chance to burn the target.

Base Power 90
Accuracy 100%
Power Points 10

The user focuses its bitter feelings toward the world of the living into a slashing attack. The user's HP is restored by up to half the damage taken by the target.

Base Power 80
Accuracy 100%
Power Points 20

Has a 30% chance to poison the target.

Base Power 110
Accuracy 85%
Power Points 5

Has a 10% chance to burn the target.

Base Power 80
Accuracy 100%
Power Points 15

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