Moves
Move usage- 1
Hyper Voice
85.9% - 2
Protect
- - 3
Psychic
- - 4
Psyshock
-

Base Stats
Type defenses
Mega Gardevoir takes damage from each attacking type below.
| Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1x | 1x | 1x | 1x | 1x | 1x | 1/4x | 2x | 1x | 1x | 1/2x | 1x | 1x | 2x | 0x | 1x | 2x | 1x |
Forms / Mega
Battle Data
Learnable Moves
| Move | Type | Category | Power | Accuracy | PP | Description |
|---|---|---|---|---|---|---|
| Alluring Voice | 80 | 100 | 10 | The user attacks the target using its angelic voice. This also confuses the target if its stats have been boosted during the turn. | ||
| Aura Sphere | 80 | - | 20 | The user lets loose a blast of aura power from deep within its body at the target. This attack never misses. | ||
| Body Slam | 85 | 100 | 16 | The user drops onto the target with its full body weight. This may also leave the target with paralysis. | ||
| Calm Mind | - | - | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | ||
| Charge Beam | 50 | 90 | 12 | The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | ||
| Charm | - | 100 | 20 | The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat. | ||
| Confuse Ray | - | 100 | 12 | The target is exposed to a sinister ray that triggers confusion. | ||
| Dazzling Gleam | 80 | 100 | 12 | The user damages opposing Pokémon by emitting a powerful flash. | ||
| Destiny Bond | - | - | 5 | If the user is knocked out after using this move, the Pokémon that knocked it out will also faint. This move's chance of failing rises if it is used in succession. | ||
| Disable | - | 100 | 20 | For four turns, this move prevents the target from using the move it last used. | ||
| Double Team | - | - | 16 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | ||
| Draining Kiss | 50 | 100 | 12 | The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target. | ||
| Encore | - | 100 | 8 | The user compels the target to keep using the move it encored for three turns. | ||
| Endure | - | - | 10 | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. | ||
| Energy Ball | 90 | 100 | 12 | The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat. | ||
| Expanding Force | 80 | 100 | 10 | The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon. | ||
| Facade | 70 | 100 | 20 | This attack move doubles its power if the user is poisoned, burned, or paralyzed. | ||
| Fire Punch | 75 | 100 | 16 | The target is punched with a fiery fist. This may also leave the target with a burn. | ||
| Fling | - | 100 | 10 | The user flings its held item at the target to attack. This move's power and effects depend on the item. | ||
| Focus Blast | 120 | 70 | 8 | The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat. | ||
| Future Sight | 120 | 100 | 12 | Two turns after this move is used, a hunk of psychic energy attacks the target. | ||
| Giga Impact | 150 | 90 | 8 | The user charges at the target using every bit of its power. The user can’t move on the next turn. | ||
| Grass Knot | - | 100 | 20 | The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. | ||
| Gravity | - | - | 5 | Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used. | ||
| Guard Swap | - | - | 10 | The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. | ||
| Heal Pulse | - | - | 12 | The user emits a healing pulse that restores the target’s HP by up to half of its max HP. | ||
| Healing Wish | - | - | 10 | The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. | ||
| Helping Hand | - | - | 20 | The user assists an ally by boosting the power of that ally’s attack. | ||
| Hyper Beam | 150 | 90 | 8 | The target is attacked with a powerful beam. The user can’t move on the next turn. | ||
| Hyper Voice | 90 | 100 | 12 | The user lets loose a horribly echoing shout with the power to inflict damage. | ||
| Hypnosis | - | 60 | 20 | The user employs hypnotic suggestion to make the target fall into a deep sleep. | ||
| Ice Punch | 75 | 100 | 16 | The target is punched with an icy fist. This may also leave the target frozen. | ||
| Icy Wind | 55 | 95 | 16 | The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats. | ||
| Imprison | - | - | 12 | If opposing Pokémon know any move also known by the user, they are prevented from using it. | ||
| Knock Off | 65 | 100 | 20 | The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. | ||
| Life Dew | - | - | 12 | The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle. | ||
| Light Screen | - | - | 20 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. | ||
| Magic Room | - | - | 10 | The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | ||
| Mean Look | - | - | 5 | The user pins the target with a dark, arresting look. The target becomes unable to flee. | ||
| Memento | - | 100 | 10 | The user faints. In return, the target's Attack and Sp. Atk stats are harshly lowered. | ||
| Misty Explosion | 100 | 100 | 5 | The user attacks everything around it and faints upon using this move. This move's power is boosted on Misty Terrain. | ||
| Misty Terrain | - | - | 12 | This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns. | ||
| Moonblast | 95 | 100 | 16 | Borrowing the power of the moon, the user attacks the target. This may also lower the target’s Sp. Atk stat. | ||
| Mystical Fire | 75 | 100 | 10 | The user attacks by breathing a special, hot fire. This also lowers the target's Sp. Atk stat. | ||
| Night Shade | - | 100 | 16 | The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level. | ||
| Pain Split | - | - | 20 | The user adds its HP to the target’s HP, then equally shares the combined HP with the target. | ||
| Power Swap | - | - | 10 | The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. | ||
| Protect | - | - | 12 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | ||
| Psych Up | - | - | 10 | The user hypnotizes itself into copying any stat change made by the target. | ||
| Psychic | 90 | 100 | 12 | The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. | ||
| Psychic Noise | 75 | 100 | 10 | The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items. | ||
| Psychic Terrain | - | - | 12 | This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. | ||
| Psyshock | 80 | 100 | 12 | The user materializes an odd psychic wave to attack the target. This attack does physical damage. | ||
| Rain Dance | - | - | 8 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves. | ||
| Reflect | - | - | 20 | A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | ||
| Rest | - | - | 8 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | ||
| Round | 60 | 100 | 15 | The user attacks the target with a song. If others use this move, they will act immediately after the initial user, and the power of their Rounds will be boosted. | ||
| Safeguard | - | - | 20 | The user creates a protective field that prevents status conditions for five turns. | ||
| Shadow Ball | 80 | 100 | 16 | The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. | ||
| Shadow Sneak | 40 | 100 | 20 | The user extends its shadow and attacks the target from behind. This move always goes first. | ||
| Skill Swap | - | - | 10 | The user employs its psychic power to exchange Abilities with the target. | ||
| Sleep Talk | - | - | 12 | While it is asleep, the user randomly uses one of the moves it knows. | ||
| Snore | 50 | 100 | 16 | This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. | ||
| Stored Power | 20 | 100 | 12 | The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. | ||
| Substitute | - | - | 12 | The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy. | ||
| Sunny Day | - | - | 8 | The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. | ||
| Swagger | - | 85 | 16 | The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. | ||
| Taunt | - | 100 | 20 | The target is taunted into a rage that allows it to use only attack moves for three turns. | ||
| Thief | 60 | 100 | 20 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. | ||
| Thunder Punch | 75 | 100 | 16 | The target is punched with an electrified fist. This may also leave the target with paralysis. | ||
| Thunder Wave | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. | ||
| Thunderbolt | 90 | 100 | 16 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. | ||
| Trick | - | 100 | 12 | The user catches the target off guard and swaps its held item with its own. | ||
| Trick Room | - | - | 8 | The user creates a bizarre area in which slower Pokémon get to move first for five turns. | ||
| Triple Axel | 20 | 90 | 12 | A consecutive three-kick attack that becomes more powerful with each successful hit. | ||
| Vacuum Wave | 40 | 100 | 30 | The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first. | ||
| Will-O-Wisp | - | 85 | 16 | The user shoots a sinister flame at the target to inflict a burn. | ||
| Wish | - | - | 12 | One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP. | ||
| Wonder Room | - | - | 10 | The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. | ||
| Zen Headbutt | 80 | 90 | 16 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |