Moves
Move usage- 1
Dazzling Gleam
88.0% - 2
Trick Room
81.4% - 3
Protect
59.9% - 4
Psychic
54.9%

Base Stats
Type defenses
Hatterene 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 |
|---|---|---|---|---|---|---|
| After You | - | - | 15 | The user helps the target and makes it use its move right after the user. | ||
| Agility | - | - | 20 | The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. | ||
| Aromatic Mist | - | - | 20 | The user boosts the Sp. Def stat of an ally Pokémon by using a mysterious aroma. | ||
| Baton Pass | - | - | 40 | The user switches places with a party Pokémon in waiting and passes along any stat changes. | ||
| Brutal Swing | 60 | 100 | 20 | The user swings its body around violently to inflict damage on everything in its vicinity. | ||
| Calm Mind | - | - | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | ||
| Charm | - | 100 | 20 | The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat. | ||
| Dark Pulse | 80 | 100 | 16 | The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. | ||
| Dazzling Gleam | 80 | 100 | 12 | The user damages opposing Pokémon by emitting a powerful flash. | ||
| Disarming Voice | 40 | - | 15 | Never misses. | ||
| 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. | ||
| Endure | - | - | 10 | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. | ||
| 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. | ||
| Future Sight | 120 | 100 | 12 | Two turns after this move is used, a hunk of psychic energy attacks the target. | ||
| Giga Drain | 75 | 100 | 12 | A nutrient-draining attack. The user’s HP is restored by half the damage taken by 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. | ||
| 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. | ||
| Imprison | - | - | 12 | If opposing Pokémon know any move also known by the user, they are prevented from using it. | ||
| 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 Powder | - | 100 | 20 | The user scatters a cloud of magic powder that changes the target's type to Psychic. | ||
| Magic Room | - | - | 10 | The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | ||
| Magical Leaf | 60 | - | 20 | Never misses. | ||
| 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. | ||
| Mystical Fire | 75 | 100 | 10 | The user attacks by breathing a special, hot fire. This also lowers the target's Sp. Atk stat. | ||
| Nuzzle | 20 | 100 | 20 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. | ||
| Pain Split | - | - | 20 | The user adds its HP to the target’s HP, then equally shares the combined HP with the target. | ||
| Play Rough | 90 | 90 | 12 | The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. | ||
| Power Swap | - | - | 10 | The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. | ||
| Power Whip | 120 | 85 | 12 | The user violently whirls its vines, tentacles, or the like to harshly lash 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. | ||
| Psycho Cut | 70 | 100 | 20 | The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit. | ||
| Psyshock | 80 | 100 | 12 | The user materializes an odd psychic wave to attack the target. This attack does physical damage. | ||
| Quash | - | 100 | 16 | The user suppresses the target and makes its move go last. | ||
| 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 Claw | 70 | 100 | 16 | The user slashes with a sharp claw made from shadows. Critical hits land more easily. | ||
| 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. | ||
| Swords Dance | - | - | 20 | A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat. | ||
| Thunder Wave | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. | ||
| 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. | ||
| Wonder Room | - | - | 10 | The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. |