Azelf

Pokemon Data

Generation: 4

Height: 0.3m

Weight: 0.3kg

Starter Cost: 6

Base Stats:

MaxHP

75

Atk

125

Def

70

SpAtk

125

SpDef

70

Spd

115

Sum

580

Type Defence:

NORFIRWATELEGRAICEFIGPOIGRO
1111110.511
FLYPSYBUGROCGHODRADARSTEFAI
10.52121211

Form:

Azelf Moves learned by level:

Memory Mushroom
PSY
8010010-
The user attacks the target with its psychic power. This move's power goes up and damages all opposing Pokémon on Psychic Terrain.
84
PSY
709010100
The user attacks by emitting a mysterious power. This also boosts the user's Sp. Atk stat.
Memory Mushroom
PSY
--15-
The user teleports using a strange power and switches places with one of its allies.
21
PSY
651002010
The target is attacked with a peculiar ray. This may also leave the target confused.
1
PSY
501002510
The target is hit by a weak telekinetic force. This may also confuse the target.
49
PSY
901001010
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
Memory Mushroom
NOR
2001005-
The user attacks everything around it by causing an explosion. The user faints upon using this move.
7
NOR
60-20-
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
77
NOR
2501005-
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
1
PSY
--5-
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
Memory Mushroom
NOR
801001020
The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.
Memory Mushroom
NOR
501001530
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
14
FIG
--5-
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Memory Mushroom
NOR
--25-
The user creates a protective field that prevents status conditions for five turns.
Memory Mushroom
STE
100751530
The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
63
PSY
12010010-
Two turns after this move is used, a hunk of psychic energy attacks the target.
56
NOR
9010010-
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
28
PSY
--10-
If opposing Pokémon know any move also known by the user, they are prevented from using it.
35
PSY
801002010
The user attacks with an odd, unseeable power. This may also make the target flinch.
Memory Mushroom
DAR
5010010-
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
Memory Mushroom
DAR
6010010-
If the target has already taken some damage in the same turn, this attack's power is doubled.
70
NOR
1401005-
This move can be used only after the user has used all the other moves it knows in the battle.
42
DAR
--20-
The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
Memory Mushroom
PSY
7010020-
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
Memory Mushroom
PSY
--10-
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Memory Mushroom
PSY
--10-
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Memory Mushroom
NOR
6010015-
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Azelf moves learned via TM:

FAI
5010010-
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.
FAI
90901010
The user plays rough with the target and attacks it. This may also lower the target's Attack stat.
NOR
--20-
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
ROC
--10-
A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.
NOR
--10-
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
PSY
8010010-
The user attacks the target with its psychic power. This move's power goes up and damages all opposing Pokémon on Psychic Terrain.
NOR
8010010-
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.
FIG
7510010-
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
FLY
5510015-
The user nimbly strikes the target. The fewer held items, the higher the damage it inflicts.
PSY
--15-
The user teleports using a strange power and switches places with one of its allies.
FIR
6010015-
The user attacks opposing Pokémon with fire. If a Pokémon is holding a certain item, such as a Berry, the item becomes burned up and unusable.
FAI
8010010-
The user damages opposing Pokémon by emitting a powerful flash.
FIG
4010020100
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
FIR
751001510
The target is punched with a fiery fist. This may also leave the target with a burn.
ICE
751001510
The target is punched with an icy fist. This may also leave the target frozen.
ELE
751001510
The target is punched with an electrified fist. This may also leave the target with paralysis.
NOR
12010015-
A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.
FIR
901001510
The target is scorched with an intense blast of fire. This may also leave the target with a burn.
PSY
651002010
The target is attacked with a peculiar ray. This may also leave the target confused.
NOR
150905-
The target is attacked with a powerful beam. The user can't move on the next turn.
ELE
901001510
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
ELE
-9020-
The user launches a weak jolt of electricity that paralyzes the target.
ELE
110701030
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
POI
-9010-
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
PSY
901001010
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
NOR
--15-
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
PSY
--30-
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
PSY
--20-
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
NOR
--10-
The user waggles a finger and stimulates its brain into randomly using nearly any move.
NOR
2001005-
The user attacks everything around it by causing an explosion. The user faints upon using this move.
FIR
11085510
The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.
NOR
60-20-
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
PSY
10010015-
The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.
NOR
-10020-
The user flashes a bright light that cuts the target's accuracy.
NOR
2501005-
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
PSY
--5-
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
NOR
801001020
The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.
NOR
--10-
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.
NOR
501001530
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
NOR
--10-
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
GRO
2010010100
The user hurls mud in the target's face to inflict damage and lower its accuracy.
NOR
-8515-
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
NOR
--10-
While it is asleep, the user randomly uses one of the moves it knows.
NOR
-10020-
This full-power attack grows more powerful the more the user likes its Trainer.
NOR
-10020-
This full-power attack grows more powerful the less the user likes its Trainer.
NOR
--25-
The user creates a protective field that prevents status conditions for five turns.
NOR
--40-
The user switches places with a party Pokémon in waiting and passes along any stat changes.
NOR
-1005-
The user compels the target to keep using the move it encored for three turns.
STE
100751530
The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
NOR
6010015-
A unique attack that varies in type depending on the Pokémon using it.
WAT
--5-
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
FIR
--5-
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
NOR
--10-
The user hypnotizes itself into copying any stat change made by the target.
GHO
801001520
The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.
PSY
12010010-
Two turns after this move is used, a hunk of psychic energy attacks the target.
NOR
9010010-
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
DAR
-10015-
The user torments and enrages the target, making it incapable of using the same move twice in a row.
NOR
7010020-
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
DAR
-10020-
The target is taunted into a rage that allows it to use only attack moves for three turns.
NOR
--20-
The user assists an ally by boosting the power of that ally's attack.
PSY
-10010-
The user catches the target off guard and swaps its held item with its own.
NOR
--10-
The user recycles a held item that has been used in battle so it can be used again.
DAR
6510020-
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.
NOR
-1005-
This attack move cuts down the target's HP to equal the user's HP.
PSY
--10-
The user employs its psychic power to exchange Abilities with the target.
PSY
--10-
If opposing Pokémon know any move also known by the user, they are prevented from using it.
BUG
751001510
The user attacks with a sinister beam of light. This may also confuse the target.
PSY
--20-
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
WAT
601002020
The user attacks the target with a pulsing blast of water. This may also confuse the target.
BUG
7010020-
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
DAR
5010010-
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
DAR
6010010-
If the target has already taken some damage in the same turn, this attack's power is doubled.
DAR
-10010-
The user flings its held item at the target to attack. This move's power and effects depend on the item.
GRA
901001010
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
NOR
150905-
The user charges at the target using every bit of its power. The user can't move on the next turn.
DAR
--20-
The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
PSY
7010020-
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
PSY
80901520
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
PSY
--5-
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
ROC
--20-
The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.
GRA
-10020-
The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
ELE
50901070
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
PSY
--10-
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
PSY
8010010-
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
PSY
--10-
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
NOR
6010015-
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
PSY
2010010-
The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power.