Essentials
Pokédex Numbers
- Introduced in
- National
- 781
- Original Alola
- 263
- Updated Alola
- 344
- Galar
- 360
- Crown Tundra
- 162
Names
- Japanese
- ダダリン (dadarin)
- ダダリン
- Korean
- 타타륜
- Chinese
- 破破舵輪
- 破破舵轮
- French
- Sinistrail
- German
- Moruda
- Spanish
- Dhelmise
- Italian
- Dhelmise
Breeding
Compatibility
Evolution
Baby | Basic | Stage 1 | Stage 2 |
---|---|---|---|
Dhelmise |
Stats
Pctile | Min IVs | Max IVs | ||
---|---|---|---|---|
HP | 56.0 | 313 | 344 | |
Attack | 93.8 | 330 | 361 | |
Defense | 82.0 | 268 | 299 | |
Special Attack | 69.4 | 240 | 271 | |
Special Defense | 75.1 | 248 | 279 | |
Speed | 17.8 | 148 | 179 | |
Total | 76.1 |
Flavor
Flavor Text
-
Swinging its massive anchor, it can KO Wailord in a single blow. What appears to be green seaweed is actually its body.
The soul of seaweed adrift in the waves became reborn as this Pokémon. It maintains itself with new infusions of seabed detritus and seaweed.
It wraps its prey in green seaweed and sucks away their vitality. It only likes to go after big prey like Wailord.
Its chain-like green seaweed can stretch outward for hundreds of yards. For some reason, it gets along well with Skrelp.
-
After a piece of seaweed merged with debris from a sunken ship, it was reborn as this ghost Pokémon.
After lowering its anchor, it waits for its prey. It catches large Wailord and drains their life-force.
Sprites
Height
12'9.5"
3.9 m
Weight
463.0 lb
210.0 kg
Locations
Moves
Ghost and Grass moves get STAB, and have their type highlighted in green.
Physical moves better suit Dhelmise's higher Attack, and have their class highlighted in green.
|
Move | Type | Class | PP | Power | Acc | Pri | Effect | |
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Level up: Learned when a Pokémon reaches a certain level. | |||||||||
— | — | Absorb | 25 | 20 | 100% | Drains half the damage inflicted to heal the user. |
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— | Growth | 20 | — | — | Raises the user's Attack and Special Attack by one stage. |
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— | — | Rapid Spin | 40 | 50 | 100% | Frees the user from binding moves, removes Leech Seed, and blows away Spikes. |
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— | 4 | Astonish | 15 | 30 | 100% | Has a 30% chance to make the target flinch. |
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5 | Mega Drain | 15 | 40 | 100% | Drains half the damage inflicted to heal the user. |
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9 | 8 | Wrap | 20 | 15 | 90% | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
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14 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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18 | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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23 | Giga Drain | 10 | 75 | 100% | Drains half the damage inflicted to heal the user. |
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12 | Mega Drain | 15 | 40 | 100% | Drains half the damage inflicted to heal the user. |
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16 | Growth | 20 | — | — | Raises the user's Attack and Special Attack by one stage. |
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20 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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24 | Switcheroo | 10 | — | 100% | User and target swap items. |
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28 | Giga Drain | 10 | 75 | 100% | Drains half the damage inflicted to heal the user. |
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27 | 32 | Whirlpool | 15 | 35 | 85% | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
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36 | Heavy Slam | 10 | * | 100% | Power is higher when the user weighs more than the target, up to a maximum of 120. |
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40 | Slam | 20 | 80 | 75% | Inflicts regular damage with no additional effect. |
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32 | Anchor Shot | 20 | 80 | 100% | Traps the target. |
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36 | 44 | Shadow Ball | 15 | 80 | 100% | Has a 20% chance to lower the target's Special Defense by one stage. |
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48 | Metal Sound | 40 | — | 85% | Lowers the target's Special Defense by two stages. |
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52 | Anchor Shot | 20 | 80 | 100% | Traps the target. |
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41 | 56 | Energy Ball | 10 | 90 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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45 | Slam | 20 | 80 | 75% | Inflicts regular damage with no additional effect. |
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50 | Heavy Slam | 10 | * | 100% | Power is higher when the user weighs more than the target, up to a maximum of 120. |
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54 | 60 | Phantom Force | 10 | 90 | 100% | User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect. |
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59 | 64 | Power Whip | 10 | 120 | 85% | Inflicts regular damage with no additional effect. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |
Move reminder: Can be taught at any time by the Move Reminder | |||||||||
• | Switcheroo | 10 | — | 100% | User and target swap items. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | |||||||||
Ally Switch | 15 | — | — | 2 | User switches places with the friendly Pokémon opposite it. |
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Block | 5 | — | — | Prevents the target from leaving battle. |
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Giga Drain | 10 | 75 | 100% | Drains half the damage inflicted to heal the user. |
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Grassy Glide | 20 | 70 | 100% | Inflicts regular damage with no additional effect. |
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Helping Hand | 20 | — | — | 5 | Ally's next move inflicts half more damage. |
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Iron Defense | 15 | — | — | Raises the user's Defense by two stages. |
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Iron Head | 15 | 80 | 100% | Has a 30% chance to make the target flinch. |
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Knock Off | 20 | 65 | 100% | Target drops its held item. |
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Pain Split | 20 | — | — | Sets the user's and targets's HP to the average of their current HP. |
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Poltergeist | 5 | 110 | 90% | Inflicts regular damage with no additional effect. |
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Role Play | 10 | — | — | Copies the target's ability. |
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Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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Spite | 10 | — | 100% | Lowers the PP of the target's last used move by 4. |
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Steel Roller | 5 | 130 | 100% | Inflicts regular damage with no additional effect. |
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Synthesis | 5 | — | — | Heals the user by half its max HP. Affected by weather. |
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Telekinesis | 15 | — | — | Moves have 100% accuracy against the target for three turns. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | |||||||||
08 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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09 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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11 | Solar Beam | 10 | 120 | 100% | Requires a turn to charge before attacking. |
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12 | Solar Blade | 10 | 125 | 100% | Requires a turn to charge before attacking. |
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21 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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22 | Rock Slide | 10 | 75 | 90% | Has a 30% chance to make the target flinch. |
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23 | Thief | 25 | 60 | 100% | Takes the target's item. |
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24 | Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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11 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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15 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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17 | 25 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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28 | Giga Drain | 10 | 75 | 100% | Drains half the damage inflicted to heal the user. |
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18 | 33 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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34 | Sunny Day | 5 | — | — | Changes the weather to sunny for five turns. |
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36 | Whirlpool | 15 | 35 | 85% | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
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39 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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41 | Helping Hand | 20 | — | — | 5 | Ally's next move inflicts half more damage. |
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21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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22 | Solar Beam | 10 | 120 | 100% | Requires a turn to charge before attacking. |
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26 | Earthquake | 10 | 100 | 100% | Inflicts regular damage and can hit Dig users. |
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27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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30 | Shadow Ball | 15 | 80 | 100% | Has a 20% chance to lower the target's Special Defense by one stage. |
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31 | 43 | Brick Break | 15 | 75 | 100% | Destroys Reflect and Light Screen. |
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55 | Brine | 10 | 65 | 100% | Has double power against Pokémon that have less than half their max HP remaining. |
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57 | Payback | 10 | 50 | 100% | Power is doubled if the target has already moved this turn. |
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58 | Assurance | 10 | 60 | 100% | Power is doubled if the target has already received damage this turn. |
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32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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34 | Sludge Wave | 10 | 95 | 100% | Has a 10% chance to poison the target. |
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40 | Aerial Ace | 20 | 60 | — | Never misses. |
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42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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45 | Attract | 15 | — | 100% | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
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46 | Thief | 25 | 60 | 100% | Takes the target's item. |
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48 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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53 | Energy Ball | 10 | 90 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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59 | Brutal Swing | 20 | 60 | 100% | Inflicts regular damage with no additional effect. |
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63 | Embargo | 15 | — | 100% | Target cannot use held items. |
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65 | 65 | Shadow Claw | 15 | 70 | 100% | Has an increased chance for a critical hit. |
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76 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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77 | Hex | 10 | 65 | 100% | Has double power if the target has a major status ailment. |
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66 | Payback | 10 | 50 | 100% | Power is doubled if the target has already moved this turn. |
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68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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74 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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75 | Swords Dance | 20 | — | — | Raises the user's Attack by two stages. |
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78 | 81 | Bulldoze | 20 | 60 | 100% | Has a 100% chance to lower the target's Speed by one stage. |
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86 | Phantom Force | 10 | 90 | 100% | User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect. |
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97 | Brutal Swing | 20 | 60 | 100% | Inflicts regular damage with no additional effect. |
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R00 | Swords Dance | 20 | — | — | Raises the user's Attack by two stages. |
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R03 | Hydro Pump | 5 | 110 | 80% | Inflicts regular damage with no additional effect. |
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80 | Rock Slide | 10 | 75 | 90% | Has a 30% chance to make the target flinch. |
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86 | Grass Knot | 20 | * | 100% | Inflicts more damage to heavier targets, with a maximum of 120 power. |
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87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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90 | Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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91 | Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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94 | R04 | Surf | 15 | 90 | 100% | Inflicts regular damage and can hit Dive users. |
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R10 | Earthquake | 10 | 100 | 100% | Inflicts regular damage and can hit Dig users. |
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R20 | Substitute | 10 | — | — | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
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R26 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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R27 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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R33 | Shadow Ball | 15 | 80 | 100% | Has a 20% chance to lower the target's Special Defense by one stage. |
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R45 | Muddy Water | 10 | 90 | 85% | Has a 30% chance to lower the target's accuracy by one stage. |
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R46 | Iron Defense | 15 | — | — | Raises the user's Defense by two stages. |
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R52 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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R65 | Energy Ball | 10 | 90 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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R70 | Flash Cannon | 10 | 80 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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R72 | Power Whip | 10 | 120 | 85% | Inflicts regular damage with no additional effect. |
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R74 | Iron Head | 15 | 80 | 100% | Has a 30% chance to make the target flinch. |
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R77 | Grass Knot | 20 | * | 100% | Inflicts more damage to heavier targets, with a maximum of 120 power. |
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R78 | Sludge Wave | 10 | 95 | 100% | Has a 10% chance to poison the target. |
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R79 | Heavy Slam | 10 | * | 100% | Power is higher when the user weighs more than the target, up to a maximum of 120. |
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R83 | Ally Switch | 15 | — | — | 2 | User switches places with the friendly Pokémon opposite it. |
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R98 | Liquidation | 10 | 85 | 100% | Has a 20% chance to lower the target's Defense by one stage. |
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R99 | Body Press | 10 | 80 | 100% | XXX new effect for body-press |
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100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |