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Impidimp Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Impidimp, a Dark/Fairy type creature first seen in Generation 8. It sneaks into people's homes, stealing things, and also, feasting on the negative energy of the frustrated occupants. Evolves into Morgrem. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Impidimp #0859
Wily Pokémon
Pokemon Profile
Pokédex Data
National No. #0859
Type dark fairy
Species Wily Pokémon
Height 0.4 m (1'36")
Weight 5.5 kg (12.1 lbs)
Abilities Prankster,Frisk,Pickpocket
Color Pink
Introduced in Generation 8
Egg Group fairy, humanshape
Shiny
Pokemon Profile

Base Stats

Hp 45 17%
Attack 45 17%
Defense 30 12%
Sp. Atk 55 21%
Sp. Def 40 16%
Speed 50 19%
Total 265
Evolution
Pokemon 1
#0859
Impidimp
Pokemon 1
#0860
Morgrem
Pokemon 1
#0861
Grimmsnarl

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Impidimp learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
4 Bite The target is bitten with viciously sharp fangs. This may also make the target flinch. Physical Dark 60 100 25
20 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
1 Fake Out An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. Physical Normal 40 100 10
28 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
8 Flatter Flattery is used to confuse the target. However, this also raises the target’s Sp. Atk stat. Status Dark 0 100 15
12 Fake Tears The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. Status Dark 0 100 20
16 Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled. Physical Dark 60 100 10
24 Sucker Punch This move enables the user to attack first. This move fails if the target is not readying an attack. Physical Dark 70 100 5
33 Dark Pulse The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. Special Dark 80 100 15
36 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
44 Foul Play The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. Physical Dark 95 100 15
40 Play Rough The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. Physical Fairy 90 90 10
1 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Parting Shot With a parting threat, the user lowers the target’s Attack and Sp. Atk stats. Then it switches with a party Pokémon. Status Dark 0 100 20

Impidimp Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Mega Punch The target is slugged by a punch thrown with muscle-packed power. Physical Normal 80 85 20
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Low Kick A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. Physical Fighting 0 100 20
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move. Status Normal 0 0 10
0 Leech Life The user drains the target’s blood. The user’s HP is restored by half the damage taken by the target. Physical Bug 80 100 10
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Uproar The user attacks in an uproar for three turns. During that time, no one can fall asleep. Special Normal 90 100 10
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Trick The user catches the target off guard and swaps its held item with its own. Status Psychic 0 100 10
0 Revenge An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn. Physical Fighting 60 100 10
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Drain Punch An energy-draining punch. The user’s HP is restored by half the damage taken by the target. Physical Fighting 75 100 10
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Retaliate The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful. Physical Normal 70 100 5
0 Draining Kiss The user steals the target’s energy with a kiss. The user’s HP is restored by over half of the damage taken by the target. Special Fairy 50 100 10
0 Misty Terrain The user covers the ground under everyone’s feet with mist for five turns. This protects Pokémon on the ground from status conditions. Status Fairy 0 0 10
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Tera Blast Special Normal 80 100 10
0 Trailblaze Physical Grass 50 100 20
0 Chilling Water Special Water 50 100 20

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