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 #647 Keldeo
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Ordinary Form Resolute Form
Keldeo
Japan: Kerudio
ケルディオ
French: Keldeo
German: Keldeo
Korean: 케르디오
National: #647
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Keldeo is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Colt Pokémon 4'07"
1.4m
106.9lbs
48.5kg
320,480
Abilities: Justified
Justified: Attack is raised by one stage when the Pokémon is hit by a Dark-type move
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
35 3 Sp. Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
  Keldeo cannot breed
Evolutionary Chain
Alternate Forms
Ordinary FormResolute Form
Keldeo can change to its Resolute Forme when it knows the move Secret Sword.
Locations
X Transfer required
Y Transfer required
Omega Ruby  
Alpha Sapphire  
Generation VI Level Up
LevelAttack NameTypeAppealJam
Aqua Jet  
Causes the user to move earlier on the next turn.
Leer
Badly startles Pokémon that the audience has high expectations of.
7 Double Kick
Badly startles Pokémon that used a move of the same type.
13 Bubble Beam
Badly startles the last Pokémon to act before the user.
19 Take Down  
A very appealing move, but after using this move, the user is more easily startled.
25 Helping Hand  
Quite an appealing move.
31 Retaliate  
Affected by how well the previous Pokémon's move went.
37 Aqua Tail  
Quite an appealing move.
43 Sacred Sword  
Excites the audience in any kind of contest.
49 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
55 Quick Guard  
Works great if the user goes first this turn.
61 Work Up  
Excites the audience a lot if used first.
67 Hydro Pump  
Works better the more the crowd is excited.
73 Close Combat  
A very appealing move, but after using this move, the user is more easily startled.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM05 Roar  
Causes the user to move later on the next turn.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM07 Hail
Badly startles all Pokémon that successfully showed their appeal.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM27 Return  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM52 Focus Blast  
Quite an appealing move.
TM54 False Swipe  
Makes the audience quickly grow bored when an appeal move has little effect.
TM55 Scald  
Makes the remaining Pokémon nervous.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM71 Stone Edge  
Affected by how well the previous Pokémon's move went.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM81 X-Scissor
Badly startles Pokémon that used a move of the same type.
TM84 Poison Jab  
Quite an appealing move.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
HM03 Surf
Startles all of the Pokémon to act before the user.
HM04 Strength  
Quite an appealing move.
Move Tutor Attacks
Attack NameTypeAppealJam
Secret Sword  
An appealing move that can be used repeatedly without boring the audience.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJamForm
Aqua Tail  
Quite an appealing move.
Bounce  
Prevents the user from being startled until the turn ends.
Covet  
Affected by how well the previous Pokémon's move went.
Endeavor  
Works great if the user goes last this turn.
Helping Hand  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Last Resort  
Works well if the user is pumped up.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Superpower  
A very appealing move, but after using this move, the user is more easily startled.
Water Pulse  
Makes audience expect little of other contestants.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 580 91 72 90 129 90 108
Max Stats
Hindering Nature
Lv. 50 151 - 198 69 - 111 85 - 127 120 - 162 85 - 127 101 - 144
Lv. 100 292 - 386 134 - 218 166 - 251 236 - 321 166 - 251 198 - 283
Max Stats
Neutral Nature
Lv. 50 151 - 198 77 - 124 95 - 142 134 - 181 95 - 142 113 - 160
Lv. 100 292 - 386 149 - 243 185 - 279 263 - 357 185 - 279 221 - 315
Max Stats
Beneficial Nature
Lv. 50 151 - 198 84 - 136 104 - 156 147 - 199 104 - 156 124 - 176
Lv. 100 292 - 386 163 - 267 203 - 306 289 - 392 203 - 306 243 - 346

<--- #646
Kyurem
#648
Meloetta
--->

 
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