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 #281 Kirlia
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Kirlia
Japan: Kirlia
キルリア
French: Kirlia
German: Kirlia
Korean: 킬리아
National: #281
Central Kalos: #065
Coastal Kalos: #---
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Emotion Pokémon 2'07"
0.8m
44.5lbs
20.2kg
1205,120
Abilities: Synchronize - Trace - Telepathy (Hidden Ability)
Synchronize: When this Pokémon becomes Poisoned, Paralyzed, or Burned, so does the opponent. However, Fire-type and Water Veil ability Pokémon cannot be Burned, Poison-type and Steel-type and Immunity ability Pokémon cannot be Poisoned, and Limber ability Pokémon cannot be Paralyzed.
Trace: Ability becomes the same as that of the opponent. Switching this Pokémon out of battle restores its original ability. In a Double/Triple Battle, a random opponent’s ability will be copied.
Hidden Ability (Available):
Telepathy: Prevents damage from team-mates during Double and Triple battles
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
35 2 Sp. Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Amorphous
Evolutionary Chain
Locations
X Evolve Ralts
Friend Safari
Y Evolve Ralts
Friend Safari
Omega Ruby Evolve Ralts
Alpha Sapphire Evolve Ralts
Trainer Locations  Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Growl  
Works great if the user goes last this turn.
Confusion  
Quite an appealing move.
Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Teleport  
Prevents the user from being startled until the turn ends.
6 Confusion  
Quite an appealing move.
10 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
12 Teleport  
Prevents the user from being startled until the turn ends.
17 Lucky Chant  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
22 Magical Leaf  
Works great if the user goes first this turn.
25 Heal Pulse  
Excites the audience in any kind of contest.
31 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
36 Psychic  
Quite an appealing move.
39 Imprison  
Temporarily stops the crowd from growing excited.
45 Future Sight  
Works well if it is the same type as the move used by the last Pokémon.
50 Charm
Badly startles Pokémon that the audience has high expectations of.
53 Hypnosis
Startles all of the Pokémon to act before the user.
59 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
64 Stored Power  
Works well if the user is pumped up.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Growl  
Works great if the user goes last this turn.
Confusion  
Quite an appealing move.
Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Teleport  
Prevents the user from being startled until the turn ends.
4 Confusion  
Quite an appealing move.
6 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
9 Teleport  
Prevents the user from being startled until the turn ends.
11 Disarming Voice  
Works great if the user goes first this turn.
14 Lucky Chant  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
17 Magical Leaf  
Works great if the user goes first this turn.
19 Heal Pulse  
Excites the audience in any kind of contest.
23 Draining Kiss  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
26 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
30 Psychic  
Quite an appealing move.
33 Imprison  
Temporarily stops the crowd from growing excited.
37 Future Sight  
Works well if it is the same type as the move used by the last Pokémon.
40 Charm
Badly startles Pokémon that the audience has high expectations of.
44 Hypnosis
Startles all of the Pokémon to act before the user.
47 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
51 Stored Power  
Works well if the user is pumped up.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM16 Light Screen  
Prevents the user from being startled one time this 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.
TM24 Thunderbolt  
Quite an appealing move.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
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.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM49 Echoed Voice  
An appealing move that can be used repeatedly without boring the audience.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM57 Charge Beam  
Works well if the user is pumped up.
TM61 Will-O-Wisp  
Makes audience expect little of other contestants.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
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.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Ally Switch   Details
Scrambles the order in which Pokémon will move on the next turn.
Confuse Ray   Details
Badly startles Pokémon that the audience has high expectations of.
Destiny Bond   Details
A move of huge appeal, but using it prevents the user from taking further contest moves.
Disable   Details
Makes the remaining Pokémon nervous.
Encore   Details
Makes the remaining Pokémon nervous.
Grudge Details
Startles all other Pokémon. User cannot act in the next turn.
Mean Look   Details
Makes the remaining Pokémon nervous.
Memento   Details
A move of huge appeal, but using it prevents the user from taking further contest moves.
Misty Terrain   Details
Excites the audience a lot if used first.
Shadow Sneak   Details
Causes the user to move earlier on the next turn.
Skill Swap   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Synchronoise   Details
Works well if it is the same type as the move used by the last Pokémon.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Fire Punch  
Quite an appealing move.
Helping Hand  
Quite an appealing move.
Hyper Voice
Startles all of the Pokémon to act before the user.
Ice Punch  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Pain Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Thunder Punch  
Quite an appealing move.
Trick
Badly startles Pokémon that used a move of the same type.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Zen Headbutt  
Quite an appealing move.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Mud-slap   Move Tutor - Emerald
Makes audience expect little of other contestants.
Defense Curl   Move Tutor - Emerald
Prevents the user from being startled one time this turn.
Nightmare Move Tutor - XD
Startles all of the Pokémon to act before the user.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 278 38 35 35 65 55 50
Max Stats
Hindering Nature
Lv. 50 98 - 145 36 - 78 36 - 78 63 - 105 54 - 96 49 - 91
Lv. 100 186 - 280 67 - 152 67 - 152 121 - 206 103 - 188 94 - 179
Max Stats
Neutral Nature
Lv. 50 98 - 145 40 - 87 40 - 87 70 - 117 60 - 107 55 - 102
Lv. 100 186 - 280 75 - 169 75 - 169 135 - 229 115 - 209 105 - 199
Max Stats
Beneficial Nature
Lv. 50 98 - 145 44 - 95 44 - 95 77 - 128 66 - 117 60 - 112
Lv. 100 186 - 280 82 - 185 82 - 185 148 - 251 126 - 229 115 - 218

<--- #280
Ralts
#282
Gardevoir
--->

 
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