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 #481 Mesprit
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Mesprit
Japan: Emuritto
エムリット
French: Créfollet
German: Vesprit
Korean: 엠라이트
National: #481
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Mesprit is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Emotion Pokémon 1'00"
0.3m
0.7lbs
0.3kg
320,480
Abilities: Levitate
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
140 1 Attack Point(s)
1 Sp. Attack Point(s)
1 Sp. Defense Point(s)
Eligible
Wild Hold Item Egg Groups
  Mesprit cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby Nameless CavernDetails
Alpha Sapphire Nameless CavernDetails
Generation VI Level Up
LevelAttack NameTypeAppealJam
Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Natural Gift  
Works better the more the crowd is excited.
Copycat  
Affected by how well the previous Pokémon's move went.
Rest  
Prevents the user from being startled until the turn ends.
Confusion  
Quite an appealing move.
6 Imprison  
Temporarily stops the crowd from growing excited.
16 Protect  
Prevents the user from being startled one time this turn.
21 Swift  
Works great if the user goes first this turn.
31 Lucky Chant  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
36 Future Sight  
Works well if it is the same type as the move used by the last Pokémon.
46 Charm
Badly startles Pokémon that the audience has high expectations of.
50 Extrasensory
Badly startles Pokémon that used a move of the same type.
61 Copycat  
Affected by how well the previous Pokémon's move went.
66 Natural Gift  
Works better the more the crowd is excited.
76 Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
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.
TM13 Ice Beam
Badly startles the last Pokémon to act before the user.
TM14 Blizzard
Badly startles the last Pokémon to act before the user.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
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.
TM25 Thunder  
Works better the more the crowd is excited.
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.
TM37 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
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.
TM53 Energy Ball  
Quite an appealing move.
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.
TM62 Acrobatics  
Works well if the user is pumped up.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
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.
TM89 U-turn  
Makes the audience quickly grow bored when an appeal move has little effect.
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.
TM98 Power-Up Punch  
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.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Fire Punch  
Quite an appealing move.
Helping Hand  
Quite an appealing move.
Ice Punch  
Quite an appealing move.
Iron Tail  
Quite an appealing move.
Knock Off
Badly startles all of the Pokémon to act before the user.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Role Play  
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.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Stealth Rock  
Makes the remaining Pokémon nervous.
Thunder Punch  
Quite an appealing move.
Trick
Badly startles Pokémon that used a move of the same type.
Water Pulse  
Makes audience expect little of other contestants.
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.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 580 80 105 105 105 105 80
Max Stats
Hindering Nature
Lv. 50 140 - 187 99 - 141 99 - 141 99 - 141 99 - 141 76 - 118
Lv. 100 270 - 364 193 - 278 193 - 278 193 - 278 193 - 278 148 - 233
Max Stats
Neutral Nature
Lv. 50 140 - 187 110 - 157 110 - 157 110 - 157 110 - 157 85 - 132
Lv. 100 270 - 364 215 - 309 215 - 309 215 - 309 215 - 309 165 - 259
Max Stats
Beneficial Nature
Lv. 50 140 - 187 121 - 172 121 - 172 121 - 172 121 - 172 93 - 145
Lv. 100 270 - 364 236 - 339 236 - 339 236 - 339 236 - 339 181 - 284

<--- #480
Uxie
#482
Azelf
--->

 
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