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 #381 Latios
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Latios
Japan: Ratiosu
ラティオス
French: Latios
German: Latios
Korean: 라티오스
National: #381
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :100%
Female :0%
Classification Height Weight Capture Rate Base Egg Steps
Eon Pokémon 6'07"
2m
132.3lbs
60kg
330,720
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
90 3 Sp. Attack Point(s)
Eligible
Wild Hold Item Egg Groups
  Latios cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby Gift in Southern Island
Alpha Sapphire Southern IslandDetails
X & Y Level Up
LevelAttack NameTypeAppealJam
Memento  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Dragon Pulse  
Quite an appealing move.
Power Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Telekinesis  
Makes the remaining Pokémon nervous.
Heal Pulse  
Excites the audience in any kind of contest.
Dragon Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Psywave  
Effectiveness varies depending on when it is used.
5 Heal Block  
Temporarily stops the crowd from growing excited.
10 Helping Hand  
Quite an appealing move.
15 Safeguard  
Prevents the user from being startled one time this turn.
20 Dragon Breath
Badly startles the last Pokémon to act before the user.
25 Protect  
Prevents the user from being startled one time this turn.
30 Refresh  
Prevents the user from being startled one time this turn.
35 Luster Purge
Badly startles Pokémon that used a move of the same type.
40 Zen Headbutt  
Quite an appealing move.
45 Recover  
Works well if it is the same type as the move used by the last Pokémon.
50 Psycho Shift  
Works great if the user goes last this turn.
55 Dragon Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
60 Psychic  
Quite an appealing move.
65 Heal Pulse  
Excites the audience in any kind of contest.
70 Telekinesis  
Makes the remaining Pokémon nervous.
75 Power Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
80 Dragon Pulse  
Quite an appealing move.
85 Memento  
A move of huge appeal, but using it prevents the user from taking further contest moves.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Memento  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Helping Hand  
Quite an appealing move.
Heal Block  
Temporarily stops the crowd from growing excited.
Psywave  
Effectiveness varies depending on when it is used.
Safeguard  
Prevents the user from being startled one time this turn.
4 Protect  
Prevents the user from being startled one time this turn.
7 Dragon Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
10 Stored Power  
Works well if the user is pumped up.
13 Refresh  
Prevents the user from being startled one time this turn.
16 Heal Pulse  
Excites the audience in any kind of contest.
20 Dragon Breath
Badly startles the last Pokémon to act before the user.
24 Luster Purge
Badly startles Pokémon that used a move of the same type.
28 Psycho Shift  
Works great if the user goes last this turn.
32 Recover  
Works well if it is the same type as the move used by the last Pokémon.
36 Telekinesis  
Makes the remaining Pokémon nervous.
41 Zen Headbutt  
Quite an appealing move.
46 Power Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
51 Psychic  
Quite an appealing move.
56 Dragon Pulse  
Quite an appealing move.
61 Memento  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM01 Hone Claws  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM02 Dragon Claw  
Quite an appealing move.
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
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.
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.
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.
TM19 Roost  
Makes the audience quickly grow bored when an appeal move has little effect.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM26 Earthquake
Badly startles all Pokémon that successfully showed their appeal.
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.
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.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM51 Steel Wing  
Affected by how well the previous Pokémon's move went.
TM53 Energy Ball  
Quite an appealing move.
TM57 Charge Beam  
Works well if the user is pumped up.
TM65 Shadow Claw  
Quite an appealing move.
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.
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.
TM78 Bulldoze
Badly startles the last Pokémon to act before the user.
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.
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.
HM02 Fly  
Prevents the user from being startled one time this turn.
HM03 Surf
Startles all of the Pokémon to act before the user.
HM05 Waterfall  
Quite an appealing move.
HM07 (ΩRαS) Dive  
Prevents the user from being startled one time this turn.
Move Tutor Attacks
Attack NameTypeAppealJam
Draco Meteor  
A very appealing move, but after using this move, the user is more easily startled.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Dragon Pulse  
Quite an appealing move.
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.
Magic Coat  
Works great if the user goes last this turn.
Outrage  
A very appealing move, but after using this move, the user is more easily startled.
Shock Wave  
Works great if the user goes first this turn.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Tailwind  
Causes the user to move earlier on the next turn.
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
Dive   Gen V HM06
Prevents the user from being startled one time this turn.
Draco Meteor   Move Tutor - B2W2
A very appealing move, but after using this move, the user is more easily startled.
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.
Defog   Gen IV 432
Works great if the user goes first this turn.
Whirlpool   Gen IV 250
Temporarily stops the crowd from growing excited.
Fury Cutter   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
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.
Twister   Move Tutor - PtHGSS
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.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 80 90 80 130 110 110
Max Stats
Hindering Nature
Lv. 50 140 - 187 85 - 127 76 - 118 121 - 163 103 - 145 103 - 145
Lv. 100 270 - 364 166 - 251 148 - 233 238 - 323 202 - 287 202 - 287
Max Stats
Neutral Nature
Lv. 50 140 - 187 95 - 142 85 - 132 135 - 182 115 - 162 115 - 162
Lv. 100 270 - 364 185 - 279 165 - 259 265 - 359 225 - 319 225 - 319
Max Stats
Beneficial Nature
Lv. 50 140 - 187 104 - 156 93 - 145 148 - 200 126 - 178 126 - 178
Lv. 100 270 - 364 203 - 306 181 - 284 291 - 394 247 - 350 247 - 350


Mega Evolution
Picture Name Other Names No. Gender Ratio Type
Mega Latios
Japan: MegaRatiosu
メガラティオス
French: MegaLatios
German: Mega-Latios
Korean: 메가라티오스
National: #381
Male :100%
Female :0%
Classification Height Weight Capture Rate Base Egg Steps
Eon Pokémon 12'10"
3.9m
463.0lbs
210kg
3 30,720
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.
Damage Taken
*1 *0.5 *0.5 *0.5 *0.5 *2 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *2 *2 *1 *2

Stats - Mega Evolution
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 700 80 130 100 160 120 110
Max Stats
Hindering Nature
Lv. 50 140 - 187 121 - 163 94 - 136 148 - 190 112 - 154 103 - 145
Lv. 100 270 - 364 238 - 323 184 - 269 292 - 377 220 - 305 202 - 287
Max Stats
Neutral Nature
Lv. 50 140 - 187 135 - 182 105 - 152 165 - 212 125 - 172 115 - 162
Lv. 100 270 - 364 265 - 359 205 - 299 325 - 419 245 - 339 225 - 319
Max Stats
Beneficial Nature
Lv. 50 140 - 187 148 - 200 115 - 167 181 - 233 137 - 189 126 - 178
Lv. 100 270 - 364 291 - 394 225 - 328 357 - 460 269 - 372 247 - 350

<--- #380
Latias
#382
Kyogre
--->

 
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