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 #488 Cresselia
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Cresselia
Japan: Kureseria
クレセリア
French: Cresselia
German: Cresselia
Korean: 크레세리아
National: #488
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :0%
Female :100%
Classification Height Weight Capture Rate Base Egg Steps
Lunar Pokémon 4'11"
1.5m
188.7lbs
85.6kg
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
100 3 Sp. Defense Point(s)
Eligible
Wild Hold Item Egg Groups
  Cresselia cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby Crescent IsleDetails
Alpha Sapphire Crescent IsleDetails
Generation VI Level Up
LevelAttack NameTypeAppealJam
Lunar Dance  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Psycho Shift  
Works great if the user goes last this turn.
Psycho Cut  
Quite an appealing move.
Moonlight  
Effectiveness varies depending on when it is used.
Confusion  
Quite an appealing move.
Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
11 Safeguard  
Prevents the user from being startled one time this turn.
20 Mist  
Prevents the user from being startled until the turn ends.
29 Aurora Beam
Badly startles the last Pokémon to act before the user.
38 Future Sight  
Works well if it is the same type as the move used by the last Pokémon.
47 Slash  
Quite an appealing move.
57 Moonlight  
Effectiveness varies depending on when it is used.
66 Psycho Cut  
Quite an appealing move.
75 Psycho Shift  
Works great if the user goes last this turn.
84 Lunar Dance  
A move of huge appeal, but using it prevents the user from taking further contest moves.
93 Psychic  
Quite an appealing move.
99 Moonblast
Badly startles the last Pokémon to act before the user.
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.
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.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
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.
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.
TM53 Energy Ball  
Quite an appealing move.
TM57 Charge Beam  
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.
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.
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
Gravity  
Makes the remaining Pokémon nervous.
Helping Hand  
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.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
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.
Trick
Badly startles Pokémon that used a move of the same type.
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.
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.
Role Play   Move Tutor - HGSS
Shows off the Pokémon’s appeal about as well as the move used just before it.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 120 70 120 75 130 85
Max Stats
Hindering Nature
Lv. 50 180 - 227 67 - 109 112 - 154 72 - 114 121 - 163 81 - 123
Lv. 100 350 - 444 130 - 215 220 - 305 139 - 224 238 - 323 157 - 242
Max Stats
Neutral Nature
Lv. 50 180 - 227 75 - 122 125 - 172 80 - 127 135 - 182 90 - 137
Lv. 100 350 - 444 145 - 239 245 - 339 155 - 249 265 - 359 175 - 269
Max Stats
Beneficial Nature
Lv. 50 180 - 227 82 - 134 137 - 189 88 - 139 148 - 200 99 - 150
Lv. 100 350 - 444 159 - 262 269 - 372 170 - 273 291 - 394 192 - 295

<--- #487
Giratina
#489
Phione
--->

 
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