
Related Pokemon
The Pokémon never flinches when attacked and is unaffected by Intimidate.
If the Pokémon is burned, paralyzed, poisoned, or badly poisoned by another Pokémon’s move or Ability, that Pokémon will also be inflicted with the same status condition.
Turns the entire field into Psychic Terrain for 5 turns when the Pokémon enters a battle. All Pokémon on the ground cannot be hit by opponents' priority moves, and the power of Psychic-type moves is increased to 1.3 times.
Scarf Attacker
A build that sets up Psychic Terrain with its ability and repeatedly fires off boosted Expanding Force
Indeedee
| HP | 137 | 2 | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 75 | - | |
| SpA↑ | 172 | 32 | |
| SpD | 115 | - | |
| Spe | 147 | 32 |
Max Sp.Atk/Spe EVs,
Choice Scarf to outspeed many opponents — this is the build for Indeedee (Male). With the ability Psychic Surge it sets up the terrain, while sweeping with boosted Expanding Force — its composition.
Healing Wish is also recommended
Encore instead of Healing Wish is also recommended.lets you safely bring out your backup ace while healing it, broadening your strategic options.
Choice Scarf to leverage the Speed boost and move first, then with its high-power Expanding Force it takes on the role of pressuring opponents. Against status moves and bulky Pokémon, it shuts opponents down by combining Encore and Trick — core gameplay.
Weak to Dark-type Pokémon
is a weakness, and Expanding Force and similar Weak to Dark-type Pokémon, which are immune to Psychic moves. Dual types resistant to Fairy are especially troublesome, so be sure to include another Pokémon in your party that can beat Dark types.
Example Threats
Double-battle Trick Room Imprison
A double-battle build that can counter Trick Room-reliant teams with Imprison
Indeedee
| HP | 135 | - | |
|---|---|---|---|
| Atk↓ | 76 | - | |
| Def | 77 | 2 | |
| SpA↑ | 172 | 32 | |
| SpD | 115 | - | |
| Spe | 147 | 32 |
With heavy EVs in Sp.Atk and Speed,
Focus Sash for guaranteed action — an attacker/support Indeedee (Male). The ability Psychic Surge together with the terrain it sets up, restricts the opponent's actions while forcing through high-power spread moves.
Dazzling Gleam and Encore are also recommended
Protect instead, Dazzling Gleam or Encore are also recommended. Dazzling Gleam is super effective against Dark types, and Imprison combined with it, you can also counter the likes of Mega Floette. Encore, meanwhile, is strong as a counter to moves like Protect, which sees high usage in double battles.
the opponent's Trick Room or Protect Imprison to block it, and a role of setting up a board where teammates can attack safely is its role. While nullifying the opponent's priority moves with its ability, it can also deal heavy damage with powerful Psychic-type spread moves.
Weak to Dark-type Pokémon
Dark-type Pokémon exploit its weaknesses, and its Psychic-type moves don't affect them. Be sure to include a Pokémon that can beat Dark types on your team.
Example Threats
Doubles Support
A Doubles build that supports by setting up Psychic Terrain via its ability and using Follow Me
Female Indeedee
| HP | 177 | 32 | |
|---|---|---|---|
| Atk | 75 | - | |
| Def | 110 | 25 | |
| SpA | 115 | - | |
| SpD↑ | 147 | 9 | |
| Spe↓ | 94 | - |
With HP and defensive EVs and a Nature that なまいき with intentionally lowers Speed — a support-focused build Indeedee (F). With the ability Psychic Surge to block the opponent's priority moves while
Colbur Berry to endure Dark-type weakness-hitting moves and Trick Room ensure the setup goes through.
EV Allocation Intent
By lowering its Speed with its Nature, Indeedee (F) becomes slower than a Rillaboom without a Speed-lowering Nature. Since Indeedee (F)'s ability activates after Rillaboom's when they enter the field at the same time, グラスフィールド状態 サイコフィールド状態 can overwrite it.
Psyshock and Fairy-type moves are also recommended
Psychic instead, Psyshock and Fairy-type moves are also recommended. Against Pokémon whose Defense is lower than their Sp. Def, Psyshock can deal more damage than Psychic. Also, Fairy-type moves are super effective against Dark types.
Mental Herb is also recommended
Colbur Berry instead,
Mental Herb is also recommended. Holding Mental Herb lets it prevent Taunt while Trick Room and other status moves can be used.
A role of setting up the field so that the team's slow ace can move easily — its role.Trick Room After setting up , it can Follow Me draw in the opponent's attacks, or Helping Hand boost the team's power to support the ace.
Dark-type Pokémon
Dark-type Pokémon hit its weaknesses and are immune to Psychic-type moves. Dual types that are not weak to Fairy are especially troublesome. Be sure to include a Pokémon in your party that can beat Dark types.
Example Threats
Type
Category
Target
Properties
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| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Last Resort | Normal | Phys | 140 | 100 | 8 | Contact | 1 Foe | This move fails unless the user has already used all the other moves it knows. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Fake Out | Normal | Phys | 40 | 100 | 12 | Contact | 1 Foe | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| Tri Attack | Normal | Spec | 80 | 100 | 12 | 1 Foe | Has a 20% chance of leaving the target burned, frozen, or paralyzed. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Terrain Pulse | Normal | Spec | 50 | 100 | 12 | Pulse | 1 Foe | This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| After You | Normal | Stat | - | - | 16 | 1 Foe | Makes the target move immediately after the user. | |
| Wish | Normal | Stat | - | - | 12 | Self | Gives the user’s spot the Wish status. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Encore | Normal | Stat | - | 100 | 8 | 1 Foe | Gives the target the Encore status. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Mystical Fire | Fire | Spec | 75 | 100 | 12 | 1 Foe | Lowers the target’s Sp. Atk stat by 1 stage. | |
| Drain Punch | Fighting | Phys | 75 | 100 | 12 | ContactPunch | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Future Sight | Psychic | Spec | 120 | 100 | 12 | 1 Foe | Gives the target’s spot the Future Attack status. | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | |
| Extrasensory | Psychic | Spec | 80 | 100 | 20 | 1 Foe | Has a 10% chance of making the target flinch. | |
| Psychic Noise | Psychic | Spec | 75 | 100 | 12 | Sound | 1 Foe | Gives the target the Healing Prevented status for 2 turns. |
| Stored Power | Psychic | Spec | 20 | 100 | 12 | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | |
| Psychic Terrain | Psychic | Stat | - | - | 12 | Whole Field | Turns the entire field into Psychic Terrain for 5 turns. | |
| Magic Room | Psychic | Stat | - | - | 12 | Whole Field | Gives the entire field the Magic Room status for 5 turns. Using it again while the Magic Room status is active ends the Magic Room status. | |
| Wonder Room | Psychic | Stat | - | - | 12 | Whole Field | Gives the entire field the Wonder Room status for 5 turns. Using it again while the Wonder Room status is active ends the Wonder Room status. | |
| Power Split | Psychic | Stat | - | - | 12 | 1 Foe | The user adds its Attack stat to the target’s Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk stats. | |
| Trick Room | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Trick Room status for 5 turns. Using it again while the Trick Room status is active ends the Trick Room status. | |
| Power Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats. | |
| Healing Wish | Psychic | Stat | - | - | 12 | Self | The user faints. The Pokémon taking its place will have its HP fully restored and its status conditions cured. If the replacement Pokémon does not need healing, the effect remains in the spot where the move was used. | |
| Gravity | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Gravity status for 5 turns. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Imprison | Psychic | Stat | - | - | 12 | 1 Foe | The user gains the Sealing Off status. | |
| Skill Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user and the target swap their Abilities. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Play Rough | Fairy | Phys | 90 | 90 | 12 | Contact | 1 Foe | Has a 10% chance of lowering the target’s Attack stat by 1 stage. |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. | |
| Draining Kiss | Fairy | Spec | 50 | 100 | 12 | Contact | 1 Foe | The user’s HP is restored by 3/4 of the damage dealt by this move. |