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Pokedex

Azelf Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Azelf, a Psychic type creature first seen in Generation 4. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Azelf #0482
Willpower Pokémon
Pokemon Profile
Pokédex Data
National No. #0482
Type psychic
Species Willpower Pokémon
Height 0.3 m (1'0")
Weight 0.3 kg (0.7 lbs)
Abilities Levitate
Color Blue
Introduced in Generation 4
Egg Group no-eggs
Shiny
Pokemon Profile

Base Stats

Hp 75 13%
Attack 125 22%
Defense 70 13%
Sp. Atk 125 22%
Sp. Def 70 13%
Speed 115 20%
Total 580
Evolution

Azelf does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Azelf learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
21 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
21 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
21 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
76 Explosion The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. Physical Normal 250 100 5
1 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
16 Detect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Fighting 0 0 5
36 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
31 Uproar The user attacks in an uproar for three turns. During that time, no one can fall asleep. Special Normal 90 100 10
6 Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. Status Psychic 0 0 10
51 Extrasensory The user attacks with an odd, unseeable power. This may also make the target flinch. Special Psychic 80 100 20
66 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
61 Last Resort This move can be used only after the user has used all the other moves it knows in the battle. Physical Normal 140 100 5
46 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
84 Mystical Power Special Psychic 70 90 10

Azelf Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Flamethrower The target is scorched with an intense blast of fire. This may also leave the target with a burn. Special Fire 90 100 15
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move. Status Normal 0 0 10
0 Self Destruct The user attacks everything around it by causing an explosion. The user faints upon using this move. Physical Normal 200 100 5
0 Fire Blast The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn. Special Fire 110 85 5
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Tri Attack The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis. Special Normal 80 100 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Sandstorm A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. Status Rock 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
0 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Iron Tail The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. Physical Steel 100 75 15
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Recycle The user recycles a held item that has been used in battle so it can be used again. Status Normal 0 0 10
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
0 Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. Special Water 60 100 20
0 U Turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Physical Bug 70 100 20
0 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
0 Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled. Physical Dark 60 100 10
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Drain Punch An energy-draining punch. The user’s HP is restored by half the damage taken by the target. Physical Fighting 75 100 10
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Psycho Cut The user tears at the target with blades formed by psychic power. Critical hits land more easily. Physical Psychic 70 100 20
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Stealth Rock The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle. Status Rock 0 0 20
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
0 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. Status Psychic 0 0 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
0 Incinerate The user attacks opposing Pokémon with fire. If a Pokémon is holding a certain item, such as a Berry, the item becomes burned up and unusable. Special Fire 60 100 15
0 Acrobatics The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. Physical Flying 55 100 15
0 Draining Kiss The user steals the target’s energy with a kiss. The user’s HP is restored by over half of the damage taken by the target. Special Fairy 50 100 10
0 Play Rough The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. Physical Fairy 90 90 10
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Power Up Punch Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. Physical Fighting 40 100 20
0 Tera Blast Special Normal 80 100 10

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