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Dex Entry

#493 Arceus

pokemon art

Flavor Text


Heart Gold
According to the legends of Sinnoh, this Pokémon emerged from an egg and shaped all there is in this world.
Soul Silver
According to the legends of Sinnoh, this Pokémon emerged from an egg and shaped all there is in this world.

Name

English
Arceus
Japanese
Arseus
French
Arceus
German
Arceus

Number

National
Sinnoh
Hoenn
493

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Sprites

Evolutions

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General

Height
10 feet, 6 inches
Type
NORMAL
Weight
705.5 lbs
Gender Ratio
Male
0%
Egg Groups
NO EGGS
Female
0%
Species
Alpha
Color Group
GRAY
Steps to Hatch
30,720
Base Happiness
0
Catch Rate
3
Experience Obtained
255
Experience Rate
SLOW
Level 100 Experience
1,250,000
Wild Hold Items
5%
None
50%
None

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Ability

Multitype
Changes type to match the held Plate.

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Stats

HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
120 120 120 120 120 120
Max Stats
444 373 373 373 373 373
EVs Obtained
3 0 0 0 0 0

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Moves

Level-Up Moves TM Moves Egg Moves

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Level-Up Moves

Level
Name
Type
Category
Power
Accuracy
Power Points
% Effect
Description
1 Seismic Toss FIGHTING Physical 1 100 20 0
The foe is thrown using the power of gravity. It inflicts damage equal to the user’s level.

1 Cosmic Power PSYCHIC Other 0 0 20 0
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.

1 Natural Gift NORMAL Physical 1 100 15 0
The user draws power to attack by using its held Berry. The Berry determines its type and power.

1 Punishment DARK Physical 1 100 5 0
This attack’s power increases the more the foe has powered up with stat changes.

10 Gravity PSYCHIC Other 0 0 5 0
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.

20 Earth Power GROUND Special 90 100 10 10
The user makes the ground under the foe erupt with power. It may also lower the target’s Sp. Def.

30 Hyper Voice NORMAL Special 90 100 10 0
The user lets loose a horribly echoing shout with the power to inflict damage.

40 ExtremeSpeed NORMAL Physical 80 100 5 0
The user charges the foe at blinding speed. This attack always goes before any other move.

50 Refresh NORMAL Other 0 0 20 0
The user rests to cure itself of a poisoning, burn, or paralysis.

60 Future Sight PSYCHIC Special 80 90 15 0
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.

70 Recover NORMAL Other 0 0 10 0
A self-healing move. The user restores its own HP by up to half of its max HP.

80 Hyper Beam NORMAL Special 150 90 5 0
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

90 Perish Song NORMAL Other 0 0 5 0
Any Pokémon that hears this song faints in three turns unless it switches out of battle.

100 Judgment NORMAL Special 100 100 10 0
The user releases countless shots of light. Its type varies with the kind of Plate the user is holding.

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Technical and Hidden Machines

TM/HM
Name
Type
Category
Power
Accuracy
Power Points
% Effect
Description
TM02 Dragon Claw DRAGON Physical 80 100 15 0
The user slashes the foe with huge, sharp claws.

TM03 Water Pulse WATER Special 60 100 20 20
The user attacks the foe with a pulsing blast of water. It may also confuse the foe.

TM04 Calm Mind PSYCHIC Other 0 0 20 0
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

TM05 Roar NORMAL Other 0 100 20 0
The foe is scared off, to be replaced by another Pokémon in its party. In the wild, the battle ends.

TM06 Toxic POISON Other 0 85 10 0
A move that leaves the target badly poisoned. Its poison damage worsens every turn.

TM07 Hail ICE Other 0 0 10 0
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

TM09 Bullet Seed GRASS Physical 10 100 30 0
The user forcefully shoots seeds at the foe. Two to five seeds are shot in rapid succession.

TM10 Hidden Power NORMAL Special 1 100 15 0
A unique attack that varies in type and intensity depending on the Pokémon using it.

TM11 Sunny Day FIRE Other 0 0 5 0
The user intensifies the sun for five turns, powering up Fire-type moves.

TM13 Ice Beam ICE Special 95 100 10 10
The foe is struck with an icy-cold beam of energy. It may also freeze the target solid.

TM14 Blizzard ICE Special 120 70 5 10
A howling blizzard is summoned to strike the foe. It may also freeze the target solid.

TM15 Hyper Beam NORMAL Special 150 90 5 0
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

TM16 Light Screen PSYCHIC Other 0 0 30 0
A wondrous wall of light is put up to suppress damage from special attacks for five turns.

TM17 Protect NORMAL Other 0 0 10 0
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

TM18 Rain Dance WATER Other 0 0 5 0
The user summons a heavy rain that falls for five turns, powering up Water- type moves.

TM19 Giga Drain GRASS Special 60 100 10 0
A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.

TM20 Safeguard NORMAL Other 0 0 25 0
The user creates a protective field that prevents status problems for five turns.

TM21 Frustration NORMAL Physical 1 100 20 0
A full-power attack that grows more powerful the less the user likes its Trainer.

TM22 SolarBeam GRASS Special 120 100 10 0
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

TM23 Iron Tail STEEL Physical 100 75 15 30
The foe is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

TM24 Thunderbolt ELECTRIC Special 95 100 15 10
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.

TM25 Thunder ELECTRIC Special 120 70 10 30
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.

TM26 Earthquake GROUND Physical 100 100 10 0
The user sets off an earthquake that hits all the Pokémon in the battle.

TM27 Return NORMAL Physical 1 100 20 0
A full-power attack that grows more powerful the more the user likes its Trainer.

TM29 Psychic PSYCHIC Special 90 100 10 10
The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat.

TM30 Shadow Ball GHOST Special 80 100 15 20
The user hurls a shadowy blob at the foe. It may also lower the foe’s Sp. Def stat.

TM31 Brick Break FIGHTING Physical 75 100 15 0
The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.

TM32 Double Team NORMAL Other 0 0 15 0
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

TM33 Reflect PSYCHIC Other 0 0 20 0
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

TM34 Shock Wave ELECTRIC Special 60 0 20 0
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.

TM35 Flamethrower FIRE Special 95 100 15 10
The foe is scorched with an intense blast of fire. The target may also be left with a burn.

TM36 Sludge Bomb POISON Special 90 100 10 30
The user attacks by hurling filthy sludge at the foe. It may also poison the target.

TM37 Sandstorm ROCK Other 0 0 10 0
A five-turn sand- storm is summoned to hurt all combatant types except Rock, Ground, and Steel.

TM38 Fire Blast FIRE Special 120 85 5 10
The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

TM39 Rock Tomb ROCK Physical 50 80 10 100
Boulders are hurled at the foe. It also lowers the foe’s Speed by preventing its movement.

TM40 Aerial Ace FLYING Physical 60 0 20 0
The user confounds the foe with speed, then slashes. The attack lands without fail.

TM42 Facade NORMAL Physical 70 100 20 0
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.

TM43 Secret Power NORMAL Physical 70 100 20 30
The user attacks with a secret power. Its added effects vary depending on the user’s environment.

TM44 Rest PSYCHIC Other 0 0 10 0
The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

TM50 Overheat FIRE Special 140 90 5 100
The user attacks the foe at full power. The attack’s recoil sharply reduces the user’s Sp. Atk stat.

TM52 Focus Blast FIGHTING Special 120 70 5 10
The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

TM53 Energy Ball GRASS Special 80 100 10 10
The user draws power from nature and fires it at the foe. It may also lower the target’s Sp. Def.

TM55 Brine WATER Special 65 100 10 0
If the foe’s HP is down to about half, this attack will hit with double the power.

TM57 Charge Beam ELECTRIC Special 50 90 10 70
The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat.

TM58 Endure NORMAL Other 0 0 10 0
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.

TM59 Dragon Pulse DRAGON Special 90 100 10 0
The foe is attacked with a shock wave generated by the user’s gaping mouth.

TM61 Will-O-Wisp FIRE Other 0 75 15 0
The user shoots a sinister, bluish white flame at the foe to inflict a burn.

TM62 Silver Wind BUG Special 60 100 5 10
The foe is attacked with powdery scales blown by wind. It may also raise all the user’s stats.

TM65 Shadow Claw GHOST Physical 70 100 15 0
The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio.

TM66 Payback DARK Physical 50 100 10 0
If the user can use this attack after the foe attacks, its power is doubled.

TM67 Recycle NORMAL Other 0 0 10 0
The user recycles a single-use item that has been used in battle so it can be used again.

TM68 Giga Impact NORMAL Physical 150 90 5 0
The user charges at the foe using every bit of its power. The user must rest on the next turn.

TM70 Flash NORMAL Other 0 100 20 0
The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves.

TM71 Stone Edge ROCK Physical 100 80 5 0
The user stabs the foe with a sharpened stone. It has a high critical-hit ratio.

TM72 Avalanche ICE Physical 60 100 10 0
An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn.

TM73 Thunder Wave ELECTRIC Other 0 100 20 0
A weak electric charge is launched at the foe. It causes paralysis if it hits.

TM75 Swords Dance NORMAL Other 0 0 30 0
A frenetic dance to uplift the fighting spirit. It sharply raises the user’s Attack stat.

TM76 Stealth Rock ROCK Other 0 0 20 0
The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle.

TM77 Psych Up NORMAL Other 0 0 10 0
The user hypnotizes itself into copying any stat change made by the foe.

TM79 Dark Pulse DARK Special 80 100 15 20
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.

TM80 Rock Slide ROCK Physical 75 90 10 30
Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.

TM81 X-Scissor BUG Physical 80 100 15 0
The user slashes at the foe by crossing its scythes or claws as if they were a pair of scissors.

TM82 Sleep Talk NORMAL Other 0 0 10 0
While it is asleep, the user randomly uses one of the moves it knows.

TM83 Natural Gift NORMAL Physical 1 100 15 0
The user draws power to attack by using its held Berry. The Berry determines its type and power.

TM84 Poison Jab POISON Physical 80 100 20 30
The foe is stabbed with a tentacle or arm steeped in poison. It may also poison the foe.

TM85 Dream Eater PSYCHIC Special 100 100 15 0
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user’s HP.

TM86 Grass Knot GRASS Special 1 100 20 0
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.

TM87 Swagger NORMAL Other 0 90 15 0
The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.

TM90 Substitute NORMAL Other 0 0 10 0
The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

TM91 Flash Cannon STEEL Special 80 100 10 10
The user gathers all its light energy and releases it at once. It may also lower the foe’s Sp. Def stat.

TM92 Trick Room PSYCHIC Other 0 0 5 0
The user creates a bizarre area in which slower Pokémon get to move first for five turns.

HM01 Cut NORMAL Physical 50 95 30 0
The foe is cut with a scythe or a claw. It can also be used to cut down thin trees.

HM02 Fly FLYING Physical 90 95 15 0
The user soars, then strikes on the second turn. It can also be used for flying to any familiar town.

HM03 Surf WATER Special 95 100 15 0
It swamps the entire battlefield with a giant wave. It can also be used for crossing water.

HM04 Strength NORMAL Physical 80 100 15 0
The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.

HM05 Defog FLYING Other 0 0 15 0
Obstacles are moved, reducing the foe’s evasion stat. It can also be used to clear deep fog, etc.

HM06 Rock Smash FIGHTING Physical 40 100 15 50
The user slugs the foe with a shattering punch. It can also smash cracked boulders.

HM07 Waterfall WATER Physical 80 100 15 20
The user charges the foe at an awesome speed. It can also be used to climb a waterfall.

HM08 Rock Climb NORMAL Physical 90 85 20 20
A charging attack that may also leave the foe confused. It can also be used to scale rocky walls.

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Egg moves

Level
Name
Type
Category
Power
Accuracy
Power Points
% Effect
Description

ShayminShaymin