All Pokémon | « Septicorn | Decicorn | Finolt » |
---|---|---|---|
Phoenixdex Pokémon | « Septicorn | Decicorn | Finolt » |
Faelani Pokémon | « Septicorn | Decicorn | Finolt » |
Decicorn
Classification
The Poison Horn Pokémon
- Faelan #85
- National #1355
Damage Taken*
×4: | N/A |
---|---|
×2: | Ground Psychic |
×1: | Dark Dragon Electric Fire Flying Ghost Ice Normal Rock Steel Water |
×0.5: | Bug Fairy Fighting Grass Poison |
×0.25: | N/A |
×0: | N/A |
Abilities
- Poison Point
- Contact with the Pokémon may poison the attacker.
- Merciless
- The Pokémon's attacks become critical hits if the target is poisoned.
- Defiant hidden ability
- Boosts the Pokémon’s Attack stat when its stats are lowered.
Base Stats (500 total)
HP: 70 | |
---|---|
Attack: 125 | |
Defense: 60 | |
Sp. Atk: 60 | |
Sp. Def: 95 | |
Speed: 90 |
Size
- Height: 6'11" / 2.1 m
- Weight: 178.3 lbs / 80.9 kg
Breeding Info
Gender Ratio
50% male / 50% female
Egg Groups
Tags
[?]Flavor Info
Pokédex Entries
Each of the ten spikes on a Decicorn's body exudes a dangerous venom. They travel in herds that act like gangs, forcing other Pokémon out of their territory in brutal battles.
A Decicorn's forehead spike carries the most potent venom, but it is also rumored to be able to cure poisoning as well. These selfish Pokémon refuse to help unless there's something in it for them, however.
Name Origin
decem, Latin for ten + decimate + unicorn
Misc Data
- Catch Rate: 60
- Base Happiness: 35
Wild Held Items
- 5% Poison Barb
Pokédex Categories
Color
Body Shape
Locations
Level-Up Moves
Level | Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|---|
1EVO | Purify | Poison | Other | — | —% | 20 | The user heals the target's status condition. If the move succeeds, it also restores the user's own HP. |
1RL | Megahorn | Bug | Physical | 120 | 85% | 10 | Using its tough and impressive horn, the user rams into the target with no letup. |
1RL | Night Slash | Dark | Physical | 70 | 100% | 15 | The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
1RL | Beat Up | Dark | Physical | * | 100% | 10 | The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks. |
1 | Poison Sting | Poison | Physical | 15 | 100% | 35 | The user stabs the target with a poisonous stinger. This may also poison the target. |
1 | Leer | Normal | Other | — | 100% | 30 | The user gives opposing Pokémon an intimidating leer that lowers the Defense stat. |
4 | Fury Attack | Normal | Physical | 15 | 85% | 20 | The target is jabbed repeatedly with a horn or beak two to five times in a row. |
9 | Torment | Dark | Other | — | 100% | 15 | The user torments and enrages the target, making it incapable of using the same move twice in a row. |
13 | Poison Tail | Poison | Physical | 50 | 100% | 25 | The user hits the target with its tail. This may also poison the target. Critical hits land more easily. |
17 | Horn Attack | Normal | Physical | 65 | 100% | 25 | The target is jabbed with a sharply pointed horn to inflict damage. |
21 | Brutal Swing | Dark | Physical | 60 | 100% | 20 | The user swings its body around violently to inflict damage on everything in its vicinity. |
25 | Toxic Spikes | Poison | Other | — | —% | 20 | The user lays a trap of poison spikes at the opposing team’s feet. They poison opposing Pokémon that switch into battle. |
29 | Cross Poison | Poison | Physical | 70 | 100% | 20 | A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily. |
33 | Bravado | Normal | Other | — | 100% | 20 | The user boasts about its own abilities and demoralizes the target, raising the user's Attack but lowering the target's Defense. |
37 | Poison Jab | Poison | Physical | 80 | 100% | 20 | The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. |
41 | Toxic | Poison | Other | — | 90% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
45 | Backstab | Dark | Physical | 90 | 90% | 10 | The user disappears into the shadows and then strikes from behind on the next turn. This attack always results in a critical hit. |
49 | Horn Drill | Normal | Physical | * | 30% | 5 | The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits. |
TM/HM Moves
# | Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|---|
006 | Toxic | Poison | Other | — | 90% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
009 | Venoshock | Poison | Special | 65 | 100% | 10 | The user drenches the target in a special poisonous liquid. This move’s power is doubled if the target is poisoned. |
010 | Hidden Power | Normal | Special | 60 | 100% | 15 | A unique attack that varies in type depending on the Pokémon using it. |
011 | Sunny Day | Fire | Other | — | —% | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. |
012 | Taunt | Dark | Other | — | 100% | 20 | The target is taunted into a rage that allows it to use only attack moves for three turns. |
015 | Hyper Beam | Normal | Special | 150 | 90% | 5 | The target is attacked with a powerful beam. The user can’t move on the next turn. |
017 | Protect | Normal | Other | — | —% | 10 | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
018 | Rain Dance | Water | Other | — | —% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
021 | Frustration | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
026 | Earthquake | Ground | Physical | 100 | 100% | 10 | The user sets off an earthquake that strikes every Pokémon around it. |
027 | Return | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
030 | Shadow Ball | Ghost | Special | 80 | 100% | 15 | The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. |
031 | Brick Break | Fighting | Physical | 75 | 100% | 15 | The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. |
032 | Double Team | Normal | Other | — | —% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
036 | Sludge Bomb | Poison | Special | 90 | 100% | 10 | Unsanitary sludge is hurled at the target. This may also poison the target. |
041 | Torment | Dark | Other | — | 100% | 15 | The user torments and enrages the target, making it incapable of using the same move twice in a row. |
042 | Facade | Normal | Physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
044 | Rest | Psychic | Other | — | —% | 10 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. |
045 | Attract | Normal | Other | — | 100% | 15 | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
046 | Thief | Dark | Physical | 60 | 100% | 25 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. |
048 | Round | Normal | Special | 60 | 100% | 15 | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
052 | Focus Blast | Fighting | Special | 120 | 70% | 5 | The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. |
054 | False Swipe | Normal | Physical | 40 | 100% | 40 | A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. |
056 | Fling | Dark | Physical | * | 100% | 10 | The user flings its held item at the target to attack. This move’s power and effects depend on the item. |
063 | Embargo | Dark | Other | — | 100% | 15 | This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
066 | Payback | Dark | Physical | 50 | 100% | 10 | The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. |
067 | Retaliate | Normal | Physical | 70 | 100% | 5 | The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful. |
068 | Giga Impact | Normal | Physical | 150 | 90% | 5 | The user charges at the target using every bit of its power. The user can’t move on the next turn. |
075 | Swords Dance | Normal | Other | — | —% | 20 | A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat. |
077 | Psych Up | Normal | Other | — | —% | 10 | The user hypnotizes itself into copying any stat change made by the target. |
078 | Bulldoze | Ground | Physical | 60 | 100% | 20 | The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. |
081 | X-Scissor | Bug | Physical | 80 | 100% | 15 | The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. |
084 | Poison Jab | Poison | Physical | 80 | 100% | 20 | The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. |
087 | Swagger | Normal | Other | — | 85% | 15 | The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. |
088 | Sleep Talk | Normal | Other | — | —% | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
090 | Substitute | Normal | Other | — | —% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
093 | Wild Charge | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
094 | Rock Smash | Fighting | Physical | 40 | 100% | 15 | The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. |
097 | Dark Pulse | Dark | Special | 80 | 100% | 15 | The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. |
098 | Power-Up Punch | Fighting | Physical | 40 | 100% | 20 | Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. |
100 | Confide | Normal | Other | — | —% | 20 | The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. |
H01 | Cut | Steel | Physical | 65 | 95% | 20 | The target is cut with a scythe or a claw. Critical hits land more easily. It can also be used to cut down some obstacles. |
H04 | Strength | Normal | Physical | 80 | 100% | 15 | The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders. |
ZC02 | Bravado | Normal | Other | — | 100% | 20 | The user boasts about its own abilities and demoralizes the target, raising the user's Attack but lowering the target's Defense. |
ZC05 | Stinger Lance | Bug | Physical | 70 | 100% | 15 | The user lunges and stabs at the target with a strong, fine-pointed stinger that easily pierces through the target's items and abilities. |
ZC08 | Daring Dash | Normal | Physical | 95 | 85% | 15 | The user makes a brave charge at the target that fills it with courage. It may raise the user's Attack and Speed. |
ZC09 | Aftershock | Ground | Physical | 60 | 100% | 10 | The user strikes the ground and causes a series of tremors that shake the target over two turns. |
ZC10 | Miasma Terrain | Poison | Other | — | —% | 10 | The user covers the ground under everyone’s feet with noxious fog for five turns. This damages Pokémon on the ground a little every turn. |
ZC15 | Piledriver | Steel | Physical | 65 | 100% | 20 | The user brings its steely limb down hard on the target's head, driving it into the ground and reducing its Evasion stat. |
ZC24 | Psych Out | Dark | Other | — | 100% | 20 | The user boasts about its own abilities and demoralizes the target, raising the user's Sp. Atk but lowering the target's Sp. Def. |
ZC26 | Oil Slick | Poison | Other | — | —% | 15 | The user soaks the floor beneath the opposing team with slippery oil, making their footing treacherous and direct contact attacks difficult. |
ZC33 | Lariat | Fighting | Physical | 80 | 100% | 20 | The user knocks the opponent down hard with a mighty swing of its arm, startling it out of any attacks it might have been preparing. |
ZC48 | Rug Pull | Dark | Special | * | 100% | 20 | The user yanks the target's feet out from under it. The heavier the target, the greater the move's power. |
ZC52 | Berry Share | Normal | Other | — | —% | 10 | The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch. |
ZC53 | Hidden Gift | Normal | Other | — | —% | 10 | A unique attack that varies in effect depending on the Pokémon using it. |
ZC54 | Clear Sky | Normal | Other | — | —% | 5 | The user clears the skies and calms the wind, returning the weather to normal. |
ZC55 | Acid Rain | Poison | Special | 110 | 85% | 10 | The opposing team is drenched in a shower of caustic liquid. The acid may also lower the targets' Sp. Def stats. |
Tutor Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Amaze | Normal | Physical | * | 100% | 15 | The user amazes the foe with its coolness and then attacks. It grows in power the cooler the user is. |
Aqua Tail | Water | Physical | 90 | 90% | 10 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
Bounce | Flying | Physical | 85 | 85% | 5 | The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis. |
Brutal Swing | Dark | Physical | 60 | 100% | 20 | The user swings its body around violently to inflict damage on everything in its vicinity. |
Captivate | Normal | Other | — | 100% | 20 | If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. |
Confound | Normal | Special | * | 100% | 15 | The user confounds the foe with its cleverness and then attacks. It grows in power the cleverer the user is. |
Dazzle | Normal | Special | * | 100% | 15 | The user dazzles the foe with its cuteness and then attacks. It grows in power the cuter the user is. |
Demolish | Normal | Physical | * | 100% | 15 | The user frightens the foe with its toughness and then attacks. It grows in power the tougher the user is. |
Drill Run | Ground | Physical | 80 | 95% | 10 | The user crashes into its target while rotating its body like a drill. Critical hits land more easily. |
Endeavor | Normal | Physical | * | 100% | 5 | An attack move that cuts down the target’s HP to equal the user’s HP. |
Endure | Normal | Other | — | —% | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Enthrall | Normal | Special | * | 100% | 15 | The user enchants the foe with its beauty and then attacks. It grows in power the more beautiful the user is. |
Fire Punch | Fire | Physical | 75 | 100% | 15 | The target is punched with a fiery fist. This may also leave the target with a burn. |
Focus Punch | Fighting | Physical | 150 | 100% | 20 | The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. |
Foul Play | Dark | Physical | 95 | 100% | 15 | The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. |
Fury Cutter | Bug | Physical | 40 | 95% | 20 | The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession. |
Headbutt | Normal | Physical | 70 | 100% | 15 | The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. |
Ice Punch | Ice | Physical | 75 | 100% | 15 | The target is punched with an icy fist. This may also leave the target frozen. |
Iron Head | Steel | Physical | 80 | 100% | 15 | The user slams the target with its steel-hard head. This may also make the target flinch. |
Iron Tail | Steel | Physical | 100 | 75% | 15 | The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. |
Knock Off | Dark | Physical | 65 | 100% | 20 | The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. |
Lash Out | Dark | Physical | 75 | 100% | 5 | The user lashes out to vent its frustration toward the target. If its stats were lowered during the turn, the power of this move is doubled. |
Leech Life | Bug | Physical | 80 | 100% | 10 | The user drains the target’s blood. The user’s HP is restored by half the damage taken by the target. |
Low Kick | Fighting | Physical | * | 100% | 20 | A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. |
Natural Gift | Normal | Physical | * | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. |
Pain Split | Normal | Other | — | —% | 20 | The user adds its HP to the target’s HP, then equally shares the combined HP with the target. |
Secret Power | Normal | Physical | 70 | 100% | 20 | The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. |
Smart Strike | Steel | Physical | 70 | —% | 10 | The user stabs the target with a sharp horn. This attack never misses. |
Snore | Normal | Special | 50 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Spite | Ghost | Other | — | 100% | 10 | The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. |
Stomping Tantrum | Ground | Physical | 75 | 100% | 10 | Driven by frustration, the user attacks the target. If the user's previous move has failed, the power of this move doubles. |
Sucker Punch | Dark | Physical | 70 | 100% | 5 | This move enables the user to attack first. This move fails if the target is not readying an attack. |
Throat Chop | Dark | Physical | 80 | 100% | 15 | The user attacks the target's throat, and the resultant suffering prevents the target from using moves that emit sound for two turns. |
Thunder Punch | Electric | Physical | 75 | 100% | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
Trip Up | Dark | Physical | 40 | 100% | 20 | An attack move that causes flinching if used on a target trying to take its turn too early. |
Zen Headbutt | Psychic | Physical | 80 | 90% | 15 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
Egg Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Acupressure | Normal | Other | — | —% | 30 | The user applies pressure to stress points, sharply boosting one of its or its allies’ stats. |
Double Kick | Fighting | Physical | 30 | 100% | 30 | The target is quickly kicked twice in succession using both feet. |
Fairy Jinx | Fairy | Other | — | 90% | 10 | The user casts a strange spell on the target, harshly lowering one of the target's stats. |
Piston Kick | Steel | Physical | 75 | 100% | 20 | The user throws a fast, chambered kick or stomp with a steel-hard leg. |
Play Rough | Fairy | Physical | 90 | 90% | 10 | The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. |
Power Trip | Dark | Physical | 20 | 100% | 10 | The user boasts its strength and attacks the target. The more the user’s stats are raised, the greater the move’s power. |
Stomp | Normal | Physical | 65 | 100% | 20 | The target is stomped with a big foot. This may also make the target flinch. |