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Mind Reader

Introduced in Generation 2

Summary

Move Animation
Types: Move Type Status Move Type
PP 5
Power 0
Accuracy 0

Names

Language Name
usaEnglish Mind Reader
jpnJapanese こころのめ
jpnJapanese (Romanized) Kokoronome
deGerman Willensleser
frFrench Lire-Esprit
espSpanish Telépata
itaItalian Leggimente
Chinese (Mandarin) 心之眼
korKorean 마음의눈
Chinese (Cantonese) 心之眼
jpnJapanese (Kanji) こころのめ

Flavor Text

Game Flavor Text
usa GS Ensures the next attack will hit.
usa C Ensures the next attack will hit.
usa RS Senses the foe’s action to ensure the next move’s hit.
usa E Senses the foe’s action to ensure the next move’s hit.
usa FRLG The user predicts the foe’s action to ensure its next attack hits.
usa DP The user senses the foe’s movements with its mind to ensure its next attack does not miss.
usa Pt The user senses the foe’s movements with its mind to ensure its next attack does not miss.
usa HGSS The user senses the foe’s movements with its mind to ensure its next attack does not miss.
usa BW The user senses the target’s movements with its mind to ensure its next attack does not miss the target.
fr BW Le lanceur analyse les mouvements de l’ennemi pour être sûr de toucher au coup suivant.
usa B2W2 The user senses the target’s movements with its mind to ensure its next attack does not miss the target.
usa XY The user senses the target’s movements with its mind to ensure its next attack does not miss the target.
fr XY Le lanceur analyse les mouvements de l’ennemi pour être sûr de toucher au coup suivant.
de XY Ahnt Bewegungen des Zieles voraus, um zu gewährleisten, dass die nächste eigene Attacke trifft.
ita XY Chi la usa prevede i movimenti del bersaglio per mandare a segno l’attacco successivo.
jpn XY あいての うごきを こころで かんじて つぎの こうげきが かならず あいてに あたるように する。
jpn XY 相手の 動きを 心で 感じて 次の 攻撃が 必ず 相手に 当たるように する。
kor XY 상대의 움직임을 마음으로 읽고 다음 공격이 반드시 상대에게 명중되게 한다.
esp XY El usuario adivina los movimientos del objetivo para hacer que su siguiente ataque no falle.
usa ORAS The user senses the target’s movements with its mind to ensure its next attack does not miss the target.
fr ORAS Le lanceur analyse les mouvements de l’ennemi pour être sûr de toucher au coup suivant.
de ORAS Ahnt Bewegungen des Zieles voraus, um zu gewährleisten, dass die nächste eigene Attacke trifft.
ita ORAS Chi la usa prevede i movimenti del bersaglio per mandare a segno l’attacco successivo.
jpn ORAS あいての うごきを こころで かんじて つぎの こうげきが かならず あいてに あたるように する。
jpn ORAS 相手の 動きを 心で 感じて 次の 攻撃が 必ず 相手に 当たるように する。
kor ORAS 상대의 움직임을 마음으로 읽고 다음 공격이 반드시 상대에게 명중되게 한다.
esp ORAS El usuario adivina los movimientos del objetivo para hacer que su siguiente ataque no falle.
SM 用心感受對手的行動模式, 下次攻擊時必定 會命中對手。
SM 用心感受对手的行动, 下次攻击必定 会击中对手。
usa SM The user senses the target’s movements with its mind to ensure its next attack does not miss the target.
fr SM Le lanceur analyse les mouvements de l’ennemi pour être sûr de toucher au coup suivant.
de SM Ahnt Bewegungen des Zieles voraus, um zu gewährleisten, dass die nächste eigene Attacke trifft.
ita SM Chi la usa prevede i movimenti del bersaglio per mandare a segno l’attacco successivo.
jpn SM あいての うごきを こころで かんじて つぎの こうげきが かならず あいてに あたるように する。
jpn SM 相手の 動きを 心で 感じて 次の 攻撃が 必ず 相手に 当たるように する。
kor SM 상대의 움직임을 마음으로 읽고 다음 공격이 반드시 상대에게 명중되게 한다.
esp SM El usuario adivina los movimientos del objetivo para hacer que su siguiente ataque no falle.
USUM 用心感受對手的行動模式, 下次攻擊時必定 會命中對手。
USUM 用心感受对手的行动, 下次攻击必定 会击中对手。
usa USUM The user senses the target’s movements with its mind to ensure its next attack does not miss the target.
fr USUM Le lanceur analyse les mouvements de l’ennemi pour être sûr de toucher au coup suivant.
de USUM Ahnt Bewegungen des Zieles voraus, um zu gewährleisten, dass die nächste eigene Attacke trifft.
ita USUM Chi la usa prevede i movimenti del bersaglio per mandare a segno l’attacco successivo.
jpn USUM あいての うごきを こころで かんじて つぎの こうげきが かならず あいてに あたるように する。
jpn USUM 相手の 動きを 心で 感じて 次の 攻撃が 必ず 相手に 当たるように する。
kor USUM 상대의 움직임을 마음으로 읽고 다음 공격이 반드시 상대에게 명중되게 한다.
esp USUM El usuario adivina los movimientos del objetivo para hacer que su siguiente ataque no falle.
usa SwSh The user senses the target’s movements with its mind to ensure its next attack does not miss the target.

Damage Dealt

Generation 5
Bug Dark Dragon Electric Fighting Fire Flying Ghost Grass Ground Ice Normal Poison Psychic Rock Steel Water
0x 0.5x 0.5x
Generation 6
Bug Dark Dragon Electric Fairy Fighting Fire Flying Ghost Grass Ground Ice Normal Poison Psychic Rock Steel Water
0x 0.5x 0.5x

*Highlighted Pokémon received a Same Type Attack Bonus (STAB) when using this attack.

Level Up

Pokémon Type HP Atk Def SpA SpD Spd Total USUM SM ORAS XY B2W2 BW HGSS Pt DP FRLG E RS C GS
Poliwrath/ Nyorobon 90
95
95
70
90
70
510
43 43 43 43 43 43 53 53 53 51 51 51 51 51
Hitmonlee/ Sawamular 50
120
53
35
110
87
455
33 33 33 33 33 33 33 33 33 31 31 31 31 31
Articuno/ Freezer 90
85
100
95
125
85
580
22 22 22 1 22 22 22 22 22 37 37 37 37 37
Breloom/ Kinogassa 60
130
80
60
60
70
460
33 33 33 37 37 37 37 37 37 45 45 45
Nincada/ Tutinin 31
45
90
30
30
40
266
25 25 25 19 19 19 19 19 19 19 19 19
Ninjask/ Tekkanin 61
90
45
50
50
160
456
29 29 29 19 19 19 19 19 19 19 19 19
Shedinja/ Nukenin 1
90
45
30
30
40
236
25 25 25 19 19 19 19 19 19 19 19 19
Meditite/ Asanan 30
40
55
40
55
60
280
25 25 25 18 18 18 18 18 18 25 22 22
Medicham/ Charem 60
60
75
60
75
80
410
25 25 25 18 18 18 18 18 18 25 22 22
Magearna 0
0
0
0
0
0
0
33 33

Breeding

Pokémon Type HP Atk Def SpA SpD Spd Total USUM SM ORAS XY B2W2 BW HGSS Pt DP FRLG E RS C GS
Poliwag/ Nyoromo 40
50
40
40
40
90
300
Available Available Available Available Available Available Available Available Available Available Available Available Available Available
Tyrogue/ Balkie 35
35
35
35
35
35
210
Available Available Available Available Available Available Available Available Available Available Available Available Available Available
Surskit/ Ametama 40
30
32
50
52
65
269
Available Available Available Available Available Available Available Available Available Available Available Available
Roselia/ Roselia 50
60
45
100
80
65
400
Available Available Available Available Available Available Available Available Available
Budew/ Subomie 40
30
35
50
70
55
280
Available Available Available Available Available Available Available Available Available
Riolu/ Riolu 40
70
40
35
40
60
285
Available Available Available Available Available Available Available Available Available
Kurumiru/ Sewaddle 45
53
70
40
60
42
310
Available Available Available Available Available Available
Chobomaki/ Shelmet 50
40
85
40
65
25
305
Available Available Available Available Available Available
Froakie 41
56
40
62
44
71
314
Available Available Available Available

Event Pokémon

Pokémon Type HP Atk Def SpA SpD Spd Total
Pokémon XD - Michael's Hitmonlee 50
120
53
35
110
87
455
Pokémon XD - Michael's Hitmonchan 50
105
79
35
110
76
455
10th Anniversary Articuno 90
85
100
95
125
85
580
10th Anniversary Articuno 90
85
100
95
125
85
580
10th Anniversary Articuno 90
85
100
95
125
85
580
10th Anniversary Articuno 90
85
100
95
125
85
580
Bryant Park 10th Anniversary Articuno 90
85
100
95
125
85
580
10th Anniversary Arktos 90
85
100
95
125
85
580
10th Anniversary Artikodin 90
85
100
95
125
85
580
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