Honedge artwork
#679

Honedge

SteelGhost
All data Standard/Form Gen 6

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Honedge reads as a physical attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFire, Ground, Ghost

These attack types are the first danger check before adding it to a team.

Battle Stats

HP45Atk80Def100Sp.Atk35Sp.Def37Speed28total325
HP 45
Atk 80
Def 100
Sp.Atk 35
Sp.Def 37
Speed 28
Type Check

What scares Honedge?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
FireGroundGhostDark
Resists
GrassIceFlyingPsychicBugRockDragonSteelFairy
Immune to
NormalFightingPoison

Abilities / Passives

Passive effect

No Guard

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Wide Guard
Status · Rock Pow - · Acc - · PP 12

The user and its allies are protected from wide-ranging attacks for one turn.

Rain Dance
Status · Water Pow - · Acc - · PP 8

The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Swords Dance
Status · Normal Pow - · Acc - · PP 20

A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat.

Rock Slide
Physical · Rock PP 12

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Flash Cannon
Special · Steel PP 12

The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.

Iron Head
Physical · Steel PP 16

The user slams the target with its steel-hard head. Has a 20% chance of making the target flinch.

Shadow Sneak
Physical · Ghost PP 20

The user extends its shadow and attacks the target from behind. This move always goes first.

Close Combat
Physical · Fighting PP 8

The user fights the target up close, inflicting damage without guarding itself. This also lowers the user's Defense and Sp. Def stats.

Aerial Ace
Damage

Used to take knockouts or put enemies into finishing range.

After You
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Autotomize
Damage

Used to take knockouts or put enemies into finishing range.

Block
Damage

Used to take knockouts or put enemies into finishing range.

Brick Break
Damage

Used to take knockouts or put enemies into finishing range.

Brutal Swing
Damage

Used to take knockouts or put enemies into finishing range.

Confide
Damage

Used to take knockouts or put enemies into finishing range.

Cut
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (57 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources