Thievul artwork
#828

Thievul

Dark
All data Standard/Form Gen 8

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

Thievul reads as a special attacker from its current stats.

Speed readMedium speed

May need Tailwind, priority, or careful switching.

Watch outFighting, Bug, Fairy

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

Battle Stats

HP70Atk58Def58Sp.Atk87Sp.Def92Speed90total455
HP 70
Atk 58
Def 58
Sp.Atk 87
Sp.Def 92
Speed 90
Type Check

What scares Thievul?

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
FightingBugFairy
Resists
GhostDark
Immune to
Psychic

Abilities / Passives

Passive effect

Run Away

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Unburden

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Stakeout

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.

Nasty Plot
Status · Dark Pow - · Acc - · PP 20

The user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat.

Taunt
Status · Dark Acc - · PP 20

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark Pulse
Special · Dark PP 16

The user releases a horrible aura imbued with ill intent. This may also make the target flinch.

Sucker Punch
Physical · Dark PP 8

This move enables the user to attack first. This move fails if the target is not readying an attack.

Parting Shot
Status · Dark Acc - · PP 20

With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches places with a party Pokémon in waiting.

Hyper Beam
Special · Normal PP 8

The target is attacked with a powerful beam. The user can't move on the next turn.

Psychic
Special · Psychic PP 12

The target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat.

Quick Attack
Physical · Normal PP 20

The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.

Shadow Ball
Special · Ghost PP 16

The user attacks by hurling a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Acrobatics
Damage

Used to take knockouts or put enemies into finishing range.

Agility
Damage

Used to take knockouts or put enemies into finishing range.

Assurance
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Baton Pass
Damage

Used to take knockouts or put enemies into finishing range.

Beat Up
Damage

Used to take knockouts or put enemies into finishing range.

Burning Jealousy
Damage

Used to take knockouts or put enemies into finishing range.

Crunch
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (46 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