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 #380 Latias
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Latias
Japan: Ratiasu
ラティアス
French: Latias
German: Latias
Korean: 라티아스
National: #380
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :0%
Female :100%
Classification Height Weight Capture Rate Base Egg Steps
Eon Pokémon 4'07"
1.4m
88.2lbs
40kg
330,720
Abilities: Levitate
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
90 3 Sp. Defense Point(s)
Eligible
Wild Hold Item Egg Groups
  Latias cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby Southern IslandDetails
Alpha Sapphire Gift in Southern Island
X & Y Level Up
LevelAttack NameTypeAppealJam
Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Dragon Pulse  
Quite an appealing move.
Guard Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Reflect Type  
Works well if it is the same type as the move used by the last Pokémon.
Heal Pulse  
Excites the audience in any kind of contest.
Charm
Badly startles Pokémon that the audience has high expectations of.
Psywave  
Effectiveness varies depending on when it is used.
5 Wish  
Excites the audience a lot if used last.
10 Helping Hand  
Quite an appealing move.
15 Safeguard  
Prevents the user from being startled one time this turn.
20 Dragon Breath
Badly startles the last Pokémon to act before the user.
25 Water Sport  
Excites the audience in any kind of contest.
30 Refresh  
Prevents the user from being startled one time this turn.
35 Mist Ball
Badly startles all Pokémon that successfully showed their appeal.
40 Zen Headbutt  
Quite an appealing move.
45 Recover  
Works well if it is the same type as the move used by the last Pokémon.
50 Psycho Shift  
Works great if the user goes last this turn.
55 Charm
Badly startles Pokémon that the audience has high expectations of.
60 Psychic  
Quite an appealing move.
65 Heal Pulse  
Excites the audience in any kind of contest.
70 Reflect Type  
Works well if it is the same type as the move used by the last Pokémon.
75 Guard Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
80 Dragon Pulse  
Quite an appealing move.
85 Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Helping Hand  
Quite an appealing move.
Wish  
Excites the audience a lot if used last.
Psywave  
Effectiveness varies depending on when it is used.
Safeguard  
Prevents the user from being startled one time this turn.
4 Water Sport  
Excites the audience in any kind of contest.
7 Charm
Badly startles Pokémon that the audience has high expectations of.
10 Stored Power  
Works well if the user is pumped up.
13 Refresh  
Prevents the user from being startled one time this turn.
16 Heal Pulse  
Excites the audience in any kind of contest.
20 Dragon Breath
Badly startles the last Pokémon to act before the user.
24 Mist Ball
Badly startles all Pokémon that successfully showed their appeal.
28 Psycho Shift  
Works great if the user goes last this turn.
32 Recover  
Works well if it is the same type as the move used by the last Pokémon.
36 Reflect Type  
Works well if it is the same type as the move used by the last Pokémon.
41 Zen Headbutt  
Quite an appealing move.
46 Guard Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
51 Psychic  
Quite an appealing move.
56 Dragon Pulse  
Quite an appealing move.
61 Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM01 Hone Claws  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM02 Dragon Claw  
Quite an appealing move.
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM05 Roar  
Causes the user to move later on the next turn.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM13 Ice Beam
Badly startles the last Pokémon to act before the user.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM19 Roost  
Makes the audience quickly grow bored when an appeal move has little effect.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM26 Earthquake
Badly startles all Pokémon that successfully showed their appeal.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM37 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM51 Steel Wing  
Affected by how well the previous Pokémon's move went.
TM53 Energy Ball  
Quite an appealing move.
TM57 Charge Beam  
Works well if the user is pumped up.
TM65 Shadow Claw  
Quite an appealing move.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM78 Bulldoze
Badly startles the last Pokémon to act before the user.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
HM02 Fly  
Prevents the user from being startled one time this turn.
HM03 Surf
Startles all of the Pokémon to act before the user.
HM05 Waterfall  
Quite an appealing move.
HM07 (ΩRαS) Dive  
Prevents the user from being startled one time this turn.
Move Tutor Attacks
Attack NameTypeAppealJam
Draco Meteor  
A very appealing move, but after using this move, the user is more easily startled.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Covet  
Affected by how well the previous Pokémon's move went.
Dragon Pulse  
Quite an appealing move.
Helping Hand  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Last Resort  
Works well if the user is pumped up.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Outrage  
A very appealing move, but after using this move, the user is more easily startled.
Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Tailwind  
Causes the user to move earlier on the next turn.
Trick
Badly startles Pokémon that used a move of the same type.
Water Pulse  
Makes audience expect little of other contestants.
Zen Headbutt  
Quite an appealing move.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Dive   Gen V HM06
Prevents the user from being startled one time this turn.
Draco Meteor   Move Tutor - B2W2
A very appealing move, but after using this move, the user is more easily startled.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Defog   Gen IV 432
Works great if the user goes first this turn.
Whirlpool   Gen IV 250
Temporarily stops the crowd from growing excited.
Fury Cutter   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Sucker Punch   Move Tutor - PtHGSS
Excites the audience a lot if used first.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Twister   Move Tutor - PtHGSS
Quite an appealing move.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 80 80 90 110 130 110
Max Stats
Hindering Nature
Lv. 50 140 - 187 76 - 118 85 - 127 103 - 145 121 - 163 103 - 145
Lv. 100 270 - 364 148 - 233 166 - 251 202 - 287 238 - 323 202 - 287
Max Stats
Neutral Nature
Lv. 50 140 - 187 85 - 132 95 - 142 115 - 162 135 - 182 115 - 162
Lv. 100 270 - 364 165 - 259 185 - 279 225 - 319 265 - 359 225 - 319
Max Stats
Beneficial Nature
Lv. 50 140 - 187 93 - 145 104 - 156 126 - 178 148 - 200 126 - 178
Lv. 100 270 - 364 181 - 284 203 - 306 247 - 350 291 - 394 247 - 350


Mega Evolution
Picture Name Other Names No. Gender Ratio Type
Mega Latias
Japan: MegaRatiasu
メガラティアス
French: MegaLatias
German: Mega-Latias
Korean: 메가라티아스
National: #380
Male :0%
Female :100%
Classification Height Weight Capture Rate Base Egg Steps
Eon Pokémon 9'10"
3m
407.8lbs
185kg
3 30,720
Abilities: Levitate
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Damage Taken
*1 *0.5 *0.5 *0.5 *0.5 *2 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *2 *2 *1 *2

Stats - Mega Evolution
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 700 80 100 120 140 150 110
Max Stats
Hindering Nature
Lv. 50 140 - 187 94 - 136 112 - 154 130 - 172 139 - 181 103 - 145
Lv. 100 270 - 364 184 - 269 220 - 305 256 - 341 274 - 359 202 - 287
Max Stats
Neutral Nature
Lv. 50 140 - 187 105 - 152 125 - 172 145 - 192 155 - 202 115 - 162
Lv. 100 270 - 364 205 - 299 245 - 339 285 - 379 305 - 399 225 - 319
Max Stats
Beneficial Nature
Lv. 50 140 - 187 115 - 167 137 - 189 159 - 211 170 - 222 126 - 178
Lv. 100 270 - 364 225 - 328 269 - 372 313 - 416 335 - 438 247 - 350

<--- #379
Registeel
#381
Latios
--->

 
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