Pokemon Brilliant Diamond and Shining Pearl Manaphy is a Water Type Seafaring Pokémon, with a 0.4% Chance To Catch with a regular PokeBall. Manaphy has a Slow growth rate with a 3 HP EV Yield, and Total of 600 combine Stats.
Stat | HP | Attack | Defense | Sp.Atk | Sp.Def | Speed | Total |
---|---|---|---|---|---|---|---|
Base | 100 | 100 | 100 | 100 | 100 | 100 | 600 |
Min | 310 | 184 | 184 | 184 | 184 | 184 | |
Max | 404 | 328 | 328 | 328 | 328 | 328 |
Abilities | 1. Hydration |
EV Yield | 3 HP |
Growth Rate | Slow |
Catch Rate | 3 (0.4% with PokéBall, full HP) |
Egg Groups | Fairy, Water 1 |
Egg Cycles | 10 (2,314–2,570 steps) |
How To Evolve Manaphy in Pokemon Diamond and Pearl
This pokemon currently does not have an evolution.
Pokemon Diamond and Pearl Manaphy Weakness
Manaphy is a Water Type pokemon. This will cause it to take More Damage from Grass, Electric Type Moves and will take Less Damage from Steel, Fire, Water, Ice type moves.
Damage | Types |
---|---|
4.0x Damage | |
2.0x Damage | |
0.5x Damage | |
0.25x Damage | |
Immune to Damage |
What pokemon is Manaphy Weak Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
540 | |||
535 | |||
535 | |||
525 | |||
525 |
What pokemon is Manaphy Strong Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
680 | |||
680 | |||
600 | |||
540 | |||
540 |
Where To Find Manaphy in Pokemon Diamond and Pearl
Manaphy Moves in Pokemon Diamond and Pearl
List of Moves Manaphy can learn by reaching higher levels in Pokemon Diamond and Pearl.
Lvl | Move | Desc |
---|---|---|
76 | Heart Swap | Class: Status Power: — Acc: — PP: 10 Stat changes are swapped with the opponent. |
69 | Rain Dance | Class: Status Power: — Acc: — PP: 5 Makes it rain for 5 turns. |
61 | Dive | Class: Physical Power: 80 Acc: 100 PP: 10 Dives underwater on first turn, attacks on second turn. |
54 | Aqua Ring | Class: Status Power: — Acc: — PP: 20 Restores a little HP each turn. |
46 | Water Pulse | Class: Special Power: 60 Acc: 100 PP: 20 May confuse opponent. |
39 | Whirlpool | Class: Special Power: 35 Acc: 85 PP: 15 Traps opponent, damaging them for 4-5 turns. |
31 | Acid Armor | Class: Status Power: — Acc: — PP: 20 Sharply raises user's Defense. |
24 | Bubble Beam | Class: Special Power: 65 Acc: 100 PP: 20 May lower opponent's Speed. |
16 | Supersonic | Class: Status Power: — Acc: 55 PP: 20 Confuses opponent. |
9 | Charm | Class: Status Power: — Acc: 100 PP: 20 Sharply lowers opponent's Attack. |
1 | Tail Glow | Class: Status Power: — Acc: — PP: 20 Drastically raises user's Special Attack. |
1 | Bubble | Class: Special Power: 40 Acc: 100 PP: 30 May lower opponent's Speed. |
1 | Water Sport | Class: Status Power: — Acc: — PP: 15 Weakens the power of Fire-type moves. |
List of Moves Manaphy can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
100 | Confide | Class: Status Power: — Acc: — PP: 20 Lowers opponent's Special Attack. |
99 | Dazzling Gleam | Class: Special Power: 80 Acc: 100 PP: 10 Hits all adjacent opponents. |
98 | Waterfall | Class: Physical Power: 80 Acc: 100 PP: 15 May cause flinching. |
94 | Surf | Class: Special Power: 90 Acc: 100 PP: 15 Hits all adjacent Pokémon. |
90 | Substitute | Class: Status Power: — Acc: — PP: 10 Uses HP to creates a decoy that takes hits. |
89 | U-turn | Class: Physical Power: 70 Acc: 100 PP: 20 User switches out immediately after attacking. |
88 | Sleep Talk | Class: Status Power: — Acc: — PP: 10 User performs one of its own moves while sleeping. |
87 | Swagger | Class: Status Power: — Acc: 85 PP: 15 Opponent becomes confused, but its Attack is sharply raised. |
86 | Grass Knot | Class: Special Power: — Acc: 100 PP: 20 The heavier the opponent, the stronger the attack. |
77 | Psych Up | Class: Status Power: — Acc: — PP: 10 Copies the opponent's stat changes. |
68 | Giga Impact | Class: Physical Power: 150 Acc: 90 PP: 5 User must recharge next turn. |
56 | Fling | Class: Physical Power: — Acc: 100 PP: 10 Power depends on held item. |
55 | Scald | Class: Special Power: 80 Acc: 100 PP: 15 May burn opponent. |
53 | Energy Ball | Class: Special Power: 90 Acc: 100 PP: 10 May lower opponent's Special Defense. |
48 | Round | Class: Special Power: 60 Acc: 100 PP: 15 Power increases if teammates use it in the same turn. |
44 | Rest | Class: Status Power: — Acc: — PP: 10 User sleeps for 2 turns, but user is fully healed. |
42 | Facade | Class: Physical Power: 70 Acc: 100 PP: 20 Power doubles if user is burned, poisoned, or paralyzed. |
33 | Reflect | Class: Status Power: — Acc: — PP: 20 Halves damage from Physical attacks for 5 turns. |
32 | Double Team | Class: Status Power: — Acc: — PP: 15 Raises user's Evasiveness. |
30 | Shadow Ball | Class: Special Power: 80 Acc: 100 PP: 15 May lower opponent's Special Defense. |
29 | Psychic | Class: Special Power: 90 Acc: 100 PP: 10 May lower opponent's Special Defense. |
27 | Return | Class: Physical Power: — Acc: 100 PP: 20 Power increases with higher Friendship. |
21 | Frustration | Class: Physical Power: — Acc: 100 PP: 20 Power decreases with higher Friendship. |
20 | Safeguard | Class: Status Power: — Acc: — PP: 25 The user's party is protected from status conditions. |
18 | Rain Dance | Class: Status Power: — Acc: — PP: 5 Makes it rain for 5 turns. |
17 | Protect | Class: Status Power: — Acc: — PP: 10 Protects the user, but may fail if used consecutively. |
16 | Light Screen | Class: Status Power: — Acc: — PP: 30 Halves damage from Special attacks for 5 turns. |
15 | Hyper Beam | Class: Special Power: 150 Acc: 90 PP: 5 User must recharge next turn. |
14 | Blizzard | Class: Special Power: 110 Acc: 70 PP: 5 May freeze opponent. |
13 | Ice Beam | Class: Special Power: 90 Acc: 100 PP: 10 May freeze opponent. |
10 | Hidden Power | Class: Special Power: 60 Acc: 100 PP: 15 Type and power depends on user's IVs. |
7 | Hail | Class: Status Power: — Acc: — PP: 10 Non-Ice types are damaged for 5 turns. |
6 | Toxic | Class: Status Power: — Acc: 90 PP: 10 Badly poisons opponent. |
4 | Calm Mind | Class: Status Power: — Acc: — PP: 20 Raises user's Special Attack and Special Defense. |
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