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Official artwork of Impidimp

#0859

Impidimp

Gen VIII

Wily Pokémon

DarkFairy

Pokédex entry · Sword

Through its nose, it sucks in the emanations produced by people and Pokémon when they feel annoyed. It thrives off this negative energy.

Height
0.4 m
Weight
5.5 kg
Base EXP
53
Growth
Medium
Catch rate

255/255Very easy

Friendship

50/255

Base stats

HP45Attack45Defense30Speed50Sp. Def40Sp. Atk55
HP
45
Attack
45
Defense
30
Speed
50
Sp. Def
40
Sp. Atk★
55

Total 265

Low

EV yield +1 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP105152
Attack45106
Defense3190
Speed49112
Sp. Def40101
Sp. Atk54117
Total324678

About Impidimp

The Mischievous Pokémon thrives on other people's irritation. Impidimp absorbs through its nose the negative energy given off by people and Pokémon when they're annoyed, and sneaks into houses to steal while feeding on their inhabitants' bad moods. It also lives in groups where the members annoy one another and play pranks to hone their tricks.

Its design draws on traits from imps, goblins and other mischievous creatures from European folklore. The pointed ears, exaggerated grin and bat-wing-shaped hair reinforce the image of a small, malicious goblin. The Dark type suits its behaviour, while the Fairy type reflects its connection to faerie beings.

It occupies the first position in a three-species evolutionary line. It evolves into Morgrem at level 32 and then into Grimmsnarl at level 42. All three retain the Dark and Fairy types.

Combat analysis

×2

Weakness

PoisonSteelFairy
×½

Resistance

Ghost
×¼

Double resistance

Dark
×0

Immunity

PsychicDragon

Impidimp in depth

A folklore creature with a nasty streak

The English name is based on “imp”, a term used for a small mischievous being often associated with demons or goblins. The full name also fits its habit of getting in the way and provoking others. The Japanese name, Beroba (ベロバー), includes “bero”, tongue, and recalls “beroberobā”, a Japanese expression associated with sticking out one's tongue and making a mocking face. That idea is reflected in the species' grin and attitude.

Its appearance combines traits from imps and goblins with the popular image of a little devil: pink skin, pointed ears, a huge mouth and tufts that look like bat wings. Negative energy is not just a design detail. It is Impidimp's food source and explains why it causes trouble even for people nearby.

From Galar to Paldea

Impidimp debuted in Pokémon Sword and Pokémon Shield, as part of the eighth generation. Its first Pokédex entries already presented two ideas: absorbing anger through its nose and entering other people's houses to steal. Pokémon Scarlet and Pokémon Violet added an explanation of its social behaviour: it lives in groups and practises its pranks with other specimens.

The species has kept the same evolutionary line since its debut. Morgrem appears at level 32 and Grimmsnarl at level 42, a progression that preserves the concept of a small goblin eventually becoming a creature covered in long fur. In the ninth-generation games, it also learns new support options through TMs, although its defining moves are still priority moves and Dark- and Fairy-type attacks.

The little screens specialist

The most useful comparison is with its own evolutions. Morgrem and Grimmsnarl retain Prankster, but have higher stats and more ability to stay on the field for several turns. Impidimp makes up for that difference with its presence in Little Cup, where the smaller size of its opponents and early access to Reflect, Light Screen and Taunt allow teams to be built around it.

A support set can combine Reflect, Light Screen, Taunt and Play Rough. An item that extends the duration of the screens improves this role, although its 30 and 40 defenses still make timing its entry important. Prankster lets it act first with status moves, but it offers no protection against Dark types, which ignore that priority boost.

Another option is Nasty Plot alongside Dark Pulse, Play Rough and a coverage move. The idea is simple: take advantage of its 55 Special Attack after raising it by two stages, but the plan requires finding a free turn and does nothing to solve its poor durability. Foul Play uses the target's Attack and reduces its reliance on its own 45 Attack, although it does not make its defenses reliable.

A thief that learns to take command

Parting Shot reinforces its support profile: it reduces the opponent's offensive pressure and allows another team member to enter under better conditions. Taunt serves a similar purpose against defensive opponents, while Thunder Wave helps its teammates move first. Fake Out, on the other hand, belongs to the opening phase of a battle and loses value if held back for too long.

In a normal playthrough, it works best as a temporary attacker and a source of status moves rather than as a team member meant to take hits. Its catch rate of 255 makes it easy to obtain, and evolving it into Grimmsnarl takes two specific level-ups.

TCG cards

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