Confuse Ray (move)

Confuse Ray
あやしいひかり Bewitching Light
[[File:|center]]
Type  Ghost
Category  Status
PP  10 (max. 16)
Power  —
Accuracy  100%
Priority  {{{priority}}}
Target
Foe Foe Foe
Self Ally Ally
May affect anyone adjacent to the user
Availability
Introduced  Generation I
Condition  Smart
Appeal  3 ♥♥♥
Jam  0  
Scrambles the order of appeals on the next turn.
Condition  Smart
Appeal  2 ♥♥
Lowers the Voltage of all Judges by one each.
Condition  Smart
Appeal  0  
Jamming  0  

Confuse Ray (Japanese: あやしいひかり Bewitching Light) is a non-damaging Ghost-type move introduced in Generation I.

Effect

Confuse Ray causes the target to become confused. Confuse Ray will fail if the target has a substitute, is already confused, or has the Ability Own Tempo. Although it is a ghost type move, it will work on Normal types, disregarding immunity.

Description

Games Description
A sinister flash of light makes the target confused. A special Ghost-type technique.
A sinister flash of light makes the target confused. A special Ghost-type move.
A move that causes confusion.
RSE A sinister ray that confuses the foe.
A sinister ray that confuses the target.
FRLG The foe is exposed to a sinister ray that triggers confusion.
The target is exposed to a sinister ray that triggers confusion.


Learnset

By leveling up

# Pokémon Type Level
I II III IV V VI
037   Vulpix Fire Fire 28 19 22 17 17 15 '
038   Ninetales Fire Fire   -- -- -- -- '
041   Zubat Poison Flying 21 19 26 21 21 19 '
042   Golbat Poison Flying 21 19 28 21 21 19 '
092   Gastly Ghost Poison -- 28 28 21 19 19 '
093   Haunter Ghost Poison -- 31 31 21 19 19 '
094   Gengar Ghost Poison -- 31 31 21 19 19 '
121   Starmie Water Psychic   37 33 28 28 22 '
126   Magmar Fire Fire 39 49 49 25 26 '
131   Lapras Water Ice 31 22 19 7 7 '
169   Crobat Poison Flying   19 28 21 21 19 '
170   Chinchou Water Electric   29 29 17 17 '
171   Lanturn Water Electric   33 32 17 17 '
177   Natu Psychic Flying   40 40 23 23 '
178   Xatu Psychic Flying   50 50 23 23 '
179   Mareep Electric Electric           25 '
180   Flaaffy Electric Electric           29 '
181   Ampharos Electric Electric           29 '
197   Umbreon Dark Dark   30 30 29 29 17 '
200   Misdreavus Ghost Ghost   12 17 14 14 '
226   Mantine Water Flying   49 50 37 37 11 '
234   Stantler Normal Normal   49 43 41 23 23 '
240   Magby Fire Fire   43 43 25 25 26 '
292   Shedinja Bug Ghost     31 31 31 '
302   Sableye Dark Ghost     37 46 46 '
313   Volbeat Bug Bug     5 9 9 '
325   Spoink Psychic Psychic     25 18 18 '
326   Grumpig Psychic Psychic     25 18 18 '
345   Lileep Rock Grass     29 22 11 '
346   Cradily Rock Grass     29 22 22 '
355   Duskull Ghost Ghost     23 17 17 '
356   Dusclops Ghost Ghost     23 17 17 '
416   Vespiquen Bug Flying       7 7 -- '
436   Bronzor Steel Psychic       14 14 11 '
437   Bronzong Steel Psychic       14 14 11 '
442   Spiritomb Ghost Dark       -- -- '
458   Mantyke Water Flying       37 37 11 '
467   Magmortar Fire Fire       25 26 '
477   Dusknoir Ghost Ghost       17 17 '
478   Froslass Ice Ghost       19 19 '
479   Rotom Electric Ghost       -- -- '
486   Regigigas Normal Normal       -- -- '
505   Watchog Normal Normal         20 '
607   Litwick Ghost Fire         10 '
608   Lampent Ghost Fire         10 '
609   Chandelure Ghost Fire         -- '
615   Cryogonal Ice Ice         45 '
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
A dash (−) indicates a Pokémon cannot learn the move by the designated method.
An empty cell indicates a Pokémon that is unavailable in that game/generation.


By breeding

# Pokémon Type Father
II III IV V VI
054   Psyduck Water Water                                  
072   Tentacool Water Poison         
122   Mr. Mime Psychic Psychic            
140   Kabuto Rock Water               
198   Murkrow Dark Flying                  
222   Corsola Water Rock               
280   Ralts Psychic Psychic                         
314   Illumise Bug Bug         
349   Feebas Water Water         
353   Shuppet Ghost Ghost                         
366   Clamperl Water Water         
439   Mime Jr. Psychic Psychic            
451   Skorupi Poison Bug          
577   Solosis Psychic Psychic                 
592   Frillish Water Ghost                 
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
A dash (−) indicates a Pokémon cannot learn the move by the designated method.
An empty cell indicates a Pokémon that is unavailable in that game/generation.


By event

Generation II

#   Pokémon Type Obtained with
0072   Tentacool Water Poison New York Pokémon Center
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


Generation V

#   Pokémon Type Obtained with
0198   Murkrow Dark Flying Dream World - Windswept Sky
0222   Corsola Water Rock Dream World - Sparkling Sea
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


In the anime

 
Gengar
 
Mismagius
 
Bronzor
 
Solosis
The foe is exposed to a sinister ray that triggers confusion.
Pokémon Method
User First Used In Notes
  Haunter charges an orange ball in its hands, then shoots it at the opponent. The opponent's eyes turn red and it gets confused, or Haunter fires a purple circle from its eyes towards the opponent.
Captain's Haunter A Shipful of Shivers Debut
Morty's Haunter From Ghost to Ghost None
  Gengar's eyes glow blue, purple, or red. Then the opponent becomes confused.
Drake's Gengar Hello, Pummelo! None
Morty's Gengar From Ghost to Ghost None
  Natu's eyes glow a rainbow hue and the opponent becomes confused.
Mackenzie's Naughty Doin' What Comes Natu-rally None
  The orbs at the end of Chinchou's antennae glow purple and release a light purple ray that confuses the opponent.
Trinity's Chinchou The Perfect Match! None
  Spoink's pearl glows purple, then it fires a purple beam from the pearl at the opponent, confusing it.
A wild Spoink Pearls Are a Spoink's Best Friend None
  Mantine charges a purple ball in between its antennae. Then, Mantine releases a huge purple flash, which makes any Pokémon who see it become confused.
A Mantine captured by Jack Walker's Capture Styler Pokémon Ranger and the Temple of the Sea None
  Dusclops's eye glows red and emits a bright purple light from it, making the opponent confused.
Brandon's Dusclops Gathering the Gang of Four! None
  The large orb on Misdreavus's neck glows purple and it shoots four silhouettes of itself at the opponent from the necklace.
Zoey's Misdreavus Mounting a Coordinator Assault! None
  Mismagius's eyes glow purple. If the opponent sees the attack, it begins to see illusions.
A wild Mismagius Malice in Wonderland! None
  Bronzor's eyes glow purple and it releases dark purple beams from its body at the opponent. When the opponent is affected, its eyes glow red.
Saturn's Bronzor Journey to the Unown! None
  Regigigas's body becomes surrounded in a maroon aura and the braille pattern on its face glows the same color. The opponent's eyes then glow red and Regigigas can control them.
A wild Regigigas Pillars of Friendship! None
  Murkrow looks deeply into the opponent's eyes and causes it to see illusions.
Mitchell's Murkrow Try for the Family Stone! None
  Watchog holds its arms out and five golden orbs of light appear and circle around its body. When it raises its arms in the air, the five orbs fire at the opponent and stop above it. The orbs then circle around the opponent and float downward to the middle of its body. They then float back up above the opponent's head and grow larger until they explode in a flash of white light, confusing the opponent.
Lenora's Watchog Rematch at the Nacrene Gym! None
  Solosis's body glows gold faintly and six golden orbs of energy appear around its body and spin around it clockwise. Solosis's body then flashes white and it fires the six orbs of energy at the opponent. When the orbs reach the opponent, they surround it and latch onto its body, completely enveloping it. The orbs then glow gold brightly and explode, confusing the opponent.
Doyle's Solosis Where Did You Go, Audino? None
  Chandelure fires six golden orbs of energy at the opponent. When the orbs reach the opponent, they surround it and latch onto its body, completely enveloping it. The orbs then glow gold brightly and explode, confusing the opponent.
A wild Chandelure Climbing the Tower of Success! None
  Jellicent fires six golden orbs of energy at the opponent. When the orbs reach the opponent, they surround it and latch onto its body, completely enveloping it. The orbs then glow gold brightly and explode, confusing the opponent.
Rizzo's two Jellicent Guarding the Guardian of the Mountain! None


In the manga

In the Pokémon Adventures manga


In the Pokémon Mystery Dungeon: Blazing Exploration Team manga


In other generations

Trivia

In other languages

Language Title
Mandarin Chinese 奇異光線 Qíyì Guāngxiàn
  Danish Forvirringsstråle
  Dutch Verwarstraal
  Finnish Sekosäde (original series)
Hämmennyssäde (AG series)
  French Onde Folie
  German Konfustrahl
  Greek Ακτίνα Σύγχυσης
  Hindi Behkane Wali Roshni
  Indonesian Cahaya Menyilaukan
Cahaya Membingungkan
  Italian Stordiraggio
  Korean 이상한빛 Isanghan Bit
  Brazilian Portuguese Raio da Confusão
  Romanian Raza Amăgitoare
  Serbian Zbunjujući Zrak
  Spanish Rayo Confuso


  This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.