Static: On contact, the attacker has a 30% chance to be paralyzed.
Swift Swim: 2x SPEED in rainy weather.
Soundproof: Immune to sound-based moves.
Rain Dish: Restore 1/16th max HP each turn during rain.
Hidden
Own Tempo: Can't be confused.
Aftermath: When knocked out by a contact move, the attacker loses 1/4th max HP.
Entry
It bears an uncanny and unexplained resemblance to a Pok? Ball. It is known to ferry small Pokémon across ponds by carrying them on the broad leaf on its head
PokémonPoké.
100.495
ProfessorProf.
Oak
Entry
This Pokémon lives in ponds with clean water. Because it explodes at the slightest shock, even veteran trainers treat it with caution
PokémonPoké.
495.100
ProfessorProf.
Oak
x2
x2
x1
x1
x1/2
x1/2
x1/4
x1/4
#100
Voltorb
+
Pokémon TCG & gravestones
Lv.30
#101
Electrode
+
Game Freak & kattenkg
#495
Lotad
+
The Pokémon Company & pokebio
Lv.14
#496
Lombre
+
Game Freak & gummy.frog & mildnight
#497
Ludicolo
+
Game Freak & its.emily
Classic Mode
Vermillion City (trade), Power Plant (static), Route 9, 10, Power Plant
Cinnabar Island (trade), Power Plant (static), Cerulean Cave, Power Plant, Evolve Voltorb (Lv30)
Route 6, 14, 25
Safari Zone A1, A2, A3, A4, Evolve Lotad (Lv14)
Evolve Lombre (Water Stone)
Remix Mode
Vermillion City (trade), Power Plant (static), Route 11, Power Plant
Cinnabar Island (trade), Power Plant (static), Bond Bridge, Evolve Voltorb (Lv30)
Route 2, 6, 14, 25
Route 6, 21, 43, Lake of Rage, Safari Zone A1, A2, A3, A4, Viridian River, Evolve Lotad (Lv14)
Route 6, Lake of Rage, Evolve Lombre (Water Stone)
LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
1
Astonish
30
100
30
15
Can flinch the target.
1
Charge
-
-
-
20
Raises the user's SP.DEF one stage. Doubles power of Electric move used next turn.
1
Tackle
40
100
-
35
Inflicts regular damage.
3
Growl
-
100
-
40
Lowers the target's ATK one stage.
4
Sonic Boom
1
90
-
20
Inflicts exactly 20 damage.
6
Absorb
20
100
-
25
Drains half the damage inflicted to heal the user.
6
Eerie Impulse
-
100
-
15
Lowers the target's SP.ATK two stages.
9
Bubble
40
100
10
30
Can lower the target's SPEED one stage.
9
Spark
65
100
30
20
Can paralyze the target.
11
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
12
Natural Gift
1
100
-
15
Power and type are determined by the user's held berry.
13
Screech
-
85
-
40
Lowers the target's DEF two stages.
15
Mist
-
-
-
30
For five turns, the user's side of the field are immune to stat-lowering effects.
16
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
18
Mega Drain
40
100
-
15
Drains half the damage inflicted to heal the user.
20
Swift
60
-
-
20
Doesn't miss.
21
Bubble Beam
65
100
10
20
Can lower the target's SPEED one stage.
22
Electro Ball
1
100
-
10
Hits harder the faster the user is to the target, to a maximum power of 150.
24
Nature Power
-
-
-
20
Uses another move chosen according to the terrain.
26
Self-Destruct
200
100
-
5
User faints.
27
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
29
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
30
Giga Drain
75
100
-
10
Half the damage dealt is restored to the user's HP.
33
Zen Headbutt
80
90
20
15
Can make the target flinch.
34
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
36
Energy Ball
90
100
10
10
Can lower the target's SP.DEF one stage.
37
Discharge
80
100
30
15
Can paralyze the target.
41
Explosion
250
100
-
5
User faints.
46
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
48
Mirror Coat
1
100
-
20
Inflicts twice the special damage the target dealt to the user this turn. Has -5 move priority.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM06
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
TM07
Hail
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
TM10
Hidden Power
60
100
-
15
Power and type are determined by the user's IVs.
TM11
Sunny Day
-
-
-
5
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
TM12
Taunt
-
100
-
20
Target is forced to only use damaging moves for the next 3–5 turns.
TM13
Ice Beam
90
100
10
10
Can freeze the target.
TM14
Blizzard
110
70
10
5
Can freeze the target. Doesn't miss during hail.
TM16
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
TM17
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
TM18
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
TM21
Frustration
1
100
-
20
Power increases with unhappiness up to 102.
TM22
Solar Beam
120
100
-
10
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
TM24
Thunderbolt
90
100
10
15
Can paralyze the target.
TM25
Thunder
110
70
30
10
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
TM27
Return
1
100
-
20
Power increases with happiness, up to a maximum of 102.
TM32
Double Team
-
-
-
15
Raises the user's evasion one stage.
TM41
Torment
-
100
-
15
Prevents the target from using the same move twice in a row.
TM42
Facade
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
TM44
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
TM45
Attract
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
TM46
Thief
60
100
-
25
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM49
Echoed Voice
40
100
-
15
Power increases by 40 each consecutive turn used by a friendly Pokémon, to a max of 200.
TM53
Energy Ball
90
100
10
10
Can lower the target's SP.DEF one stage.
TM55
Water Pulse
60
100
20
20
Can confuse the target.
TM57
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
TM64
Explosion
250
100
-
5
User faints.
TM72
Volt Switch
70
100
-
20
Inflicts regular damage, then the user immediately switches out.
TM73
Thunder Wave
-
90
-
20
Paralyzes the target.
TM74
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
TM75
Swords Dance
-
-
-
10
Raises the user's ATK two stages.
TM86
Grass Knot
1
100
-
20
Power increases with the target's weight to a maximum of 120.
TM87
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
TM88
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
TM90
Substitute
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
TM93
Wild Charge
90
100
-
15
User takes 1/4 the damage it inflicts in recoil.
TM116
Shock Wave
60
-
-
20
Doesn't miss.
TM121
Scald
80
100
30
15
Can burn the target.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM03
Surf
90
100
-
15
If the target is in the first turn of Dive, this move will hit with double power.
HM07
Teleport
-
-
-
20
Does nothing. Wild battles end immediately. Has -6 move priority.
HM08
Flash
-
100
-
20
Lowers the target's accuracy one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Scientist
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
Girl
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
Man
Signal Beam
75
100
10
15
Can confuse the target.
Burglar
Sucker Punch
70
100
-
5
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
Man
Swift
60
-
-
20
Doesn't miss.
Elite Trainer
Synthesis
-
-
-
5
Heals the user 1/2 its max HP. During sunshine 2/3 its max HP, but in other weather 1/4 its max HP.
Accordion player
Zen Headbutt
80
90
20
15
Can make the target flinch.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Expert Tutor
Electrify
-
-
-
20
If moving before the target, its chosen move this turn becomes Electric-type.
Expert Tutor
Mind Blown
150
100
-
5
Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
Expert Tutor
Zing Zap
80
100
30
10
Can make the target flinch.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Counter
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
Flail
1
100
-
15
Power increases the less HP the user has up to 200.
Giga Drain
75
100
-
10
Half the damage dealt is restored to the user's HP.
Leech Seed
-
90
-
10
Drains 1/8th max HP from a non-Grass target each turn to heal the user.
Razor Leaf
55
95
-
25
User's critical hit rate is one level higher when using this move.
Sweet Scent
-
100
-
20
Lowers the target's evasion one stage.
Synthesis
-
-
-
5
Heals the user 1/2 its max HP. During sunshine 2/3 its max HP, but in other weather 1/4 its max HP.