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 does not quail even when it faces a tough opponent
PokémonPoké.
100.497
ProfessorProf.
Oak
Entry
When it hears festive music, all the cells in its body become stimulated, and it begins moving in rhythm. Because it explodes at the slightest shock, even veteran trainers treat it with caution
PokémonPoké.
497.100
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.
Pre Evo
Absorb
20
100
-
25
Drains half the damage inflicted to heal the user.
Pre Evo
Bubble
40
100
10
30
Can lower the target's SPEED one stage.
Pre Evo
Bubble Beam
65
100
10
20
Can lower the target's SPEED one stage.
Pre Evo
Energy Ball
90
100
10
10
Can lower the target's SP.DEF one stage.
Pre Evo
Fake Out
40
100
100
10
Causes the target to flinch. Can only be used on the user's first turn after entering the field. Has +3 move priority.
Pre Evo
Fury Swipes
18
80
-
15
Hits 2–5 times in one turn.
Pre Evo
Giga Drain
75
100
-
10
Half the damage dealt is restored to the user's HP.
Pre Evo
Hydro Pump
110
80
-
5
Inflicts regular damage.
Pre Evo
Knock Off
65
100
-
20
Target loses its held item. That item can't be recovered with Recycle.
Pre Evo
Mist
-
-
-
30
For five turns, the user's side of the field are immune to stat-lowering effects.
Pre Evo
Natural Gift
1
100
-
15
Power and type are determined by the user's held berry.
Pre Evo
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.
Pre Evo
Uproar
90
100
-
10
User is forced to use this move for 2–5 turns, waking up sleeping Pokémon.
Pre Evo
Water Sport
-
-
-
15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.
Pre Evo
Zen Headbutt
80
90
20
15
Can make the target flinch.
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
Growl
-
100
-
40
Lowers the target's ATK one stage.
1
Mega Drain
40
100
-
15
Drains half the damage inflicted to heal the user.
1
Nature Power
-
-
-
20
Uses another move chosen according to the terrain.
1
Tackle
40
100
-
35
Inflicts regular damage.
4
Sonic Boom
1
90
-
20
Inflicts exactly 20 damage.
6
Eerie Impulse
-
100
-
15
Lowers the target's SP.ATK two stages.
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.
13
Screech
-
85
-
40
Lowers the target's DEF two stages.
16
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
20
Swift
60
-
-
20
Doesn't miss.
22
Electro Ball
1
100
-
10
Hits harder the faster the user is to the target, to a maximum power of 150.
26
Self-Destruct
200
100
-
5
User faints.
29
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
34
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
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.
TM15
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
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.
TM31
Brick Break
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
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.
TM52
Focus Blast
120
70
10
5
Can lower the target's SP.DEF one stage.
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.
TM56
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
TM57
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
TM64
Explosion
250
100
-
5
User faints.
TM68
Giga Impact
150
90
-
5
The user can't attack or switch out the turn after this is used.
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.
TM112
Focus Punch
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
TM115
Power-Up Punch
40
100
100
20
Raises the user's ATK one stage.
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.
HM04
Strength
80
100
-
15
Inflicts regular damage.
HM05
Waterfall
80
100
20
15
Can make the target flinch.
HM06
Dive
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
HM07
Teleport
-
-
-
20
Does nothing. Wild battles end immediately. Has -6 move priority.
HM08
Flash
-
100
-
20
Lowers the target's accuracy one stage.
TM94
Rock Smash
40
100
50
15
Can lower the target's DEF one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Fighter
Drain Punch
75
100
-
10
Drains half the damage inflicted to heal the user.
Karate
Fire Punch
75
100
10
15
Can burn the target.
Guitarist
Hyper Voice
90
100
-
10
Inflicts regular damage.
Karate
Ice Punch
75
100
10
15
Can freeze the target.
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.
Karate
Thunder Punch
75
100
10
15
Can paralyze the target.
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.