Venusaur
Red/Blue

The plant blooms when it is absorbing solar energy. It stays on the move to seek sunlight.

Yellow

The flower on its back catches the sun's rays. The sunlight is then absorbed and used for energy.

Evolution Chain

bulbasaur
Bulbasaur
Level 16
ivysaur
Ivysaur
Level 32
venusaur
Venusaur

Pokédex Data

Classification Seed Pokémon
Height 2.0 m (6'07")
Weight 100.0 kg (220.5 lbs)
Abilities N/A in Gen I

Training

EV Yield +2 Sp. Atk
+1 Sp. Def
Catch Rate 45
Base Friendship 70
Growth Rate medium slow

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Leech Seed
90% 10 Seeds the target, stealing HP from it every turn.
7 Leech Seed
90% 10 Seeds the target, stealing HP from it every turn.
13 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
22 Poison Powder
75% 35 Poisons the target.
30 Razor Leaf
55 95% 25 Has an increased chance for a critical hit.
43 Growth
20 Raises the user's Attack and Special Attack by one stage.
55 Sleep Powder
75% 15 Puts the target to sleep.
65 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Leech Seed
90% 10 Seeds the target, stealing HP from it every turn.
7 Leech Seed
90% 10 Seeds the target, stealing HP from it every turn.
13 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
22 Poison Powder
75% 35 Poisons the target.
30 Razor Leaf
55 95% 25 Has an increased chance for a critical hit.
43 Growth
20 Raises the user's Attack and Special Attack by one stage.
55 Sleep Powder
75% 15 Puts the target to sleep.
65 Solar Beam
120 100% 10 Requires a turn to charge before attacking.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM03 Swords Dance
20 Raises the user's Attack by two stages.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM10 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
TM21 Mega Drain
40 100% 15 Drains half the damage inflicted to heal the user.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM31 Mimic
10 Copies the target's last used move.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM34 Bide
10 User waits for two turns, then hits back for twice the damage it took.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM50 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Base Stats

Hp 80
Attack 82
Defense 83
Sp. Atk 100
Sp. Def 100
Speed 80
Total 525

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0.25x
0.5x
2x
0.5x
2x
2x
0.5x