Oddish
Red/Blue

During the day, it keeps its face buried in the ground. At night, it wanders around sowing its seeds.

Yellow

It may be mistaken for a clump of weeds. If you try to yank it out of the ground, it shrieks horribly.

Evolution Chain

oddish
Oddish
Level 21
gloom
Gloom
leaf-stone leaf stone
vileplume
Vileplume

Pokédex Data

Classification Weed Pokémon
Height 0.5 m (1'08")
Weight 5.4 kg (11.9 lbs)
Abilities N/A in Gen I

Held Items

None in this generation.

Game Locations

  • Kanto Route 12 Area
  • Kanto Route 13 Area
  • Kanto Route 14 Area
  • Kanto Route 15 Area
  • Kanto Route 24 Area
  • Kanto Route 25 Area
  • Kanto Route 5 Area
  • Kanto Route 6 Area
  • Kanto Route 7 Area

Training

EV Yield +1 Sp. Atk
Catch Rate 255
Base Friendship 70
Growth Rate medium slow

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
15 Poison Powder
75% 35 Poisons the target.
17 Stun Spore
75% 30 Paralyzes the target.
19 Sleep Powder
75% 15 Puts the target to sleep.
24 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
33 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
46 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
15 Poison Powder
75% 35 Poisons the target.
17 Stun Spore
75% 30 Paralyzes the target.
19 Sleep Powder
75% 15 Puts the target to sleep.
24 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
33 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
46 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.
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.
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 45
Attack 50
Defense 55
Sp. Atk 75
Sp. Def 65
Speed 30
Total 320

Type Defenses

(vs. Gen 6+ rules)

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