Gloom
Red/Blue

The fluid that oozes from its mouth isn't drool. It is a nectar that is used to attract prey.

Yellow

Smells incredibly foul! However, around 1 out of 1,000 people enjoy sniffing its nose- bending stink.

Evolution Chain

oddish
Oddish
Level 21
gloom
Gloom
vileplume
Vileplume

Pokédex & Training Data

Classification Weed Pokémon
Height 0.8 m (2'07")
Weight 8.6 kg (19.0 lbs)
Abilities N/A in Gen I
EV Yield +2 Sp. Atk
Catch Rate 120
Base Friendship 70
Growth Rate medium slow

Pokédex Numbers

Kanto (R/B/Y) #044
Johto (G/S/C) #084
Hoenn (R/S/E) #089
Johto (HG/SS) #084
Kalos (Central) #106
Hoenn (OR/AS) #092
Galar (Sw/Sh) #056
National #044
Blueberry #063

Held Items

None in this generation.

Game Locations

Cerulean Cave 1f
Cerulean Cave 2f
Kanto Route 12 Area
Kanto Route 13 Area
Kanto Route 14 Area
Kanto Route 15 Area

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.
1 Poison Powder
— 75% 35 Poisons the target.
1 Stun Spore
— 75% 30 Paralyzes the target.
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.
28 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense by one stage.
38 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
52 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.
1 Poison Powder
— 75% 35 Poisons the target.
1 Stun Spore
— 75% 30 Paralyzes the target.
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.
28 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense by one stage.
38 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
52 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 60
Attack 65
Defense 70
Sp. Atk 85
Sp. Def 75
Speed 40
Total 395

Type Defenses

(vs. Gen 6+ rules)

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