Vileplume
Red/Blue

The larger its petals, the more toxic pollen it contains. Its big head is heavy and hard to hold up.

Yellow

Flaps its broad flower petals to scatter its poisonous pollen. The flapping sound is very loud.

Evolution Chain

oddish
Oddish
Level 21
gloom
Gloom
vileplume
Vileplume

Pokédex & Training Data

Classification Flower Pokémon
Height 1.2 m (3'11")
Weight 18.6 kg (41.0 lbs)
Abilities N/A in Gen I
EV Yield +3 Sp. Atk
Catch Rate 45
Base Friendship 70
Growth Rate medium slow

Pokédex Numbers

Kanto (R/B/Y) #045
Johto (G/S/C) #085
Hoenn (R/S/E) #090
Johto (HG/SS) #085
Kalos (Central) #107
Hoenn (OR/AS) #093
Galar (Sw/Sh) #057
National #045
Blueberry #064

Held Items

None in this generation.

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense by one stage.
1 Stun Spore
— 75% 30 Paralyzes the target.
1 Sleep Powder
— 75% 15 Puts the target to sleep.
1 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses 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.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense by one stage.
1 Stun Spore
— 75% 30 Paralyzes the target.
1 Sleep Powder
— 75% 15 Puts the target to sleep.
1 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses 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.

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 75
Attack 80
Defense 85
Sp. Atk 110
Sp. Def 90
Speed 50
Total 490

Type Defenses

(vs. Gen 6+ rules)

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