Venomoth
Red/Blue

The dust-like scales covering its wings are color coded to indicate the kinds of poison it has.

Yellow

The powdery scales on its wings are hard to remove. They also contain poison that leaks out on contact.

Evolution Chain

venonat
Venonat
Level 31
venomoth
Venomoth

Pokédex & Training Data

Classification Poison Moth Pokémon
Height 1.5 m (4'11")
Weight 12.5 kg (27.6 lbs)
Abilities N/A in Gen I
EV Yield +1 Sp. Atk
+1 speed
Catch Rate 75
Base Friendship 70
Growth Rate medium

Pokédex Numbers

Kanto (R/B/Y) #049
Johto (G/S/C) #109
Johto (HG/SS) #110
Paldea (S/V) #257
National #049
Blueberry #009

Held Items

None in this generation.

Game Locations

Cerulean Cave 1f
Cerulean Cave 2f
Kanto Route 14 Area
Kanto Route 15 Area
Kanto Safari Zone Area 2 North
Kanto Safari Zone Area 3 West
Kanto Victory Road 2 3f

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
1 Poison Powder
— 75% 35 Poisons the target.
1 Leech Life
80 100% 10 Drains half the damage inflicted to heal the user.
24 Poison Powder
— 75% 35 Poisons the target.
27 Leech Life
80 100% 10 Drains half the damage inflicted to heal the user.
30 Stun Spore
— 75% 30 Paralyzes the target.
38 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
43 Sleep Powder
— 75% 15 Puts the target to sleep.
50 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Supersonic
— 55% 20 Confuses the target.
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
22 Poison Powder
— 75% 35 Poisons the target.
27 Leech Life
80 100% 10 Drains half the damage inflicted to heal the user.
30 Stun Spore
— 75% 30 Paralyzes the target.
38 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
43 Sleep Powder
— 75% 15 Puts the target to sleep.
50 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.

TM/HM Moves

Red/Blue
Name Class Power Acc. PP Effect
TM02 Razor Wind
80 100% 10 Requires a turn to charge before attacking.
TM04 Whirlwind
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
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.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
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.
TM39 Swift
60 — 20 Never misses.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM46 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
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.
Yellow
Name Class Power Acc. PP Effect
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM02 Razor Wind
80 100% 10 Requires a turn to charge before attacking.
TM04 Whirlwind
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
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.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
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.
TM39 Swift
60 — 20 Never misses.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM46 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
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 70
Attack 65
Defense 60
Sp. Atk 90
Sp. Def 75
Speed 90
Total 450

Type Defenses

(vs. Gen 6+ rules)

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