Tentacruel
Red/Blue

The tentacles are normally kept short. On hunts, they are extended to ensnare and immobilize prey.

Yellow

Its 80 tentacles can stretch and contract freely. They wrap around prey and weaken it with poison.

Evolution Chain

tentacool
Tentacool
Level 30
tentacruel
Tentacruel

Pokédex & Training Data

Classification Jellyfish Pokémon
Height 1.6 m (5'03")
Weight 55.0 kg (121.3 lbs)
Abilities N/A in Gen I
EV Yield +2 Sp. Def
Catch Rate 60
Base Friendship 70
Growth Rate slow

Pokédex Numbers

Kanto (R/B/Y) #073
Johto (G/S/C) #163
Hoenn (R/S/E) #067
Sinnoh (D/P) #137
Sinnoh (Plat.) #137
Johto (HG/SS) #165
Kalos (Coastal) #026
Hoenn (OR/AS) #069
Alola (S/M) #107
Alola (US/UM) #130
Hisui #171
National #073
Isle of Armor #041
Blueberry #051

Held Items

None in this generation.

Game Locations

Kanto Sea Route 19 Area
Kanto Sea Route 20 Area
Kanto Sea Route 21 Area

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Supersonic
— 55% 20 Confuses the target.
1 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense by one stage.
7 Supersonic
— 55% 20 Confuses the target.
13 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
18 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
22 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
27 Constrict
10 100% 35 Has a 10% chance to lower the target’s Speed by one stage.
35 Barrier
— — 20 Raises the user’s Defense by two stages.
43 Screech
— 85% 40 Lowers the target’s Defense by two stages.
50 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Supersonic
— 55% 20 Confuses the target.
1 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense by one stage.
7 Supersonic
— 55% 20 Confuses the target.
13 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
18 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
22 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
27 Constrict
10 100% 35 Has a 10% chance to lower the target’s Speed by one stage.
35 Barrier
— — 20 Raises the user’s Defense by two stages.
43 Screech
— 85% 40 Lowers the target’s Defense by two stages.
50 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
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.
TM11 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
TM12 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
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.
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.
TM40 Skull Bash
130 100% 10 Raises the user’s Defense by one stage. User charges for one turn before attacking.
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 70
Defense 65
Sp. Atk 80
Sp. Def 120
Speed 100
Total 515

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
0.5x
0.5x
0.5x
2x
2x
0.5x
0.5x
0.5x