Bellossom
Gold

BELLOSSOM gather at times and appear to dance. They say that the dance is a ritual to summon the sun.

Silver

Plentiful in the tropics. When it dances, its petals rub together and make a pleasant ringing sound.

Crystal

When these dance together, their petals rub against each other, making pretty, relaxing sounds.

Evolution Chain

oddish
Oddish
Level 21
gloom
Gloom
vileplume
Vileplume
bellossom
Bellossom

Pokédex & Training Data

Classification Flower Pokémon
Height 0.4 m (1'04")
Weight 5.8 kg (12.8 lbs)
Abilities N/A in Gen II
EV Yield +3 Sp. Def
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Plant

Pokédex Numbers

Johto (G/S/C) #086
Hoenn (R/S/E) #091
Johto (HG/SS) #086
Kalos (Central) #108
Hoenn (OR/AS) #094
Galar (Sw/Sh) #058
National #182
Blueberry #065

Held Items

None in this generation.

Learned Moves

Level Up Moves

Gold/Silver
Lvl Name Class Power Acc. PP Effect
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
1 Stun Spore
— 75% 30 Paralyzes the target.
1 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
1 Sweet Scent
— 100% 20 Lowers the target’s evasion by one stage.
55 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
Crystal
Lvl Name Class Power Acc. PP Effect
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
1 Stun Spore
— 75% 30 Paralyzes the target.
1 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
1 Sweet Scent
— 100% 20 Lowers the target’s evasion by one stage.
55 Solar Beam
120 100% 10 Requires a turn to charge before attacking.

TM/HM Moves

Gold/SilverCrystal
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM03 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Sweet Scent
— 100% 20 Lowers the target’s evasion by one stage.
TM13 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM19 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
TM20 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM34 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM35 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

Base Stats

Hp 75
Attack 80
Defense 95
Sp. Atk 90
Sp. Def 100
Speed 50
Total 490

Type Defenses

(vs. Gen 6+ rules)

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