Sentret
Diamond/PearlPlatinum

It has a very nervous nature. It stands up high on its tail so it can scan wide areas.

Heartgold

A very cautious Pokémon, it raises itself up using its tail to get a better view of its surroundings.

Soulsilver

It stands on its tail so it can see a long way. If it spots an enemy, it cries loudly to warn its kind.

Evolution Chain

sentret
Sentret
Level 15
furret
Furret

Pokédex & Training Data

Classification Scout Pokémon
Height 0.8 m (2'07")
Weight 6.0 kg (13.2 lbs)
Abilities
EV Yield +1 attack
Catch Rate 255
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Johto (G/S/C) #019
Johto (HG/SS) #019
Kalos (Central) #109
National #161
Kitakami #026

Held Items

Game Locations

Johto Route 29 Area
Johto Safari Zone Zone Swamp
Johto Safari Zone Zone Wetland
Kanto Route 1 Area
Sinnoh Route 202 Area

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
4 Defense Curl
— — 40 Raises user’s Defense by one stage.
7 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
13 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
16 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
19 Follow Me
— — 20 Redirects the target’s single-target effects to the user for this turn.
25 Slam
80 75% 20 Inflicts regular damage with no additional effect.
28 Rest
— — 5 User sleeps for two turns, completely healing itself.
31 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
36 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
39 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
42 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
47 Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
4 Defense Curl
— — 40 Raises user’s Defense by one stage.
7 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
13 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
16 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
19 Follow Me
— — 20 Redirects the target’s single-target effects to the user for this turn.
25 Slam
80 75% 20 Inflicts regular damage with no additional effect.
28 Rest
— — 5 User sleeps for two turns, completely healing itself.
31 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
36 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
39 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
42 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
47 Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
4 Defense Curl
— — 40 Raises user’s Defense by one stage.
7 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
13 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
16 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
19 Follow Me
— — 20 Redirects the target’s single-target effects to the user for this turn.
25 Slam
80 75% 20 Inflicts regular damage with no additional effect.
28 Rest
— — 5 User sleeps for two turns, completely healing itself.
31 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
36 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
39 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
42 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
47 Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.

TM/HM Moves

Diamond/PearlPlatinum
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.
TM01 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
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.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
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.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM34 Shock Wave
60 — 20 Never misses.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
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.
TM46 Thief
60 100% 25 Takes the target’s item.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 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.
HeartGold/SoulSilver
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.
HM05 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
TM01 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
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.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
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.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM34 Shock Wave
60 — 20 Never misses.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
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.
TM46 Thief
60 100% 25 Takes the target’s item.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 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.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Fury Cutter
40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Swift
60 — 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Fury Cutter
40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
Swift
60 — 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Egg Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
Assist
— — 20 Randomly selects and uses one of the trainer’s other Pokémon’s moves.
Charm
— 100% 20 Lowers the target’s Attack by two stages.
Covet
60 100% 25 Takes the target’s item.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Slash
70 100% 20 Has an increased chance for a critical hit.
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.
Trick
— 100% 10 User and target swap items.

Base Stats

Hp 35
Attack 46
Defense 34
Sp. Atk 35
Sp. Def 45
Speed 20
Total 215

Type Defenses

(vs. Gen 6+ rules)

2x
0x