Exeggutor

Alternate Forms

Scarlet

It is called the Walking Jungle. Each of the nuts has a face and a will of its own.

Violet

It is said that on rare occasions, one of its heads will drop off and continue on as an Exeggcute.

Evolution Chain

exeggcute
Exeggcute
leaf-stone leaf stone
exeggutor
Exeggutor
Evolution item placeholder
In Alola region
exeggutor-alola
Exeggutor

Pokédex Data

Classification Coconut Pokémon
Height 2.0 m (6'07")
Weight 120.0 kg (264.6 lbs)
Abilities

Training

EV Yield +2 Sp. Atk
Catch Rate 45
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups Plant

Learned Moves

Level Up Moves

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
1 Mega Drain
40 100% 15 Drains half the damage inflicted to heal the user.
1 Leech Seed
90% 10 Seeds the target, stealing HP from it every turn.
1 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Hypnosis
60% 20 Puts the target to sleep.
1 Reflect
20 Reduces damage from physical attacks by half.
1 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
1 Synthesis
5 Heals the user by half its max HP. Affected by weather.
1 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
1 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
1 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
1 Worry Seed
100% 10 Changes the target's ability to Insomnia.
1 Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
1 Leaf Storm
130 90% 5 Lowers the user's Special Attack by two stages after inflicting damage.
1 Wood Hammer
120 100% 15 User receives 1/3 the damage inflicted in recoil.
1 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM01 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM12 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
TM18 Thief
60 100% 25 Takes the target's item.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM28 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM33 Magical Leaf
60 20 Never misses.
TM41 Stored Power
20 100% 10 Power is higher the more the user's stats have been raised, to a maximum of 31×.
TM47 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM49 Sunny Day
5 Changes the weather to sunny for five turns.
TM54 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.
TM56 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
TM59 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TM66 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM70 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM71 Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
TM74 Reflect
20 Reduces damage from physical attacks by half.
TM75 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM81 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM84 Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
TM85 Rest
5 User sleeps for two turns, completely healing itself.
TM88 Swords Dance
20 Raises the user's Attack by two stages.
TM92 Imprison
10 Prevents the target from using any moves that the user also knows.
TM98 Skill Swap
10 User and target swap abilities.
TM103 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.
TM109 Trick
100% 10 User and target swap items.
TM111 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
TM119 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM120 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM129 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM130 Helping Hand
20 Ally's next move inflicts half more damage.
TM137 Grassy Terrain
10 For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their grass moves to 1.5× their power.
TM138 Psychic Terrain
10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
TM148 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM149 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM152 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM159 Leaf Storm
130 90% 5 Lowers the user's Special Attack by two stages after inflicting damage.
TM161 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.
TM163 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM168 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM171 Tera Blast
80 100% 10 No effect description available.
TM178 Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
TM191 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
TM194 Grassy Glide
55 100% 20 Inflicts regular damage with no additional effect.
TM203 Psych Up
10 Discards the user's stat changes and copies the target's.
TM204 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM217 Future Sight
120 100% 10 Hits the target two turns later.
TM218 Expanding Force
80 100% 10 Inflicts regular damage with no additional effect.
TM224 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
TM228 Psychic Noise
75 100% 10 No effect description available.

Base Stats

Hp 95
Attack 95
Defense 85
Sp. Atk 125
Sp. Def 75
Speed 55
Total 530

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0.5x
0.5x
2x
0.5x
2x
0.5x
2x
0.5x
4x
2x
2x