
Scarlet
It lives in ocean depths beyond the reach of sunlight. It flashes light on its antennae to communicate with others of its kind.
Pokédex Data
Classification
Angler Pokémon
Height
0.5 m (1'08")
Weight
12.0 kg (26.5 lbs)
Abilities
- Volt Absorb
- Illuminate
- Water Absorb (Hidden)
Held Items
None in this generation.
Training
EV Yield
+1 hp
Catch Rate
190
Base Friendship
70
Growth Rate
slow
Gender Ratio
♂
♀
Egg Groups
Water2
Learned Moves
Level Up Moves
Scarlet/Violet
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Supersonic | — | 55% | 20 | Confuses the target. | |
1 | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |
4 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
8 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
12 | Bubble Beam | 65 | 100% | 20 | Has a 10% chance to lower the target's Speed by one stage. | |
16 | Confuse Ray | — | 100% | 10 | Confuses the target. | |
20 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
24 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
28 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
32 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |
36 | Flail | — | 100% | 15 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | |
40 | Take Down | 90 | 85% | 20 | User receives 1/4 the damage it inflicts in recoil. | |
44 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. |
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. | |
TM04 Agility | — | — | 30 | Raises the user's Speed by two stages. | |
TM07 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
TM11 Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |
TM16 Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
TM17 Confuse Ray | — | 100% | 10 | Confuses the target. | |
TM22 Chilling Water | 50 | 100% | 20 | No effect description available. | |
TM23 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
TM25 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
TM34 Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |
TM47 Endure | — | — | 10 | Prevents the user's HP from lowering below 1 this turn. | |
TM48 Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |
TM50 Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
TM70 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
TM72 Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
TM77 Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |
TM79 Dazzling Gleam | 80 | 100% | 10 | Inflicts regular damage with no additional effect. | |
TM82 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
TM85 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
TM96 Eerie Impulse | — | 100% | 15 | Lowers the target's Special Attack by two stages. | |
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. | |
TM110 Liquidation | 85 | 100% | 10 | Has a 20% chance to lower the target's Defense by one stage. | |
TM123 Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |
TM126 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
TM128 Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |
TM135 Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |
TM136 Electric Terrain | — | — | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power. | |
TM142 Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |
TM143 Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |
TM147 Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |
TM166 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
TM171 Tera Blast | 80 | 100% | 10 | No effect description available. | |
TM173 Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
TM188 Scald | 80 | 100% | 15 | Has a 30% chance to burn the target. | |
TM196 Flip Turn | 60 | 100% | 20 | Inflicts regular damage with no additional effect. | |
TM204 Double Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |
TM208 Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |
TM209 Muddy Water | 90 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | |
TM211 Electroweb | 55 | 95% | 15 | Lowers the target's Speed by one stage. | |
TM224 Curse | — | — | 10 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
Egg Moves
Scarlet/Violet
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Mist | — | — | 30 | Protects the user's stats from being changed by enemy moves. | |
Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
Soak | — | 100% | 20 | Changes the target's type to Water. | |
Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. |
Base Stats
Hp
75
Attack
38
Defense
38
Sp. Atk
56
Sp. Def
56
Speed
67
Total
330
Type Defenses
(vs. Gen 6+ rules)