Bellossom
Scarlet

Due to the effects of the Sun Stone, it is now active during the daytime. It likes to dance in pools of sunlight.

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
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

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense by one stage.
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 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
1 Poison Powder
— 75% 35 Poisons the target.
1 Stun Spore
— 75% 30 Paralyzes the target.
1 Sleep Powder
— 75% 15 Puts the target to sleep.
1 Petal Dance
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
1 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
1 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
1 Sweet Scent
— 100% 20 Lowers the target’s evasion by one stage.
1 Moonlight
— — 5 Heals the user by half its max HP. Affected by weather.
1 Quiver Dance
— — 20 Raises the user’s Special Attack, Special Defense, and Speed by one stage each.
1 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.
1 Moonblast
95 100% 15 Has a 30% chance to lower the target’s Special Attack by one stage.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM02 Charm
— 100% 20 Lowers the target’s Attack by two stages.
TM07 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM13 Acid Spray
40 100% 20 Lowers the target’s Special Defense by two stages.
TM20 Trailblaze
50 100% 20 No effect description available.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM33 Magical Leaf
60 — 20 Never misses.
TM43 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM45 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
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.
TM56 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
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.
TM73 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
TM79 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM81 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM85 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM88 Swords Dance
— — 20 Raises the user’s 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.
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.
TM122 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TM127 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.
TM130 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
TM131 Pollen Puff
90 100% 15 Damages opponents, but heals allies for 50% of their max HP.
TM132 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
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.
TM148 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
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.
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.
TM175 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM190 Solar Blade
125 100% 10 Requires a turn to charge before attacking.
TM191 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
TM193 Weather Ball
50 100% 10 If there be weather, this move has doubled power and the weather’s type.
TM194 Grassy Glide
55 100% 20 Inflicts regular damage with no additional effect.
TM205 Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
TM206 Petal Blizzard
90 100% 15 Inflicts regular damage.
TM212 Triple Axel
20 90% 10 Inflicts regular damage with no additional effect.

Egg Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Ingrain
— — 20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
Razor Leaf
55 95% 25 Has an increased chance for a critical hit.
Strength Sap
— 100% 10 Heals the user by the target’s current Attack stat and lowers the target’s Attack by one stage.
Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
Teeter Dance
— 100% 20 Confuses the target.
Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.

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