Dewgong
Scarlet

It sleeps under shallow ocean waters during the day, then looks for food at night when it's colder.

Violet

It stores thermal energy in its body to fend off the cold. It swims at eight knots even in frigid waters.

Evolution Chain

seel
Seel
Level 34
dewgong
Dewgong

Pokédex & Training Data

Classification Sea Lion Pokémon
Height 1.7 m (5'07")
Weight 120.0 kg (264.6 lbs)
Abilities
EV Yield +2 Sp. Def
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Water1, Ground

Pokédex Numbers

Kanto (R/B/Y) #087
Johto (G/S/C) #177
Johto (HG/SS) #179
Unova (B2/W2) #266
Alola (US/UM) #116
National #087
Blueberry #144

Held Items

None in this generation.

Learned Moves

Level Up Moves

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
13 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
17 Ice Shard
40 100% 30 Inflicts regular damage with no additional effect.
21 Rest
— — 5 User sleeps for two turns, completely healing itself.
23 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
27 Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
31 Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
33 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
39 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
45 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
49 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
61 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
65 Snowscape
0 — 10 No effect description available.

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.
TM02 Charm
— 100% 20 Lowers the target’s Attack 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.
TM18 Thief
60 100% 25 Takes the target’s item.
TM22 Chilling Water
50 100% 20 No effect description available.
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.
TM43 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM46 Avalanche
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
TM47 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM50 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM52 Snowscape
0 — 10 No effect description available.
TM53 Smart Strike
70 — 10 Never misses.
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.
TM77 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM85 Rest
— — 5 User sleeps for two turns, completely healing itself.
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.
TM106 Drill Run
80 95% 10 Has an increased chance for a critical hit.
TM110 Liquidation
85 100% 10 Has a 20% chance to lower the target’s Defense by one stage.
TM122 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TM123 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM124 Ice Spinner
80 100% 15 No effect description available.
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.
TM135 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
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.
TM152 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM163 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM171 Tera Blast
80 100% 10 No effect description available.
TM174 Haze
— — 30 Resets all Pokémon’s stats, accuracy, and evasion.
TM181 Knock Off
65 100% 20 Target drops its held item.
TM187 Icicle Spear
25 100% 30 Hits 2-5 times in one turn.
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.
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.
TM205 Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
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.
TM212 Triple Axel
20 90% 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.
TM227 Alluring Voice
80 100% 10 No effect description available.

Egg Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
Belch
120 90% 10 Can only be used after the user has eaten a berry.
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Entrainment
— 100% 15 Copies the user’s ability onto the target.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Horn Drill
— 30% 5 Causes a one-hit KO.
Lick
30 100% 30 Has a 30% chance to paralyze the target.
Perish Song
— — 5 User and target both faint after three turns.
Spit Up
— 100% 10 Power is 100 times the amount of energy Stockpiled.
Stockpile
— — 20 Stores energy up to three times for use with Spit Up and Swallow.
Swallow
— — 10 Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.

Base Stats

Hp 90
Attack 70
Defense 80
Sp. Atk 70
Sp. Def 95
Speed 70
Total 475

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
2x
0.25x
2x
2x