Lapras
Black/White

It loves crossing the sea with people and Pokémon on its back. It understands human speech.

Black 2/White 2

Able to understand human speech and very intelligent, it loves to swim in the sea with people on its back.

Pokédex & Training Data

Classification Transport Pokémon
Height 2.5 m (8'02")
Weight 220.0 kg (485.0 lbs)
Abilities
EV Yield +2 hp
Catch Rate 45
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Monster, Water1

Pokédex Numbers

Kanto (R/B/Y) #131
Johto (G/S/C) #219
Johto (HG/SS) #224
Unova (B2/W2) #242
Kalos (Coastal) #150
Alola (S/M) #268
Alola (US/UM) #353
Galar (Sw/Sh) #361
National #131
Crown Tundra #190
Blueberry #145

Held Items

None in this generation.

Game Locations

Village Bridge Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Sing
— 55% 15 Puts the target to sleep.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
4 Mist
— — 30 Protects the user’s stats from being changed by enemy moves.
7 Confuse Ray
— 100% 10 Confuses the target.
10 Ice Shard
40 100% 30 Inflicts regular damage with no additional effect.
14 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
18 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
22 Rain Dance
— — 5 Changes the weather to rain for five turns.
27 Perish Song
— — 5 User and target both faint after three turns.
32 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
37 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
43 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
49 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
55 Sheer Cold
— 30% 5 Causes a one-hit KO.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Sing
— 55% 15 Puts the target to sleep.
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
4 Mist
— — 30 Protects the user’s stats from being changed by enemy moves.
7 Confuse Ray
— 100% 10 Confuses the target.
10 Ice Shard
40 100% 30 Inflicts regular damage with no additional effect.
14 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
18 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
22 Rain Dance
— — 5 Changes the weather to rain for five turns.
27 Perish Song
— — 5 User and target both faint after three turns.
32 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
37 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
43 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
49 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
55 Sheer Cold
— 30% 5 Causes a one-hit KO.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM06 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM79 Frost Breath
60 90% 10 Always scores a critical hit.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
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.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Block
— — 5 Prevents the target from leaving battle.
Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
Drill Run
80 95% 10 Has an increased chance for a critical hit.
Heal Bell
— — 5 Cures the entire party of major status effects.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
Avalanche
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Dragon Dance
— — 20 Raises the user’s Attack and Speed by one stage.
Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
Fissure
— 30% 5 Causes a one-hit KO.
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.
Future Sight
120 100% 10 Hits the target two turns later.
Horn Drill
— 30% 5 Causes a one-hit KO.
Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.

Base Stats

Hp 130
Attack 85
Defense 80
Sp. Atk 85
Sp. Def 95
Speed 60
Total 535

Type Defenses

(vs. Gen 6+ rules)

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