Black/WhiteBlack 2/White 2
A man-made Pokémon created using advanced scientific means. It can move freely in cyberspace.
Evolution Chain
Pokédex & Training Data
Classification
Virtual Pokémon
Height
0.8 m (2'07")
Weight
36.5 kg (80.5 lbs)
EV Yield
+1 Sp. Atk
Catch Rate
45
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
Pokédex Numbers
Kanto (R/B/Y)
#137
Johto (G/S/C)
#215
Sinnoh (Plat.)
#192
Johto (HG/SS)
#220
Alola (S/M)
#217
Alola (US/UM)
#281
Hisui
#133
National
#137
Isle of Armor
#208
Blueberry
#129
Learned Moves
Level Up Moves
Black/White
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 1 | Sharpen | — | — | 30 | Raises the user’s Attack by one stage. | |
| 1 | Conversion | — | — | 30 | User’s type changes to the type of one of its moves at random. | |
| 1 | Conversion 2 | — | — | 30 | Changes the user’s type to a random type either resistant or immune to the last move used against it. | |
| 7 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
| 12 | Agility | — | — | 30 | Raises the user’s Speed by two stages. | |
| 18 | Recover | — | — | 5 | Heals the user by half its max HP. | |
| 23 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| 29 | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
| 34 | Recycle | — | — | 10 | User recovers the item it last used up. | |
| 40 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
| 45 | Lock On | — | — | 5 | Ensures that the user’s next move will hit the target. | |
| 51 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
| 56 | Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
| 62 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. |
Black 2/White 2
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 1 | Sharpen | — | — | 30 | Raises the user’s Attack by one stage. | |
| 1 | Conversion | — | — | 30 | User’s type changes to the type of one of its moves at random. | |
| 1 | Conversion 2 | — | — | 30 | Changes the user’s type to a random type either resistant or immune to the last move used against it. | |
| 7 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
| 12 | Agility | — | — | 30 | Raises the user’s Speed by two stages. | |
| 18 | Recover | — | — | 5 | Heals the user by half its max HP. | |
| 23 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| 29 | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
| 34 | Recycle | — | — | 10 | User recovers the item it last used up. | |
| 40 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
| 45 | Lock On | — | — | 5 | Ensures that the user’s next move will hit the target. | |
| 51 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
| 56 | Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
| 62 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. |
TM/HM Moves
Black/WhiteBlack 2/White 2
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM03 Psyshock | 80 | 100% | 10 | Inflicts damage based on the target’s Defense, not Special Defense. | |
| TM06 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
| TM10 Hidden Power | 60 | 100% | 15 | Power and type depend upon user’s IVs. Power can range from 30 to 70. | |
| TM11 Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
| 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. | |
| TM21 Frustration | — | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |
| TM22 Solar Beam | 120 | 100% | 10 | Requires a turn to charge before attacking. | |
| 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. | |
| TM30 Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target’s Special Defense by one stage. | |
| TM32 Double Team | — | — | 15 | Raises the user’s evasion by one stage. | |
| TM40 Aerial Ace | 60 | — | 20 | Never misses. | |
| 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. | |
| TM46 Thief | 60 | 100% | 25 | Takes the target’s item. | |
| TM48 Round | 60 | 100% | 15 | Has double power if it’s used more than once per turn. | |
| TM57 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user’s Special Attack by one stage. | |
| TM68 Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
| TM70 Flash | — | 100% | 20 | Lowers the target’s accuracy by one stage. | |
| TM73 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
| TM77 Psych Up | — | — | 10 | Discards the user’s stat changes and copies the target’s. | |
| 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. | |
| TM92 Trick Room | — | — | 5 | For five turns, slower Pokémon will act before faster Pokémon. |
Tutor Moves
Black 2/White 2
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| Electroweb | 55 | 95% | 15 | Lowers the target’s Speed by one stage. | |
| Foul Play | 95 | 100% | 15 | Calculates damage with the target’s attacking stat. | |
| Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |
| Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target’s Speed by one stage. | |
| Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target’s Defense by one stage. | |
| Last Resort | 140 | 100% | 5 | Can only be used after all of the user’s other moves have been used. | |
| Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
| Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| Pain Split | — | — | 20 | Sets the user’s and targets’s HP to the average of their current HP. | |
| Recycle | — | — | 10 | User recovers the item it last used up. | |
| 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. | |
| Trick | — | 100% | 10 | User and target swap items. | |
| Wonder Room | — | — | 10 | All Pokémon’s Defense and Special Defense are swapped for 5 turns. | |
| Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. |
Base Stats
Hp
65
Attack
60
Defense
70
Sp. Atk
85
Sp. Def
75
Speed
40
Total
395
Type Defenses
(vs. Gen 6+ rules)