Ampharos
Black/White

The tip of its tail shines brightly. In the olden days, people sent signals using the tail’s light.

Black 2/White 2

The tip of its tail shines so brightly it can be used to send sea-navigation beacons to distant foreign shores.

Evolution Chain

mareep
Mareep
Level 15
flaaffy
Flaaffy
Level 30
ampharos
Ampharos

Pokédex & Training Data

Classification Light Pokémon
Height 1.4 m (4'07")
Weight 61.5 kg (135.6 lbs)
Abilities
EV Yield +3 Sp. Atk
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Monster, Ground

Pokédex Numbers

Johto (G/S/C) #055
Johto (HG/SS) #055
Unova (B2/W2) #027
Kalos (Coastal) #129
Alola (US/UM) #164
Paldea (S/V) #103
National #181

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Thunder Wave
— 90% 20 Paralyzes the target.
5 Growl
— 100% 40 Lowers the target’s Attack by one stage.
10 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
14 Thunder Wave
— 90% 20 Paralyzes the target.
20 Cotton Spore
— 100% 40 Lowers the target’s Speed by two stages.
25 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
30 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
33 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
40 Cotton Guard
— — 10 Raises the user’s Defense by three stages.
48 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
55 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
63 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
71 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
79 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Thunder Wave
— 90% 20 Paralyzes the target.
4 Thunder Wave
— 90% 20 Paralyzes the target.
8 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
11 Cotton Spore
— 100% 40 Lowers the target’s Speed by two stages.
16 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
20 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
25 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
29 Confuse Ray
— 100% 10 Confuses the target.
30 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
35 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
40 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
46 Cotton Guard
— — 10 Raises the user’s Defense by three stages.
51 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
57 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
62 Thunder
110 70% 10 Has a 30% chance to paralyze the target.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
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.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
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
After You
— — 15 Makes the target act next this turn.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Heal Bell
— — 5 Cures the entire party of major status effects.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
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.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 90
Attack 75
Defense 85
Sp. Atk 115
Sp. Def 90
Speed 55
Total 510

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x