Corsola
Black/White

Many live in the clean seas of the south. They apparently can’t live in polluted waters.

Black 2/White 2

They prefer unpolluted southern seas. Their coral branches lose their color and deteriorate in dirty water.

Pokédex & Training Data

Classification Coral Pokémon
Height 0.6 m (1'12")
Weight 5.0 kg (11.0 lbs)
Abilities
EV Yield +1 defense
+1 Sp. Def
Catch Rate 60
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Water1, Water3

Pokédex Numbers

Johto (G/S/C) #171
Hoenn (R/S/E) #180
Johto (HG/SS) #173
Unova (B2/W2) #237
Kalos (Coastal) #146
Hoenn (OR/AS) #189
Alola (S/M) #112
Alola (US/UM) #135
Galar (Sw/Sh) #236
National #222

Held Items

Game Locations

Humilau City Area
Undella Town Area
Unova Route 13 Area
Unova Route 18 Area

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.
4 Harden
— — 30 Raises the user’s Defense by one stage.
8 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
13 Recover
— — 5 Heals the user by half its max HP.
16 Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
20 Rock Blast
25 90% 10 Hits 2-5 times in one turn.
25 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
28 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
32 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
37 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
40 Spike Cannon
20 100% 15 Hits 2-5 times in one turn.
44 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
48 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
53 Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
4 Harden
— — 30 Raises the user’s Defense by one stage.
8 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
10 Recover
— — 5 Heals the user by half its max HP.
13 Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
17 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
20 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
23 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
27 Spike Cannon
20 100% 15 Hits 2-5 times in one turn.
29 Iron Defense
— — 15 Raises the user’s Defense by two stages.
31 Rock Blast
25 90% 10 Hits 2-5 times in one turn.
35 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
38 Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
41 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
45 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
47 Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
52 Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

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.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
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.
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.
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.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
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.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed 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.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM64 Explosion
250 100% 5 User faints.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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
Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
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.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Amnesia
— — 20 Raises the user’s Special Defense by two stages.
Aqua Ring
— — 20 Restores 1/16 of the user’s max HP each turn.
Barrier
— — 20 Raises the user’s Defense by two stages.
Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
Confuse Ray
— 100% 10 Confuses the target.
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Head Smash
150 80% 5 User receives 1/2 the damage inflicted in recoil.
Icicle Spear
25 100% 30 Hits 2-5 times in one turn.
Ingrain
— — 20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
Mist
— — 30 Protects the user’s stats from being changed by enemy moves.
Nature Power
— — 20 Uses a move which depends upon the terrain.
Screech
— 85% 40 Lowers the target’s Defense by two stages.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 65
Attack 55
Defense 95
Sp. Atk 65
Sp. Def 95
Speed 35
Total 410

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.25x
4x
2x
0.5x
2x
0.5x
2x
0.5x