Remoraid
Black/White

It forcefully squirts water. The water jet never misses prey even if the Remoraid is deep in the sea.

Black 2/White 2

The water they shoot from their mouths can hit moving prey from more than 300 feet away.

Evolution Chain

remoraid
Remoraid
Level 25
octillery
Octillery

Pokédex & Training Data

Classification Jet Pokémon
Height 0.6 m (1'12")
Weight 12.0 kg (26.5 lbs)
Abilities
EV Yield +1 Sp. Atk
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Water1, Water2

Pokédex Numbers

Johto (G/S/C) #172
Sinnoh (D/P) #132
Sinnoh (Plat.) #132
Johto (HG/SS) #174
Unova (B2/W2) #235
Kalos (Coastal) #144
Alola (US/UM) #143
Galar (Sw/Sh) #148
Hisui #146
National #223
Isle of Armor #044

Game Locations

Undella Bay Area
Undella Town Area
Unova Route 21 Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
6 Lock On
— — 5 Ensures that the user’s next move will hit the target.
10 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
14 Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
19 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
23 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
27 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
32 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
36 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
40 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
45 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
49 Soak
— 100% 20 Changes the target’s type to Water.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
6 Lock On
— — 5 Ensures that the user’s next move will hit the target.
10 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
14 Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
18 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
22 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
26 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
30 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
34 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
38 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
42 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
46 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
50 Soak
— 100% 20 Changes the target’s type to Water.

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.
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.
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.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
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.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
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.
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.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
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.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
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.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Acid Spray
40 100% 20 Lowers the target’s Special Defense by two stages.
Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Haze
— — 30 Resets all Pokémon’s stats, accuracy, and evasion.
Mud Shot
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Octazooka
65 85% 10 Has a 50% chance to lower the target’s accuracy by one stage.
Rock Blast
25 90% 10 Hits 2-5 times in one turn.
Screech
— 85% 40 Lowers the target’s Defense by two stages.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Supersonic
— 55% 20 Confuses the target.
Swift
60 — 20 Never misses.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.

Base Stats

Hp 35
Attack 65
Defense 35
Sp. Atk 65
Sp. Def 35
Speed 65
Total 300

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
0.5x
0.5x