Absol
Black/White

Rumored to sense disasters with its horn, it became a target. It fled deep into the mountains.

Black 2/White 2

It appears from deep in the mountains to warn people about upcoming disasters it has sensed with its horn.

Pokédex & Training Data

Classification Disaster Pokémon
Height 1.2 m (3'11")
Weight 47.0 kg (103.6 lbs)
Abilities
EV Yield +2 attack
Catch Rate 30
Base Friendship 35
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Hoenn (R/S/E) #152
Sinnoh (Plat.) #209
Unova (B2/W2) #216
Kalos (Coastal) #009
Hoenn (OR/AS) #159
Alola (S/M) #245
Alola (US/UM) #322
National #359
Crown Tundra #107

Held Items

None in this generation.

Game Locations

Giant Chasm Outside
Unova Route 13 Area
Unova Route 14 Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Feint
30 100% 10 Hits through Protect and Detect.
4 Leer
— 100% 30 Lowers the target’s Defense by one stage.
9 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
12 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
17 Razor Wind
80 100% 10 Requires a turn to charge before attacking.
20 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
25 Swords Dance
— — 20 Raises the user’s Attack by two stages.
28 Bite
60 100% 25 Has a 30% chance to make the target flinch.
33 Double Team
— — 15 Raises the user’s evasion by one stage.
36 Slash
70 100% 20 Has an increased chance for a critical hit.
41 Future Sight
120 100% 10 Hits the target two turns later.
44 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
49 Detect
— — 5 Prevents any moves from hitting the user this turn.
52 Night Slash
70 100% 15 Has an increased chance for a critical hit.
57 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
60 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
65 Perish Song
— — 5 User and target both faint after three turns.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Feint
30 100% 10 Hits through Protect and Detect.
4 Leer
— 100% 30 Lowers the target’s Defense by one stage.
9 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
12 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
17 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
20 Bite
60 100% 25 Has a 30% chance to make the target flinch.
25 Double Team
— — 15 Raises the user’s evasion by one stage.
28 Slash
70 100% 20 Has an increased chance for a critical hit.
33 Swords Dance
— — 20 Raises the user’s Attack by two stages.
36 Future Sight
120 100% 10 Hits the target two turns later.
41 Night Slash
70 100% 15 Has an increased chance for a critical hit.
44 Detect
— — 5 Prevents any moves from hitting the user this turn.
49 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
52 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
57 Razor Wind
80 100% 10 Requires a turn to charge before attacking.
60 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
65 Perish Song
— — 5 User and target both faint after three turns.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM01 Hone Claws
— — 15 Raises the user’s Attack and accuracy by one stage.
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.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
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.
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.
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.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
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.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM54 False Swipe
40 100% 40 Cannot lower the target’s HP below 1.
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.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
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.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM81 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
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.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target’s Special Attack by one stage.

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.
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
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.
Knock Off
65 100% 20 Target drops its held item.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Role Play
— — 10 Copies the target’s ability.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
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
Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Feint Attack
60 — 20 Never misses.
Hex
65 100% 10 Has double power if the target has a major status ailment.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
Mean Look
— — 5 Prevents the target from leaving battle.
Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
Perish Song
— — 5 User and target both faint after three turns.
Punishment
— 100% 5 Power increases against targets with more raised stats, up to a maximum of 200.
Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 65
Attack 130
Defense 60
Sp. Atk 75
Sp. Def 60
Speed 75
Total 465

Type Defenses

(vs. Gen 6+ rules)

2x
0x
2x
0.5x
0.5x
2x