
Black/White
It rolls across ice floes to reach shore because its body is poorly shaped for swimming.
Black 2/White 2
They can’t swim well yet, and they move much faster by rolling. When they’re happy, they clap fins.
Pokédex Data
Classification
Clap Pokémon
Height
0.8 m (2'07")
Weight
39.5 kg (87.1 lbs)
Game Locations
- Undella Bay Area
Learned Moves
Level Up Moves
Black/White
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Growl | — | 100% | 40 | Lowers the target's Attack by one stage. | |
1 | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |
1 | Defense Curl | — | — | 40 | Raises user's Defense by one stage. | |
1 | Powder Snow | 40 | 100% | 25 | Has a 10% chance to freeze the target. | |
7 | Encore | — | 100% | 5 | Forces the target to repeat its last used move every turn for 2 to 6 turns. | |
13 | Ice Ball | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
19 | Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | |
25 | Aurora Beam | 65 | 100% | 20 | Has a 10% chance to lower the target's Attack by one stage. | |
31 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |
37 | Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
37 | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
43 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |
49 | Sheer Cold | — | 30% | 5 | Causes a one-hit KO. |
Black 2/White 2
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Growl | — | 100% | 40 | Lowers the target's Attack by one stage. | |
1 | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |
1 | Defense Curl | — | — | 40 | Raises user's Defense by one stage. | |
1 | Powder Snow | 40 | 100% | 25 | Has a 10% chance to freeze the target. | |
7 | Encore | — | 100% | 5 | Forces the target to repeat its last used move every turn for 2 to 6 turns. | |
13 | Ice Ball | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
19 | Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | |
25 | Aurora Beam | 65 | 100% | 20 | Has a 10% chance to lower the target's Attack by one stage. | |
31 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |
37 | Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
37 | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
43 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |
49 | Sheer Cold | — | 30% | 5 | Causes a one-hit KO. |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
TM32 Double Team | — | — | 15 | Raises the user's evasion by one stage. | |
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. | |
TM49 Echoed Voice | 40 | 100% | 15 | Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200. | |
TM78 Bulldoze | 60 | 100% | 20 | Has a 100% chance to lower the target's Speed by one stage. | |
TM79 Frost Breath | 60 | 90% | 10 | Always scores a critical hit. | |
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 |
---|---|---|---|---|---|
Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |
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. | |
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. | |
Super Fang | — | 90% | 10 | Inflicts damage equal to half the target's HP. |
Egg Moves
Black/WhiteBlack 2/White 2
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |
Curse | — | — | 10 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | |
Fissure | — | 30% | 5 | Causes a one-hit KO. | |
Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
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. | |
Spit Up | — | 100% | 10 | Power is 100 times the amount of energy Stockpiled. | |
Stockpile | — | — | 20 | Stores energy up to three times for use with Spit Up and Swallow. | |
Swallow | — | — | 10 | Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles. | |
Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |
Water Sport | — | — | 15 | Halves all Fire-type damage. | |
Yawn | — | — | 10 | Target sleeps at the end of the next turn. |
Base Stats
Hp
70
Attack
40
Defense
50
Sp. Atk
55
Sp. Def
50
Speed
25
Total
290
Type Defenses
(vs. Gen 6+ rules)