Porygon Z
Black/WhiteBlack 2/White 2

Its programming was modified to enable work in alien dimensions. It did not work as planned.

Evolution Chain

porygon
Porygon
🔄
Trade
+
up-grade up grade
porygon2
Porygon2
🔄
Trade
+
dubious-disc dubious disc
porygon-z
Porygon Z

Pokédex & Training Data

Classification Virtual Pokémon
Height 0.9 m (2'11")
Weight 34.0 kg (75.0 lbs)
Abilities
EV Yield +3 Sp. Atk
Catch Rate 30
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Sinnoh (Plat.) #194
Alola (S/M) #219
Alola (US/UM) #283
Hisui #135
National #474
Isle of Armor #210
Blueberry #131

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.
1 Conversion
— — 30 User’s type changes to the type of one of its moves at random.
1 Conversion 2
— — 30 Changes the user’s type to a random type either resistant or immune to the last move used against it.
1 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
1 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
7 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
12 Agility
— — 30 Raises the user’s Speed by two stages.
18 Recover
— — 5 Heals the user by half its max HP.
23 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
29 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
34 Embargo
— 100% 15 Target cannot use held items.
40 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
45 Lock On
— — 5 Ensures that the user’s next move will hit the target.
51 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
56 Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
62 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
67 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Conversion
— — 30 User’s type changes to the type of one of its moves at random.
1 Conversion 2
— — 30 Changes the user’s type to a random type either resistant or immune to the last move used against it.
1 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
1 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
7 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
12 Agility
— — 30 Raises the user’s Speed by two stages.
18 Recover
— — 5 Heals the user by half its max HP.
23 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
29 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
34 Embargo
— 100% 15 Target cannot use held items.
40 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
45 Lock On
— — 5 Ensures that the user’s next move will hit the target.
51 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
56 Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
62 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
67 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
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.
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.
TM40 Aerial Ace
60 — 20 Never misses.
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.
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.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM63 Embargo
— 100% 15 Target cannot use held items.
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.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Electroweb
55 95% 15 Lowers the target’s Speed by one stage.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
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.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Recycle
— — 10 User recovers the item it last used up.
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.
Trick
— 100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 85
Attack 80
Defense 70
Sp. Atk 135
Sp. Def 75
Speed 90
Total 535

Type Defenses

(vs. Gen 6+ rules)

2x
0x