Audino
Black

It touches others with the feelers on its ears, using the sound of their heartbeats to tell how they are feeling.

White

Its auditory sense is astounding. It has a radarlike ability to understand its surroundings through slight sounds.

Black 2/White 2

Using the feelers on its ears, it can tell how someone is feeling or when an egg might hatch.

Pokédex & Training Data

Classification Hearing Pokémon
Height 1.1 m (3'07")
Weight 31.0 kg (68.3 lbs)
Abilities
EV Yield +2 hp
Catch Rate 255
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Fairy

Pokédex Numbers

Unova (B/W) #037
Unova (B2/W2) #036
Kalos (Central) #123
National #531
Crown Tundra #021

Held Items

Game Locations

Abundant Shrine Area
Castelia City Area
Cold Storage Area
Dragonspiral Tower Entrance
Dragonspiral Tower Outside
Dreamyard Area
Floccesy Ranch Inner
Giant Chasm Forest
Giant Chasm Forest Cave
Giant Chasm Outside
Lostlorn Forest Area
Nature Sanctuary Area
P2 Laboratory Area
Pinwheel Forest Inside
Pinwheel Forest Outside
Reversal Mountain Unknown Area 48
Unova Route 1 Area
Unova Route 10 Area
Unova Route 10 Victory Road Gate
Unova Route 11 Area
Unova Route 12 Area
Unova Route 13 Area
Unova Route 14 Area
Unova Route 15 Area
Unova Route 16 Area
Unova Route 18 Area
Unova Route 2 Area
Unova Route 20 Area
Unova Route 22 Area
Unova Route 23 Area
Unova Route 3 Area
Unova Route 5 Area
Unova Route 6 Area
Unova Route 7 Area
Unova Route 9 Area
Unova Victory Road 2 Unknown Area 72
Unova Victory Road 2 Unknown Area 73
Unova Victory Road 2 Unknown Area 76
Unova Victory Road 2 Unknown Area 79
Village Bridge Area
Virbank Complex Inner
Virbank Complex Outer

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
5 Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
10 Double Slap
15 85% 10 Hits 2-5 times in one turn.
15 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
20 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
25 Entrainment
— 100% 15 Copies the user’s ability onto the target.
30 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
35 Heal Pulse
— — 10 Heals the target for half its max HP.
40 After You
— — 15 Makes the target act next this turn.
45 Simple Beam
— 100% 15 Changes the target’s ability to Simple.
50 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
55 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
5 Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
10 Double Slap
15 85% 10 Hits 2-5 times in one turn.
15 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
20 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
25 Entrainment
— 100% 15 Copies the user’s ability onto the target.
30 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
35 Heal Pulse
— — 10 Heals the target for half its max HP.
40 After You
— — 15 Makes the target act next this turn.
45 Simple Beam
— 100% 15 Changes the target’s ability to Simple.
50 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
55 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.

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.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
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.
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.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three 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.
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.
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.
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.
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.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
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.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
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.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Covet
60 100% 25 Takes the target’s item.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
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.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Role Play
— — 10 Copies the target’s ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
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.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
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
Amnesia
— — 20 Raises the user’s Special Defense by two stages.
Bestow
— — 15 Gives the user’s held item to the target.
Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Heal Bell
— — 5 Cures the entire party of major status effects.
Healing Wish
— — 10 User faints. Its replacement has its HP fully restored and any major status effect removed.
Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Sweet Kiss
— 75% 10 Confuses the target.
Wish
— — 10 User will recover half its max HP at the end of the next turn.
Yawn
— — 10 Target sleeps at the end of the next turn.

Base Stats

Hp 103
Attack 60
Defense 86
Sp. Atk 60
Sp. Def 86
Speed 50
Total 445

Type Defenses

(vs. Gen 6+ rules)

2x
0x