Porygon
X

A man-made Pokémon that came about as a result of research. It is programmed with only basic motions.

Y

A Pokémon that consists entirely of programming code. It is capable of moving freely in cyberspace.

Omega Ruby/Alpha Sapphire

Porygon is capable of reverting itself entirely back to program data and entering cyberspace. This Pokémon is copy protected so it cannot be duplicated by copying.

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 0.8 m (2'07")
Weight 36.5 kg (80.5 lbs)
Abilities
EV Yield +1 Sp. Atk
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

Pokédex Numbers

Kanto (R/B/Y) #137
Johto (G/S/C) #215
Sinnoh (Plat.) #192
Johto (HG/SS) #220
Alola (S/M) #217
Alola (US/UM) #281
Hisui #133
National #137
Isle of Armor #208
Blueberry #129

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Sharpen
— — 30 Raises the user’s Attack by one stage.
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.
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 Recycle
— — 10 User recovers the item it last used up.
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.
50 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.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Sharpen
— — 30 Raises the user’s Attack by one stage.
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.
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 Recycle
— — 10 User recovers the item it last used up.
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.
50 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.

TM/HM Moves

X/Y
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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
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.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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.
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 65
Attack 60
Defense 70
Sp. Atk 85
Sp. Def 75
Speed 40
Total 395

Type Defenses

(vs. Gen 6+ rules)

2x
0x