Porygon2
X

Further research enhanced its abilities. Sometimes, it may exhibit motions that were not programmed.

Y

With planetary development software installed, it became capable of working in space.

Omega Ruby/Alpha Sapphire

Porygon2 was created by humans using the power of science. The man-made Pokémon has been endowed with artificial intelligence that enables it to learn new gestures and emotions on its own.

Evolution Chain

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

Pokédex Data

Classification Virtual Pokémon
Height 0.6 m (1'12")
Weight 32.5 kg (71.7 lbs)
Abilities

Held Items

None in this generation.

Training

EV Yield +2 Sp. Atk
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

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 Defense Curl
40 Raises user's Defense 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.
1 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
1 Magic Coat
15 Reflects back the first effect move used on the user this turn.
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.
67 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Defense Curl
40 Raises user's Defense 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.
1 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
1 Magic Coat
15 Reflects back the first effect move used on the user this turn.
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.
67 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.

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 85
Attack 80
Defense 90
Sp. Atk 105
Sp. Def 95
Speed 60
Total 515

Type Defenses

(vs. Gen 6+ rules)

2x
0x