Cacturne
X

It becomes active at night, seeking prey that is exhausted from the day’s desert heat.

Y

Packs of them follow travelers through the desert until the travelers can no longer move.

Omega Ruby

During the daytime, Cacturne remains unmoving so that it does not lose any moisture to the harsh desert sun. This Pokémon becomes active at night when the temperature drops.

Alpha Sapphire

If a traveler is going through a desert in the thick of night, Cacturne will follow in a ragtag group. The Pokémon are biding their time, waiting for the traveler to tire and become incapable of moving.

Evolution Chain

cacnea
Cacnea
Level 32
cacturne
Cacturne

Pokédex & Training Data

Classification Scarecrow Pokémon
Height 1.3 m (4'03")
Weight 77.4 kg (170.6 lbs)
Abilities
EV Yield +1 attack
+1 Sp. Atk
Catch Rate 60
Base Friendship 35
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Plant, Humanshape

Pokédex Numbers

Hoenn (R/S/E) #120
Hoenn (OR/AS) #125
Paldea (S/V) #253
National #332

Held Items

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
1 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
1 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.
1 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
5 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
9 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
13 Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
17 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
21 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
25 Ingrain
— — 20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
29 Feint Attack
60 — 20 Never misses.
35 Spikes
— — 20 Scatters Spikes, hurting opposing Pokémon that switch in.
41 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
47 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
53 Needle Arm
60 100% 15 Has a 30% chance to make the target flinch.
59 Cotton Spore
— 100% 40 Lowers the target’s Speed by two stages.
65 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
71 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
1 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
1 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.
1 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
4 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
7 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
10 Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
13 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
16 Needle Arm
60 100% 15 Has a 30% chance to make the target flinch.
19 Feint Attack
60 — 20 Never misses.
22 Ingrain
— — 20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
26 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
30 Spikes
— — 20 Scatters Spikes, hurting opposing Pokémon that switch in.
32 Spiky Shield
— — 10 Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
35 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
38 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
44 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
49 Cotton Spore
— 100% 40 Lowers the target’s Speed by two stages.
54 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
59 Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
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.
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.
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.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
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.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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.
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.
TM96 Nature Power
— — 20 Uses a move which depends upon the terrain.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
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.
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.
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.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
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.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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.
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.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM96 Nature Power
— — 20 Uses a move which depends upon the terrain.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Block
— — 5 Prevents the target from leaving battle.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Role Play
— — 10 Copies the target’s ability.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.

Base Stats

Hp 70
Attack 115
Defense 60
Sp. Atk 115
Sp. Def 60
Speed 55
Total 475

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0.5x
0.5x
2x
2x
2x
0.5x
2x
0x
4x
0.5x
0.5x
2x