Alomomola
Omega RubyX

Floating in the open sea is how they live. When they find a wounded Pokémon, they embrace it and bring it to shore.

Alpha SapphireY

It gently holds injured and weak Pokémon in its fins. Its special membrane heals their wounds.

Pokédex Data

Classification Caring Pokémon
Height 1.2 m (3'11")
Weight 31.6 kg (69.7 lbs)
Abilities

Game Locations

  • Azure Bay Area
  • Shalour City Area

Training

EV Yield +2 hp
Catch Rate 75
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups Water1, Water2

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
1 Water Sport
15 Halves all Fire-type damage.
1 Healing Wish
10 User faints. Its replacement has its HP fully restored and any major status effect removed.
1 Wide Guard
10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
5 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
9 Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
13 Double Slap
15 85% 10 Hits 2-5 times in one turn.
17 Heal Pulse
10 Heals the target for half its max HP.
21 Protect
10 Prevents any moves from hitting the user this turn.
25 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
29 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
33 Soak
100% 20 Changes the target's type to Water.
37 Wish
10 User will recover half its max HP at the end of the next turn.
41 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
45 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
49 Helping Hand
20 Ally's next move inflicts half more damage.
53 Wide Guard
10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
57 Healing Wish
10 User faints. Its replacement has its HP fully restored and any major status effect removed.
61 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
1 Water Sport
15 Halves all Fire-type damage.
1 Healing Wish
10 User faints. Its replacement has its HP fully restored and any major status effect removed.
1 Wide Guard
10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
5 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
9 Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
13 Double Slap
15 85% 10 Hits 2-5 times in one turn.
17 Heal Pulse
10 Heals the target for half its max HP.
21 Protect
10 Prevents any moves from hitting the user this turn.
25 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
29 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
33 Soak
100% 20 Changes the target's type to Water.
37 Wish
10 User will recover half its max HP at the end of the next turn.
41 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
45 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
49 Helping Hand
20 Ally's next move inflicts half more damage.
53 Wide Guard
10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
57 Healing Wish
10 User faints. Its replacement has its HP fully restored and any major status effect removed.
61 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
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.
TM07 Hail
10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
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.
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.
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.
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.
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.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
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.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM07 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
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.
TM07 Hail
10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
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.
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.
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.
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.
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.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
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.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Helping Hand
20 Ally's next move inflicts half more damage.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Knock Off
65 100% 20 Target drops its held item.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Egg Moves

X/YOR/AS
Name Class Power Acc. PP Effect
Endure
10 Prevents the user's HP from lowering below 1 this turn.
Mirror Coat
100% 20 Inflicts twice the damage the user received from the last special hit it took.
Mist
30 Protects the user's stats from being changed by enemy moves.
Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
Refresh
20 Cleanses the user of a burn, paralysis, or poison.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.

Base Stats

Hp 165
Attack 75
Defense 80
Sp. Atk 40
Sp. Def 45
Speed 65
Total 470

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
0.5x
0.5x