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 & Training Data

Classification Caring Pokémon
Height 1.2 m (3'11")
Weight 31.6 kg (69.7 lbs)
Abilities
EV Yield +2 hp
Catch Rate 75
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Water1, Water2

Pokédex Numbers

Unova (B/W) #100
Unova (B2/W2) #182
Kalos (Coastal) #149
Alola (S/M) #157
Alola (US/UM) #191
Paldea (S/V) #336
National #594
Blueberry #085

Game Locations

Azure Bay Area
Shalour City Area

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