Seel
X

A Pokémon that lives on icebergs. It swims in the sea using the point on its head to break up ice.

Y

Covered with light blue fur, its hide is thick and tough. It is active in bitter cold of -40 degrees Fahrenheit.

Omega Ruby/Alpha Sapphire

Seel hunts for prey in the frigid sea underneath sheets of ice. When it needs to breathe, it punches a hole through the ice with the sharply protruding section of its head.

Evolution Chain

seel
Seel
Level 34
dewgong
Dewgong

Pokédex Data

Classification Sea Lion Pokémon
Height 1.1 m (3'07")
Weight 90.0 kg (198.4 lbs)
Abilities

Held Items

None in this generation.

Training

EV Yield +1 Sp. Def
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Water1, Ground

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
3 Growl
100% 40 Lowers the target's Attack by one stage.
7 Water Sport
15 Halves all Fire-type damage.
11 Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
13 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
17 Ice Shard
40 100% 30 Inflicts regular damage with no additional effect.
21 Rest
5 User sleeps for two turns, completely healing itself.
23 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
27 Aurora Beam
65 100% 20 Has a 10% chance to lower the target's Attack by one stage.
31 Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
33 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
37 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
41 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
43 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
47 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
51 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
53 Hail
10 Changes the weather to a hailstorm for five turns.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
3 Growl
100% 40 Lowers the target's Attack by one stage.
7 Water Sport
15 Halves all Fire-type damage.
11 Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
13 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
17 Ice Shard
40 100% 30 Inflicts regular damage with no additional effect.
21 Rest
5 User sleeps for two turns, completely healing itself.
23 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
27 Aurora Beam
65 100% 20 Has a 10% chance to lower the target's Attack by one stage.
31 Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
33 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
37 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
41 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
43 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
47 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
51 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
53 Hail
10 Changes the weather to a hailstorm for five turns.

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.
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.
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.
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.
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.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
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.
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.
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.
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.
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.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
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
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Drill Run
80 95% 10 Has an increased chance for a critical hit.
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.
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.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Egg Moves

X/YOR/AS
Name Class Power Acc. PP Effect
Belch
120 90% 10 Can only be used after the user has eaten a berry.
Disable
100% 20 Disables the target's last used move for 1-8 turns.
Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Entrainment
100% 15 Copies the user's ability onto the target.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Horn Drill
30% 5 Causes a one-hit KO.
Icicle Spear
25 100% 30 Hits 2-5 times in one turn.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Lick
30 100% 30 Has a 30% chance to paralyze the target.
Perish Song
5 User and target both faint after three turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Slam
80 75% 20 Inflicts regular damage with no additional effect.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Spit Up
100% 10 Power is 100 times the amount of energy Stockpiled.
Stockpile
20 Stores energy up to three times for use with Spit Up and Swallow.
Swallow
10 Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 65
Attack 45
Defense 55
Sp. Atk 45
Sp. Def 70
Speed 45
Total 325

Type Defenses

(vs. Gen 6+ rules)

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