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 & Training Data

Classification Sea Lion Pokémon
Height 1.1 m (3'07")
Weight 90.0 kg (198.4 lbs)
Abilities
EV Yield +1 Sp. Def
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Water1, Ground

Pokédex Numbers

Kanto (R/B/Y) #086
Johto (G/S/C) #176
Johto (HG/SS) #178
Unova (B2/W2) #265
Alola (US/UM) #115
National #086
Blueberry #143

Held Items

None in this generation.

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