Seaking
Sun

When the weather grows cold, its whole body flushes a deep red. This sight serves as a poetic reminder that autumn has arrived.

Moon

Trainers who are crazy for Seaking are divided into horn enthusiasts and fin enthusiasts. The two groups do not get along well.

Ultra Sun

Its horn spins like a drill to steadily hollow out rocks—even harder ones. The coloration of the male is more vivid.

Ultra Moon

To attract females, males dance on the river’s floor. The females gather around the male that dances most gracefully.

Lets Go Pikachu/Lets Go Eevee

It is the male’s job to make a nest by carving out boulders in a stream using the horn on its head.

Evolution Chain

goldeen
Goldeen
Level 33
seaking
Seaking

Pokédex Data

Classification Goldfish Pokémon
Height 1.3 m (4'03")
Weight 39.0 kg (86.0 lbs)
Abilities

Held Items

Game Locations

  • Brooklet Hill North
  • Brooklet Hill South
  • Malie Garden Area

Training

EV Yield +2 attack
Catch Rate 60
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Water2

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Supersonic
55% 20 Confuses the target.
1 Peck
35 100% 35 Inflicts regular damage with no additional effect.
1 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
1 Water Sport
15 Halves all Fire-type damage.
1 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
5 Supersonic
55% 20 Confuses the target.
8 Horn Attack
65 100% 25 Inflicts regular damage with no additional effect.
13 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
16 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
21 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
24 Fury Attack
15 85% 20 Hits 2-5 times in one turn.
29 Agility
30 Raises the user's Speed by two stages.
32 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
40 Horn Drill
30% 5 Causes a one-hit KO.
46 Soak
100% 20 Changes the target's type to Water.
54 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Supersonic
55% 20 Confuses the target.
1 Peck
35 100% 35 Inflicts regular damage with no additional effect.
1 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
1 Water Sport
15 Halves all Fire-type damage.
1 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
5 Supersonic
55% 20 Confuses the target.
8 Horn Attack
65 100% 25 Inflicts regular damage with no additional effect.
13 Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
16 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
21 Aqua Ring
20 Restores 1/16 of the user's max HP each turn.
24 Fury Attack
15 85% 20 Hits 2-5 times in one turn.
29 Agility
30 Raises the user's Speed by two stages.
32 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
40 Horn Drill
30% 5 Causes a one-hit KO.
46 Soak
100% 20 Changes the target's type to Water.
54 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Supersonic
55% 20 Confuses the target.
1 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
1 Peck
35 100% 35 Inflicts regular damage with no additional effect.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Skull Bash
130 100% 10 Raises the user's Defense by one stage. User charges for one turn before attacking.
4 Supersonic
55% 20 Confuses the target.
10 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
14 Horn Attack
65 100% 25 Inflicts regular damage with no additional effect.
20 Fury Attack
15 85% 20 Hits 2-5 times in one turn.
24 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
30 Agility
30 Raises the user's Speed by two stages.
39 Horn Drill
30% 5 Causes a one-hit KO.
50 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
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.
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.
TM18 Rain Dance
5 Changes the weather to rain 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.
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.
TM67 Smart Strike
70 10 Never misses.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM98 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM25 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM26 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM29 Scald
80 100% 15 Has a 30% chance to burn the target.
TM47 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM51 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM58 Drill Run
80 95% 10 Has an increased chance for a critical hit.
TM60 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
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.
Knock Off
65 100% 20 Target drops its held item.
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.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 80
Attack 92
Defense 65
Sp. Atk 65
Sp. Def 80
Speed 68
Total 450

Type Defenses

(vs. Gen 6+ rules)

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