
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.
Pokédex Data
Classification
Goldfish Pokémon
Height
1.3 m (4'03")
Weight
39.0 kg (86.0 lbs)
Abilities
- Swift Swim
- Water Veil
- Lightning Rod (Hidden)
Held Items
Mystic Water
5%
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)