
Sun
Roughly 20 years ago, it was artificially created, utilizing the latest technology of the time.
Moon
It can convert its body into digital data, which enables it to enter cyberspace.
Ultra Sun
This Pokémon was created using the cutting-edge science of 20 years ago, so many parts of it have since become obsolete.
Ultra Moon
It was built 20 years ago by scientists who dreamed of exploring space. Their dreams have yet to come true.
Lets Go Pikachu/Lets Go Eevee
The only Pokémon that people anticipate can fly into space. None has managed the feat yet, however.
Pokédex Data
Classification
Virtual Pokémon
Height
0.8 m (2'07")
Weight
36.5 kg (80.5 lbs)
Game Locations
- Alola Route 15 Aether House
Training
EV Yield
+1 Sp. Atk
Catch Rate
45
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
Learned Moves
Level Up Moves
Sun/Moon
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Sharpen | — | — | 30 | Raises the user's Attack by one stage. | |
1 | Conversion | — | — | 30 | User's type changes to the type of one of its moves at random. | |
1 | Conversion 2 | — | — | 30 | Changes the user's type to a random type either resistant or immune to the last move used against it. | |
7 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
12 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |
18 | Recover | — | — | 5 | Heals the user by half its max HP. | |
23 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
29 | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
34 | Recycle | — | — | 10 | User recovers the item it last used up. | |
40 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
45 | Lock On | — | — | 5 | Ensures that the user's next move will hit the target. | |
50 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
56 | Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
62 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. |
Ultra Sun/Ultra Moon
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Sharpen | — | — | 30 | Raises the user's Attack by one stage. | |
1 | Conversion | — | — | 30 | User's type changes to the type of one of its moves at random. | |
1 | Conversion 2 | — | — | 30 | Changes the user's type to a random type either resistant or immune to the last move used against it. | |
7 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
12 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |
18 | Recover | — | — | 5 | Heals the user by half its max HP. | |
23 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
29 | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
34 | Recycle | — | — | 10 | User recovers the item it last used up. | |
40 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
45 | Lock On | — | — | 5 | Ensures that the user's next move will hit the target. | |
50 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
56 | Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
62 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. |
Let's Go
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
4 | Sharpen | — | — | 30 | Raises the user's Attack by one stage. | |
9 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
13 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |
18 | Barrier | — | — | 20 | Raises the user's Defense by two stages. | |
22 | Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
27 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
31 | Conversion | — | — | 30 | User's type changes to the type of one of its moves at random. | |
36 | Recover | — | — | 5 | Heals the user by half its max HP. | |
40 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. |
TM/HM Moves
Sun/MoonUltra Sun/Ultra Moon
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
TM03 Psyshock | 80 | 100% | 10 | Inflicts damage based on the target's Defense, not Special Defense. | |
TM06 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
TM10 Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |
TM11 Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
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. | |
TM22 Solar Beam | 120 | 100% | 10 | Requires a turn to charge before attacking. | |
TM24 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
TM25 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
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. | |
TM40 Aerial Ace | 60 | — | 20 | Never misses. | |
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. | |
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. | |
TM57 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
TM68 Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
TM73 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
TM77 Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |
TM85 Dream Eater | 100 | 100% | 15 | Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user. | |
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. | |
TM92 Trick Room | — | — | 5 | For five turns, slower Pokémon will act before faster Pokémon. | |
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. | |
TM04 Teleport | — | — | 20 | Immediately ends wild battles. No effect otherwise. | |
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. | |
TM09 Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
TM12 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
TM16 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
TM19 Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target's Defense by one stage. | |
TM21 Foul Play | 95 | 100% | 15 | Calculates damage with the target's attacking stat. | |
TM27 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
TM28 Tri Attack | 80 | 100% | 10 | Has a 20% chance to burn, freeze, or paralyze the target. | |
TM36 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
TM38 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
TM40 Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
TM43 Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |
TM45 Solar Beam | 120 | 100% | 10 | Requires a turn to charge before attacking. | |
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. | |
TM59 Dream Eater | 100 | 100% | 15 | Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user. |
Tutor Moves
Ultra Sun/Ultra Moon
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Ally Switch | — | — | 15 | User switches places with the friendly Pokémon opposite it. | |
Electroweb | 55 | 95% | 15 | Lowers the target's Speed by one stage. | |
Foul Play | 95 | 100% | 15 | Calculates damage with the target's attacking stat. | |
Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |
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. | |
Last Resort | 140 | 100% | 5 | Can only be used after all of the user's other moves have been used. | |
Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
Pain Split | — | — | 20 | Sets the user's and targets's HP to the average of their current HP. | |
Recycle | — | — | 10 | User recovers the item it last used up. | |
Shock Wave | 60 | — | 20 | Never misses. | |
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. | |
Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three turns. | |
Trick | — | 100% | 10 | User and target swap items. | |
Wonder Room | — | — | 10 | All Pokémon's Defense and Special Defense are swapped for 5 turns. | |
Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. |
Base Stats
Hp
65
Attack
60
Defense
70
Sp. Atk
85
Sp. Def
75
Speed
40
Total
395
Type Defenses
(vs. Gen 6+ rules)