No entry available for this game era.
Evolution Chain
Pokédex & Training Data
Classification
Spike Ball Pokémon
Height
0.3 m (0'12")
Weight
1.5 kg (3.3 lbs)
Abilities
- Hustle
- Serene Grace
- Super Luck (Hidden)
EV Yield
+1 Sp. Def
Catch Rate
190
Base Friendship
70
Growth Rate
fast
Gender Ratio
♂
♀
Egg Groups
This Pokemon Cannot Breed
Pokédex Numbers
Johto (G/S/C)
#046
Sinnoh (Plat.)
#173
Johto (HG/SS)
#046
Galar (Sw/Sh)
#257
Hisui
#127
National
#175
Learned Moves
Level Up Moves
Sun/Moon
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Growl | — | 100% | 40 | Lowers the target’s Attack by one stage. | |
| 1 | Charm | — | 100% | 20 | Lowers the target’s Attack by two stages. | |
| 5 | Metronome | — | — | 10 | Randomly selects and uses any move in the game. | |
| 9 | Sweet Kiss | — | 75% | 10 | Confuses the target. | |
| 13 | Yawn | — | — | 10 | Target sleeps at the end of the next turn. | |
| 17 | Encore | — | 100% | 5 | Forces the target to repeat its last used move every turn for 2 to 6 turns. | |
| 21 | Follow Me | — | — | 20 | Redirects the target’s single-target effects to the user for this turn. | |
| 25 | Bestow | — | — | 15 | Gives the user’s held item to the target. | |
| 29 | Wish | — | — | 10 | User will recover half its max HP at the end of the next turn. | |
| 33 | Ancient Power | 60 | 100% | 5 | Has a 10% chance to raise all of the user’s stats by one stage. | |
| 37 | Safeguard | — | — | 25 | Protects the user’s field from major status ailments and confusion for five turns. | |
| 41 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |
| 45 | Double Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |
| 49 | Last Resort | 140 | 100% | 5 | Can only be used after all of the user’s other moves have been used. | |
| 53 | After You | — | — | 15 | Makes the target act next this turn. |
Ultra Sun/Ultra Moon
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Growl | — | 100% | 40 | Lowers the target’s Attack by one stage. | |
| 1 | Charm | — | 100% | 20 | Lowers the target’s Attack by two stages. | |
| 5 | Metronome | — | — | 10 | Randomly selects and uses any move in the game. | |
| 9 | Sweet Kiss | — | 75% | 10 | Confuses the target. | |
| 13 | Yawn | — | — | 10 | Target sleeps at the end of the next turn. | |
| 17 | Encore | — | 100% | 5 | Forces the target to repeat its last used move every turn for 2 to 6 turns. | |
| 21 | Follow Me | — | — | 20 | Redirects the target’s single-target effects to the user for this turn. | |
| 25 | Bestow | — | — | 15 | Gives the user’s held item to the target. | |
| 29 | Wish | — | — | 10 | User will recover half its max HP at the end of the next turn. | |
| 33 | Ancient Power | 60 | 100% | 5 | Has a 10% chance to raise all of the user’s stats by one stage. | |
| 37 | Safeguard | — | — | 25 | Protects the user’s field from major status ailments and confusion for five turns. | |
| 41 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |
| 45 | Double Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |
| 49 | Last Resort | 140 | 100% | 5 | Can only be used after all of the user’s other moves have been used. | |
| 53 | After You | — | — | 15 | Makes the target act next this turn. |
TM/HM Moves
Sun/MoonUltra Sun/Ultra Moon
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM01 Work Up | — | — | 30 | Raises the user’s Attack and Special Attack by one stage each. | |
| 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. | |
| TM16 Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
| 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. | |
| TM22 Solar Beam | 120 | 100% | 10 | Requires a turn to charge before attacking. | |
| 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. | |
| TM33 Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
| TM35 Flamethrower | 90 | 100% | 15 | Has a 10% chance to burn the target. | |
| TM38 Fire Blast | 110 | 85% | 5 | Has a 10% chance to burn the target. | |
| 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. | |
| 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. | |
| 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. | |
| TM86 Grass Knot | — | 100% | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. | |
| 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. | |
| TM99 Dazzling Gleam | 80 | 100% | 10 | Inflicts regular damage with no additional effect. | |
| TM100 Confide | — | — | 20 | Lowers the target’s Special Attack by one stage. |
Tutor Moves
Ultra Sun/Ultra Moon
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| After You | — | — | 15 | Makes the target act next this turn. | |
| Covet | 60 | 100% | 25 | Takes the target’s item. | |
| Endeavor | — | 100% | 5 | Lowers the target’s HP to equal the user’s. | |
| Heal Bell | — | — | 5 | Cures the entire party of major status effects. | |
| Hyper Voice | 90 | 100% | 10 | Inflicts regular damage with no additional effect. | |
| 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. | |
| 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. | |
| Uproar | 90 | 100% | 10 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | |
| Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |
| Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. |
Egg Moves
Sun/MoonUltra Sun/Ultra Moon
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| Extrasensory | 80 | 100% | 20 | Has a 10% chance to make the target flinch. | |
| Foresight | — | — | 40 | Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost. | |
| Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
| Lucky Chant | — | — | 30 | Prevents the target from scoring critical hits for five turns. | |
| Mirror Move | — | — | 20 | Uses the target’s last used move. | |
| Morning Sun | — | — | 5 | Heals the user by half its max HP. Affected by weather. | |
| Nasty Plot | — | — | 20 | Raises the user’s Special Attack by two stages. | |
| Peck | 35 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| Present | — | 90% | 15 | Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP. | |
| Psycho Shift | — | 100% | 10 | Transfers the user’s major status effect to the target. | |
| Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |
| Stored Power | 20 | 100% | 10 | Power is higher the more the user’s stats have been raised, to a maximum of 31×. |
Base Stats
Hp
35
Attack
20
Defense
65
Sp. Atk
40
Sp. Def
65
Speed
20
Total
245
Type Defenses
(vs. Gen 6+ rules)