Sun
Its hind feet are webbed, so it’s a strong swimmer. It can cross rivers and sometimes even oceans.
Moon
Its disposition is far more violent than its looks would suggest. Don’t let your hand get too close to its face, as it could bite your hand clean off.
Ultra Sun
People say that it fled from its enemies by using its small webbed hind feet to swim from island to island in Alola.
Ultra Moon
Its whiskers are essential for maintaining its balance. No matter how friendly you are, it will get angry and bite you if you touch its whiskers.
Lets Go Pikachu/Lets Go Eevee
Its hind feet are webbed. They act as flippers, so it can swim in rivers and hunt for prey.
Pokédex Data
Classification
Mouse Pokémon
Height
0.7 m (2'04")
Weight
18.5 kg (40.8 lbs)
Held Items
None in this generation.
Game Locations
- Heahea Beach Area
Training
EV Yield
+2 speed
Catch Rate
127
Base Friendship
70
Growth Rate
medium
Gender Ratio
♂
♀
Egg Groups
Ground
Learned Moves
Level Up Moves
Sun/Moon
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Swords Dance | — | — | 20 | Raises the user's Attack by two stages. | |
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Tail Whip | — | 100% | 30 | Lowers the target's Defense by one stage. | |
1 | Quick Attack | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
1 | Focus Energy | — | — | 30 | Increases the user's chance to score a critical hit. | |
1 | Scary Face | — | 100% | 10 | Lowers the target's Speed by two stages. | |
4 | Quick Attack | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
7 | Focus Energy | — | — | 30 | Increases the user's chance to score a critical hit. | |
10 | Bite | 60 | 100% | 25 | Has a 30% chance to make the target flinch. | |
13 | Pursuit | 40 | 100% | 20 | Has double power against, and can hit, Pokémon attempting to switch out. | |
16 | Hyper Fang | 80 | 90% | 15 | Has a 10% chance to make the target flinch. | |
19 | Assurance | 60 | 100% | 10 | Power is doubled if the target has already received damage this turn. | |
24 | Crunch | 80 | 100% | 15 | Has a 20% chance to lower the target's Defense by one stage. | |
29 | Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
34 | Super Fang | — | 90% | 10 | Inflicts damage equal to half the target's HP. | |
39 | Double Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |
44 | Endeavor | — | 100% | 5 | Lowers the target's HP to equal the user's. |
Ultra Sun/Ultra Moon
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Swords Dance | — | — | 20 | Raises the user's Attack by two stages. | |
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Tail Whip | — | 100% | 30 | Lowers the target's Defense by one stage. | |
1 | Quick Attack | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
1 | Focus Energy | — | — | 30 | Increases the user's chance to score a critical hit. | |
1 | Scary Face | — | 100% | 10 | Lowers the target's Speed by two stages. | |
4 | Quick Attack | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
7 | Focus Energy | — | — | 30 | Increases the user's chance to score a critical hit. | |
10 | Bite | 60 | 100% | 25 | Has a 30% chance to make the target flinch. | |
13 | Pursuit | 40 | 100% | 20 | Has double power against, and can hit, Pokémon attempting to switch out. | |
16 | Hyper Fang | 80 | 90% | 15 | Has a 10% chance to make the target flinch. | |
19 | Assurance | 60 | 100% | 10 | Power is doubled if the target has already received damage this turn. | |
24 | Crunch | 80 | 100% | 15 | Has a 20% chance to lower the target's Defense by one stage. | |
29 | Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
34 | Super Fang | — | 90% | 10 | Inflicts damage equal to half the target's HP. | |
39 | Double Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |
44 | Endeavor | — | 100% | 5 | Lowers the target's HP to equal the user's. |
Let's Go
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Swords Dance | — | — | 20 | Raises the user's Attack by two stages. | |
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Tail Whip | — | 100% | 30 | Lowers the target's Defense by one stage. | |
1 | Counter | — | 100% | 20 | Inflicts twice the damage the user received from the last physical hit it took. | |
1 | Quick Attack | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
1 | Focus Energy | — | — | 30 | Increases the user's chance to score a critical hit. | |
1 | Fury Swipes | 18 | 80% | 15 | Hits 2-5 times in one turn. | |
3 | Tail Whip | — | 100% | 30 | Lowers the target's Defense by one stage. | |
6 | Quick Attack | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
9 | Focus Energy | — | — | 30 | Increases the user's chance to score a critical hit. | |
12 | Bite | 60 | 100% | 25 | Has a 30% chance to make the target flinch. | |
15 | Super Fang | — | 90% | 10 | Inflicts damage equal to half the target's HP. | |
18 | Crunch | 80 | 100% | 15 | Has a 20% chance to lower the target's Defense by one stage. | |
26 | Hyper Fang | 80 | 90% | 15 | Has a 10% chance to make the target flinch. | |
34 | Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
42 | Double Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. |
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. | |
TM05 Roar | — | — | 20 | Immediately ends wild battles. Forces trainers to switch Pokémon. | |
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. | |
TM12 Taunt | — | 100% | 20 | For the next few turns, the target can only use damaging moves. | |
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. | |
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. | |
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. | |
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. | |
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. | |
TM75 Swords Dance | — | — | 20 | Raises the user's Attack by two stages. | |
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. | |
TM89 U Turn | 70 | 100% | 20 | User must switch out after attacking. | |
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. | |
TM93 Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |
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. | |
TM02 Taunt | — | 100% | 20 | For the next few turns, the target can only use damaging moves. | |
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. | |
TM10 Dig | 80 | 100% | 10 | User digs underground, dodging all attacks, and hits next turn. | |
TM12 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
TM16 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
TM18 U Turn | 70 | 100% | 20 | User must switch out after attacking. | |
TM19 Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target's Defense by one stage. | |
TM27 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
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. | |
TM43 Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |
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. |
Tutor Moves
Ultra Sun/Ultra Moon
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Covet | 60 | 100% | 25 | Takes the target's item. | |
Endeavor | — | 100% | 5 | Lowers the target's HP to equal the user's. | |
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. | |
Shock Wave | 60 | — | 20 | Never misses. | |
Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
Stomping Tantrum | 75 | 100% | 10 | Has double power if the user's last move failed. | |
Super Fang | — | 90% | 10 | Inflicts damage equal to half the target's HP. | |
Throat Chop | 80 | 100% | 15 | Prevents the target from using sound-based moves for two turns. | |
Uproar | 90 | 100% | 10 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | |
Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. |
Base Stats
Hp
55
Attack
81
Defense
60
Sp. Atk
50
Sp. Def
70
Speed
97
Total
413
Type Defenses
(vs. Gen 6+ rules)