Octillery
Ultra Sun

The ink it spits when escaping is special. It contains a substance that dulls the sense of smell, so Pokémon with keen noses get lost.

Ultra Moon

It usually sleeps in caves. The pitch-black ink that Octillery spits is also used for cooking.

Evolution Chain

remoraid
Remoraid
Level 25
octillery
Octillery

Pokédex & Training Data

Classification Jet Pokémon
Height 0.9 m (2'11")
Weight 28.5 kg (62.8 lbs)
Abilities
EV Yield +1 attack
+1 Sp. Atk
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Water1, Water2

Pokédex Numbers

Johto (G/S/C) #173
Sinnoh (D/P) #133
Sinnoh (Plat.) #133
Johto (HG/SS) #175
Unova (B2/W2) #236
Kalos (Coastal) #145
Alola (US/UM) #144
Galar (Sw/Sh) #149
Hisui #147
National #224
Isle of Armor #045

Game Locations

Alola Route 8 Main
Hauoli City Beachfront
Kalae Bay Area
Melemele Sea Area

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
1 Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
1 Constrict
10 100% 35 Has a 10% chance to lower the target’s Speed by one stage.
1 Octazooka
65 85% 10 Has a 50% chance to lower the target’s accuracy by one stage.
1 Rock Blast
25 90% 10 Hits 2-5 times in one turn.
1 Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
6 Constrict
10 100% 35 Has a 10% chance to lower the target’s Speed by one stage.
10 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
14 Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
18 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
22 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
28 Wring Out
— 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
34 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
40 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
46 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
52 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
58 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
64 Soak
— 100% 20 Changes the target’s type to Water.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
1 Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
1 Constrict
10 100% 35 Has a 10% chance to lower the target’s Speed by one stage.
1 Octazooka
65 85% 10 Has a 50% chance to lower the target’s accuracy by one stage.
1 Rock Blast
25 90% 10 Hits 2-5 times in one turn.
1 Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
6 Constrict
10 100% 35 Has a 10% chance to lower the target’s Speed by one stage.
10 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
14 Aurora Beam
65 100% 20 Has a 10% chance to lower the target’s Attack by one stage.
18 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
22 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
28 Wring Out
— 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
34 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
40 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
46 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
52 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
58 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
64 Soak
— 100% 20 Changes the target’s type to Water.

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.
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.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
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.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM34 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison 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.
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.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
— 90% 20 Paralyzes 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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
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.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
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.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 75
Attack 105
Defense 75
Sp. Atk 105
Sp. Def 75
Speed 45
Total 480

Type Defenses

(vs. Gen 6+ rules)

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