Cacturne
No entry available for this game era.

Evolution Chain

cacnea
Cacnea
Level 32
cacturne
Cacturne

Pokédex Data

Classification Scarecrow Pokémon
Height 1.3 m (4'03")
Weight 77.4 kg (170.6 lbs)
Abilities

Held Items

Training

EV Yield +1 attack
+1 Sp. Atk
Catch Rate 60
Base Friendship 35
Growth Rate medium slow
Gender Ratio
Egg Groups Plant, Humanshape

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
1 Growth
20 Raises the user's Attack and Special Attack by one stage.
1 Destiny Bond
5 If the user faints this turn, the target automatically will, too.
1 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
1 Spiky Shield
10 Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
4 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
7 Growth
20 Raises the user's Attack and Special Attack by one stage.
10 Leech Seed
90% 10 Seeds the target, stealing HP from it every turn.
13 Sand Attack
100% 15 Lowers the target's accuracy by one stage.
16 Needle Arm
60 100% 15 Has a 30% chance to make the target flinch.
19 Feint Attack
60 20 Never misses.
22 Ingrain
20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
26 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
30 Spikes
20 Scatters Spikes, hurting opposing Pokémon that switch in.
35 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
38 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
44 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
49 Cotton Spore
100% 40 Lowers the target's Speed by two stages.
54 Sandstorm
10 Changes the weather to a sandstorm for five turns.
59 Destiny Bond
5 If the user faints this turn, the target automatically will, too.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
1 Growth
20 Raises the user's Attack and Special Attack by one stage.
1 Destiny Bond
5 If the user faints this turn, the target automatically will, too.
1 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
1 Spiky Shield
10 Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
4 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
7 Growth
20 Raises the user's Attack and Special Attack by one stage.
10 Leech Seed
90% 10 Seeds the target, stealing HP from it every turn.
13 Sand Attack
100% 15 Lowers the target's accuracy by one stage.
16 Needle Arm
60 100% 15 Has a 30% chance to make the target flinch.
19 Feint Attack
60 20 Never misses.
22 Ingrain
20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
26 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
30 Spikes
20 Scatters Spikes, hurting opposing Pokémon that switch in.
35 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
38 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
44 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
49 Cotton Spore
100% 40 Lowers the target's Speed by two stages.
54 Sandstorm
10 Changes the weather to a sandstorm for five turns.
59 Destiny Bond
5 If the user faints this turn, the target automatically will, too.

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.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
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.
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.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM37 Sandstorm
10 Changes the weather to a sandstorm for five turns.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM63 Embargo
100% 15 Target cannot use held items.
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.
TM75 Swords Dance
20 Raises the user's Attack by two stages.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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.
TM96 Nature Power
20 Uses a move which depends upon the terrain.
TM97 Dark Pulse
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
Block
5 Prevents the target from leaving battle.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Role Play
10 Copies the target's ability.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
100% 10 Lowers the PP of the target's last used move by 4.
Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Synthesis
5 Heals the user by half its max HP. Affected by weather.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Worry Seed
100% 10 Changes the target's ability to Insomnia.

Base Stats

Hp 70
Attack 115
Defense 60
Sp. Atk 115
Sp. Def 60
Speed 55
Total 475

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0.5x
0.5x
2x
2x
2x
0.5x
2x
0x
4x
0.5x
0.5x
2x