Cacturne
No entry available for this game era.

Evolution Chain

cacnea
Cacnea
Level 32
cacturne
Cacturne

Pokédex & Training Data

Classification Scarecrow Pokémon
Height 1.3 m (4'03")
Weight 77.4 kg (170.6 lbs)
Abilities
EV Yield +1 attack
+1 Sp. Atk
Catch Rate 60
Base Friendship 35
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Plant, Humanshape

Pokédex Numbers

Hoenn (R/S/E) #120
Hoenn (OR/AS) #125
Paldea (S/V) #253
National #332

Held Items

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