Seviper
No entry available for this game era.

Pokédex & Training Data

Classification Fang Snake Pokémon
Height 2.7 m (8'10")
Weight 52.5 kg (115.7 lbs)
Abilities
EV Yield +1 attack
+1 Sp. Atk
Catch Rate 90
Base Friendship 70
Growth Rate fast then very slow
Gender Ratio
♂ ♀
Egg Groups Ground, Dragon

Pokédex Numbers

Hoenn (R/S/E) #124
Unova (B2/W2) #187
Kalos (Coastal) #006
Hoenn (OR/AS) #129
Paldea (S/V) #218
National #336
Blueberry #071

Held Items

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
4 Bite
60 100% 25 Has a 30% chance to make the target flinch.
6 Lick
30 100% 30 Has a 30% chance to paralyze the target.
9 Poison Tail
50 100% 25 Has an increased chance for a critical hit and a 10% chance to poison the target.
11 Feint
30 100% 10 Hits through Protect and Detect.
14 Screech
— 85% 40 Lowers the target’s Defense by two stages.
16 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
19 Glare
— 100% 30 Paralyzes the target.
21 Poison Fang
50 100% 15 Has a 50% chance to badly poison the target.
24 Venom Drench
— 100% 20 Lowers the target’s Attack, Special Attack, and Speed by one stage if it is poisoned.
26 Night Slash
70 100% 15 Has an increased chance for a critical hit.
29 Gastro Acid
— 100% 10 Nullifies target’s ability until it leaves battle.
31 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
34 Haze
— — 30 Resets all Pokémon’s stats, accuracy, and evasion.
36 Swords Dance
— — 20 Raises the user’s Attack by two stages.
39 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
41 Belch
120 90% 10 Can only be used after the user has eaten a berry.
44 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
46 Wring Out
— 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
4 Bite
60 100% 25 Has a 30% chance to make the target flinch.
6 Lick
30 100% 30 Has a 30% chance to paralyze the target.
9 Poison Tail
50 100% 25 Has an increased chance for a critical hit and a 10% chance to poison the target.
11 Feint
30 100% 10 Hits through Protect and Detect.
14 Screech
— 85% 40 Lowers the target’s Defense by two stages.
16 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
19 Glare
— 100% 30 Paralyzes the target.
21 Poison Fang
50 100% 15 Has a 50% chance to badly poison the target.
24 Venom Drench
— 100% 20 Lowers the target’s Attack, Special Attack, and Speed by one stage if it is poisoned.
26 Night Slash
70 100% 15 Has an increased chance for a critical hit.
29 Gastro Acid
— 100% 10 Nullifies target’s ability until it leaves battle.
31 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
34 Haze
— — 30 Resets all Pokémon’s stats, accuracy, and evasion.
36 Swords Dance
— — 20 Raises the user’s Attack by two stages.
39 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
41 Belch
120 90% 10 Can only be used after the user has eaten a berry.
44 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
46 Wring Out
— 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.

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.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
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.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
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.
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.
TM59 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM81 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TM82 Dragon Tail
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison 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.
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
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Gastro Acid
— 100% 10 Nullifies target’s ability until it leaves battle.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Final Gambit
— 100% 5 Inflicts damage equal to the user’s remaining HP. User faints.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Night Slash
70 100% 15 Has an increased chance for a critical hit.
Punishment
— 100% 5 Power increases against targets with more raised stats, up to a maximum of 200.
Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
Spit Up
— 100% 10 Power is 100 times the amount of energy Stockpiled.
Stockpile
— — 20 Stores energy up to three times for use with Spit Up and Swallow.
Swallow
— — 10 Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
Switcheroo
— 100% 10 User and target swap items.
Wring Out
— 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.

Base Stats

Hp 73
Attack 100
Defense 60
Sp. Atk 100
Sp. Def 60
Speed 65
Total 458

Type Defenses

(vs. Gen 6+ rules)

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