Kecleon
Ultra Sun

It changes its hue to blend into its surroundings. If no one takes notice of it for too long, it will pout and never reveal itself.

Ultra Moon

Its color changes for concealment and also when its mood or health changes. The darker the color, the healthier it is.

Pokédex & Training Data

Classification Color Swap Pokémon
Height 1.0 m (3'03")
Weight 22.0 kg (48.5 lbs)
Abilities
EV Yield +1 Sp. Def
Catch Rate 200
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Hoenn (R/S/E) #145
Kalos (Central) #116
Hoenn (OR/AS) #150
Alola (US/UM) #214
National #352

Held Items

None in this generation.

Game Locations

Dividing Peak Tunnel Area

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Lick
30 100% 30 Has a 30% chance to paralyze the target.
1 Thief
60 100% 25 Takes the target’s item.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
4 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
7 Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.
10 Feint
30 100% 10 Hits through Protect and Detect.
13 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
16 Feint Attack
60 — 20 Never misses.
18 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
21 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
25 Slash
70 100% 20 Has an increased chance for a critical hit.
30 Camouflage
— — 20 User’s type changes to match the terrain.
33 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
38 Screech
— 85% 40 Lowers the target’s Defense by two stages.
42 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.
46 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
50 Synchronoise
120 100% 10 Hits any Pokémon that shares a type with the user.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Lick
30 100% 30 Has a 30% chance to paralyze the target.
1 Thief
60 100% 25 Takes the target’s item.
1 Astonish
30 100% 15 Has a 30% chance to make the target flinch.
4 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
7 Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.
10 Feint
30 100% 10 Hits through Protect and Detect.
13 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
16 Feint Attack
60 — 20 Never misses.
18 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
21 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
25 Slash
70 100% 20 Has an increased chance for a critical hit.
30 Camouflage
— — 20 User’s type changes to match the terrain.
33 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
38 Screech
— 85% 40 Lowers the target’s Defense by two stages.
42 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.
46 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
50 Synchronoise
120 100% 10 Hits any Pokémon that shares a type with the user.

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.
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.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
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.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
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.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
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.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
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.
Knock Off
65 100% 20 Target drops its held item.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Shock Wave
60 — 20 Never misses.
Skill Swap
— — 10 User and target swap abilities.
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.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.

Egg Moves

Sun/Moon
Name Class Power Acc. PP Effect
Camouflage
— — 20 User’s type changes to match the terrain.
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
Recover
— — 5 Heals the user by half its max HP.
Skill Swap
— — 10 User and target swap abilities.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Trick
— 100% 10 User and target swap items.
Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Camouflage
— — 20 User’s type changes to match the terrain.
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
Recover
— — 5 Heals the user by half its max HP.
Skill Swap
— — 10 User and target swap abilities.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Trick
— 100% 10 User and target swap items.

Base Stats

Hp 60
Attack 90
Defense 70
Sp. Atk 60
Sp. Def 120
Speed 40
Total 440

Type Defenses

(vs. Gen 6+ rules)

2x
0x