Shuppet
Ultra Sun

It eats up emotions like malice, jealousy, and resentment, so some people are grateful for its presence.

Ultra Moon

There’s a proverb that says, “Shun the house where Shuppet gather in the growing dusk.”

Evolution Chain

shuppet
Shuppet
Level 37
banette
Banette

Pokédex & Training Data

Classification Puppet Pokémon
Height 0.6 m (1'12")
Weight 2.3 kg (5.1 lbs)
Abilities
EV Yield +1 attack
Catch Rate 225
Base Friendship 35
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Indeterminate

Pokédex Numbers

Hoenn (R/S/E) #146
Unova (B2/W2) #210
Kalos (Mountain) #122
Hoenn (OR/AS) #151
Alola (US/UM) #316
Paldea (S/V) #298
National #353

Held Items

Game Locations

Thrifty Megamart Abandoned Site

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Knock Off
65 100% 20 Target drops its held item.
4 Screech
— 85% 40 Lowers the target’s Defense by two stages.
7 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
10 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
13 Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.
16 Will O Wisp
— 85% 15 Burns the target.
19 Feint Attack
60 — 20 Never misses.
22 Hex
65 100% 10 Has double power if the target has a major status ailment.
26 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
34 Embargo
— 100% 15 Target cannot use held items.
38 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
42 Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
46 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
50 Trick
— 100% 10 User and target swap items.
54 Phantom Force
90 100% 10 User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Knock Off
65 100% 20 Target drops its held item.
4 Screech
— 85% 40 Lowers the target’s Defense by two stages.
7 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
10 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
13 Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.
16 Will O Wisp
— 85% 15 Burns the target.
19 Feint Attack
60 — 20 Never misses.
22 Hex
65 100% 10 Has double power if the target has a major status ailment.
26 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
34 Embargo
— 100% 15 Target cannot use held items.
38 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
42 Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
46 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
50 Trick
— 100% 10 User and target swap items.
54 Phantom Force
90 100% 10 User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
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.
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.
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.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
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.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM61 Will O Wisp
— 85% 15 Burns the target.
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.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
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.
Knock Off
65 100% 20 Target drops its held item.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
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.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Trick
— 100% 10 User and target swap items.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Astonish
30 100% 15 Has a 30% chance to make the target flinch.
Confuse Ray
— 100% 10 Confuses the target.
Destiny Bond
— — 5 If the user faints this turn, the target automatically will, too.
Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Imprison
— — 10 Prevents the target from using any moves that the user also knows.
Ominous Wind
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
Phantom Force
90 100% 10 User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.

Base Stats

Hp 44
Attack 75
Defense 35
Sp. Atk 63
Sp. Def 33
Speed 45
Total 295

Type Defenses

(vs. Gen 6+ rules)

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