Serperior
No entry available for this game era.

Evolution Chain

snivy
Snivy
Level 17
servine
Servine
Level 36
serperior
Serperior

Pokédex & Training Data

Classification Regal Pokémon
Height 3.3 m (10'10")
Weight 63.0 kg (138.9 lbs)
Abilities
EV Yield +3 speed
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground, Plant

Pokédex Numbers

Unova (B/W) #003
Unova (B2/W2) #003
National #497
Blueberry #202

Game Locations

Exeggutor Island Area

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
4 Leer
— 100% 30 Lowers the target’s Defense by one stage.
7 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
10 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
13 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
16 Leaf Tornado
65 90% 10 Has a 50% chance to lower the target’s accuracy by one stage.
20 Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
24 Mega Drain
40 100% 15 Drains half the damage inflicted to heal the user.
28 Slam
80 75% 20 Inflicts regular damage with no additional effect.
32 Leaf Blade
90 100% 15 Has an increased chance for a critical hit.
38 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
44 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
50 Wring Out
— 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
56 Gastro Acid
— 100% 10 Nullifies target’s ability until it leaves battle.
62 Leaf Storm
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
4 Leer
— 100% 30 Lowers the target’s Defense by one stage.
7 Vine Whip
45 100% 25 Inflicts regular damage with no additional effect.
10 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
13 Growth
— — 20 Raises the user’s Attack and Special Attack by one stage.
16 Leaf Tornado
65 90% 10 Has a 50% chance to lower the target’s accuracy by one stage.
20 Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
24 Mega Drain
40 100% 15 Drains half the damage inflicted to heal the user.
28 Slam
80 75% 20 Inflicts regular damage with no additional effect.
32 Leaf Blade
90 100% 15 Has an increased chance for a critical hit.
38 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
44 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
50 Wring Out
— 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
56 Gastro Acid
— 100% 10 Nullifies target’s ability until it leaves battle.
62 Leaf Storm
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.

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.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion 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.
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.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM40 Aerial Ace
60 — 20 Never misses.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM59 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
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.
TM82 Dragon Tail
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Sun/Moon
Name Class Power Acc. PP Effect
Frenzy Plant
150 90% 5 User foregoes its next turn to recharge.
Grass Pledge
80 100% 10 With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
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.
Defog
— — 15 Lowers the target’s evasion by one stage. Removes field effects from the enemy field.
Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
Frenzy Plant
150 90% 5 User foregoes its next turn to recharge.
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.
Grass Pledge
80 100% 10 With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
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.
Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
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.
Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.

Base Stats

Hp 75
Attack 75
Defense 95
Sp. Atk 75
Sp. Def 95
Speed 113
Total 528

Type Defenses

(vs. Gen 6+ rules)

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