Genesect
No entry available for this game era.

Pokédex & Training Data

Classification Paleozoic Pokémon
Height 1.5 m (4'11")
Weight 82.5 kg (181.9 lbs)
Abilities
EV Yield +1 attack
+1 Sp. Atk
+1 speed
Catch Rate 3
Base Friendship 0
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Unova (B/W) #155
Unova (B2/W2) #300
National #649

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Screech
— 85% 40 Lowers the target’s Defense by two stages.
1 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
1 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
1 Techno Blast
120 100% 5 If the user is holding a appropriate plate or drive, the damage inflicted will match it.
1 Fell Stinger
50 100% 25 Raises the user’s Attack by two stages if it KOs the target.
7 Fury Cutter
40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
11 Lock On
— — 5 Ensures that the user’s next move will hit the target.
18 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
22 Magnet Bomb
60 — 20 Never misses.
29 Slash
70 100% 20 Has an increased chance for a critical hit.
33 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
40 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
44 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
51 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
55 Bug Buzz
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
62 Simple Beam
— 100% 15 Changes the target’s ability to Simple.
66 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
73 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
77 Self Destruct
200 100% 5 User faints.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Screech
— 85% 40 Lowers the target’s Defense by two stages.
1 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
1 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
1 Techno Blast
120 100% 5 If the user is holding a appropriate plate or drive, the damage inflicted will match it.
1 Fell Stinger
50 100% 25 Raises the user’s Attack by two stages if it KOs the target.
7 Fury Cutter
40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
11 Lock On
— — 5 Ensures that the user’s next move will hit the target.
18 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
22 Magnet Bomb
60 — 20 Never misses.
29 Slash
70 100% 20 Has an increased chance for a critical hit.
33 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
40 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
44 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
51 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
55 Bug Buzz
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
62 Simple Beam
— 100% 15 Changes the target’s ability to Simple.
66 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
73 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
77 Self Destruct
200 100% 5 User faints.

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.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
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.
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.
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.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
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.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM64 Explosion
250 100% 5 User faints.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM76 Fly
90 95% 15 User flies high into the air, dodging all attacks, and hits next turn.
TM81 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
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.
TM89 U Turn
70 100% 20 User must switch out after attacking.
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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
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
Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
Electroweb
55 95% 15 Lowers the target’s Speed by one stage.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Recycle
— — 10 User recovers the item it last used up.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 71
Attack 120
Defense 95
Sp. Atk 120
Sp. Def 95
Speed 99
Total 600

Type Defenses

(vs. Gen 6+ rules)

0.5x
4x
0.25x
0.5x
0x
0.5x
0.5x
0.5x
0.5x
0.5x