Tentacruel
Sun

Normally, it has 80 poisonous tentacles. The longer one has been alive, the fewer tentacles it will have.

Moon

Although these Pokémon are rare, when a large outbreak of them occurs, all fish Pokémon disappear from the surrounding sea.

Ultra Sun

It fires off ultrasonic waves from its red orbs to weaken its prey, and then it wraps them up in its 80 tentacles.

Ultra Moon

It communicates with others of its kind by lighting up the red orbs on its head. When the orbs are blinking, it’s a warning sign.

Lets Go Pikachu/Lets Go Eevee

Its 80 tentacles can stretch and contract freely. They wrap around prey and weaken it with poison.

Evolution Chain

tentacool
Tentacool
Level 30
tentacruel
Tentacruel

Pokédex Data

Classification Jellyfish Pokémon
Height 1.6 m (5'03")
Weight 55.0 kg (121.3 lbs)
Abilities

Held Items

Game Locations

  • Alola Route 14 Area
  • Alola Route 15 Main
  • Ancient Poni Path Area
  • Poni Breaker Coast Area
  • Poni Wilds Area

Training

EV Yield +2 Sp. Def
Catch Rate 60
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups Water3

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Supersonic
55% 20 Confuses the target.
1 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
1 Constrict
10 100% 35 Has a 10% chance to lower the target's Speed by one stage.
1 Wring Out
100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
1 Reflect Type
15 User becomes the target's type.
4 Supersonic
55% 20 Confuses the target.
7 Constrict
10 100% 35 Has a 10% chance to lower the target's Speed by one stage.
10 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
13 Toxic Spikes
20 Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
16 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
19 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
22 Acid Spray
40 100% 20 Lowers the target's Special Defense by two stages.
25 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
28 Barrier
20 Raises the user's Defense by two stages.
32 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
36 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
40 Screech
85% 40 Lowers the target's Defense by two stages.
44 Hex
65 100% 10 Has double power if the target has a major status ailment.
48 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
52 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
56 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 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Supersonic
55% 20 Confuses the target.
1 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
1 Constrict
10 100% 35 Has a 10% chance to lower the target's Speed by one stage.
1 Wring Out
100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
1 Reflect Type
15 User becomes the target's type.
4 Supersonic
55% 20 Confuses the target.
7 Constrict
10 100% 35 Has a 10% chance to lower the target's Speed by one stage.
10 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
13 Toxic Spikes
20 Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
16 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
19 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
22 Acid Spray
40 100% 20 Lowers the target's Special Defense by two stages.
25 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
28 Barrier
20 Raises the user's Defense by two stages.
32 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
36 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
40 Screech
85% 40 Lowers the target's Defense by two stages.
44 Hex
65 100% 10 Has double power if the target has a major status ailment.
48 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
52 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
56 Wring Out
100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Poison Sting
15 100% 35 Has a 30% chance to poison the target.
1 Supersonic
55% 20 Confuses the target.
1 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
1 Haze
30 Resets all Pokémon's stats, accuracy, and evasion.
1 Constrict
10 100% 35 Has a 10% chance to lower the target's Speed by one stage.
1 Mirror Coat
100% 20 Inflicts twice the damage the user received from the last special hit it took.
4 Constrict
10 100% 35 Has a 10% chance to lower the target's Speed by one stage.
9 Supersonic
55% 20 Confuses the target.
13 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
18 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
22 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
27 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
36 Barrier
20 Raises the user's Defense by two stages.
46 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
55 Screech
85% 40 Lowers the target's Defense by two stages.
65 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

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.
TM07 Hail
10 Changes the weather to a hailstorm for five turns.
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.
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.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
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.
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.
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.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
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.
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.
TM94 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM98 Waterfall
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.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM09 Reflect
20 Reduces damage from physical attacks by half.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM25 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM26 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM29 Scald
80 100% 15 Has a 30% chance to burn the target.
TM32 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM47 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM51 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM52 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM53 Mega Drain
40 100% 15 Drains half the damage inflicted to heal the user.
TM55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
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.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 80
Attack 70
Defense 65
Sp. Atk 80
Sp. Def 120
Speed 100
Total 515

Type Defenses

(vs. Gen 6+ rules)

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