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#594 Alomomola | |
| Images |
| Normal Sprite |
Shiny Sprite |
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| Name |
Other Names |
No. |
Gender Ratio |
Type |
| Alomomola |
| Japan: | Mamanbou ママンボウ |
| French: | Mamanbo |
| German: | Mamolida |
| Korean: | 맘복치 |
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| National: | #594 |
| BW Unova: | #100 |
| B2W2 Unova: | #182 |
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| Abilities: Healer - Hydration - Regenerator (Hidden Ability) |
Healer: At the end of the turn, there is a 30% chance of either Ally being healed from a status condition
Hydration: All status problems: Burn, Paralysis, Sleep, Frozen and Poison, are healed when raining.
Hidden Ability (Available): Regenerator: When the Pokémon switches out of battle, up to 33.3% of its maximum Hit Points are restored |
| Classification |
Height |
Weight |
Capture Rate |
Base Egg Steps |
| Caring Pokémon |
3’11”
1.2m |
69.7lbs
31.6kg |
75 |
10,240 |
| Experience Growth |
Base Happiness |
Effort Values Earned |
Flee Flag |
800,000 Points Fast |
70 |
2 HP Point(s)
|
144 |
| Locations - In-Depth Details |
| Black |
Route 4, 17, 18, Driftveil City, P2 Laboratory(Surf) | Details |
| White |
Route 4, 17, 18, Driftveil City, P2 Laboratory(Surf) | Details |
| Black 2 |
Route 4, 17, 18, P2 Lab, Virbank City, Virbank Complex | Details |
| White 2 |
Route 4, 17, 18, P2 Lab, Virbank City, Virbank Complex | Details |
| Dream World |
Sparkling Sea - Beginning (B2W2 only) |
Details |
| Trainer Locations | |
Details |
| Flavor Text |
| Black |
The special membrane enveloping Alomomola has the ability to heal wounds. |
| White |
Floating in the open sea is how they live. When they find a wounded Pokémon, they embrace it and bring it to shore. |
| Black 2 |
It gently holds injured and weak Pokémon in its fins. Its special membrane heals their wounds. |
| White 2 |
| Black/White/Black 2/White 2 Level Up | |
| — |
Pound |
 |
 |
40 |
100 |
35 |
-- |
| The target is physically pounded with a long tail or a foreleg, etc. |
| — |
Water Sport |
 |
 |
-- |
-- |
15 |
-- |
| The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. |
| 5 |
Aqua Ring |
 |
 |
-- |
-- |
20 |
-- |
| The user envelops itself in a veil made of water. It regains some HP on every turn. |
| 9 |
Aqua Jet |
 |
 |
40 |
100 |
20 |
-- |
| The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
| 13 |
Doubleslap |
 |
 |
15 |
85 |
10 |
-- |
| The target is slapped repeatedly, back and forth, two to five times in a row. |
| 17 |
Heal Pulse |
 |
 |
-- |
-- |
10 |
-- |
| The user emits a healing pulse which restores the target's HP by up to half of its max HP. |
| 21 |
Protect |
 |
 |
-- |
-- |
10 |
-- |
| It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| 25 |
Water Pulse |
 |
 |
60 |
100 |
20 |
20 |
| The user attacks the target with a pulsing blast of water. It may also confuse the target. |
| 29 |
Wake-up Slap |
 |
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60 |
100 |
10 |
-- |
| This attack inflicts big damage on a sleeping target. It also wakes the target up, however. |
| 33 |
Soak |
 |
 |
-- |
100 |
20 |
-- |
| The user shoots a torrent of water at the target and changes the target's type to Water. |
| 37 |
Wish |
 |
 |
-- |
-- |
10 |
-- |
| One turn after this move is used, the target's HP is restored by half the user's maximum HP. |
| 41 |
Brine |
 |
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65 |
100 |
10 |
-- |
| If the target's HP is down to about half, this attack will hit with double the power. |
| 45 |
Safeguard |
 |
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-- |
-- |
25 |
-- |
| The user creates a protective field that prevents status problems for five turns. |
| 49 |
Helping Hand |
 |
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-- |
-- |
20 |
-- |
| The user assists an ally by boosting the power of its attack. |
| 53 |
Wide Guard |
 |
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-- |
-- |
10 |
-- |
| The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises. |
| 57 |
Healing Wish |
 |
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-- |
-- |
10 |
-- |
| The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
| 61 |
Hydro Pump |
 |
 |
120 |
80 |
5 |
-- |
| The target is blasted by a huge volume of water launched under great pressure. |
| TM & HM Attacks | |
| TM04 |
Calm Mind |
 |
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-- |
-- |
20 |
-- |
| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | | TM06 |
Toxic |
 |
 |
-- |
90 |
10 |
-- |
| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | | TM07 |
Hail |
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-- |
-- |
10 |
-- |
| The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. | | TM10 |
Hidden Power |
 |
 |
?? |
100 |
15 |
-- |
| A unique attack that varies in type and intensity depending on the Pokémon using it. | | TM13 |
Ice Beam |
 |
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95 |
100 |
10 |
10 |
| The target is struck with an icy-cold beam of energy. It may also freeze the target solid. | | TM14 |
Blizzard |
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120 |
70 |
5 |
10 |
| A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. | | TM16 |
Light Screen |
 |
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-- |
-- |
30 |
-- |
| A wondrous wall of light is put up to suppress damage from special attacks for five turns. | | TM17 |
Protect |
 |
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-- |
-- |
10 |
-- |
| It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | | TM18 |
Rain Dance |
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-- |
-- |
5 |
-- |
| The user summons a heavy rain that falls for five turns, powering up Water-type moves. | | TM20 |
Safeguard |
 |
 |
-- |
-- |
25 |
-- |
| The user creates a protective field that prevents status problems for five turns. | | TM21 |
Frustration |
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?? |
100 |
20 |
-- |
| A full-power attack that grows more powerful the less the user likes its Trainer. | | TM27 |
Return |
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?? |
100 |
20 |
-- |
| A full-power attack that grows more powerful the more the user likes its Trainer. | | TM29 |
Psychic |
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90 |
100 |
10 |
-- |
| The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. | | TM30 |
Shadow Ball |
 |
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80 |
100 |
15 |
-- |
| The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. | | TM32 |
Double Team |
 |
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-- |
-- |
15 |
-- |
| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | | TM42 |
Facade |
 |
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70 |
100 |
20 |
-- |
| An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | | TM44 |
Rest |
 |
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-- |
-- |
10 |
-- |
| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | | TM45 |
Attract |
 |
 |
-- |
100 |
15 |
-- |
| If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | | TM48 |
Round |
 |
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60 |
100 |
15 |
-- |
| The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. | | TM55 |
Scald |
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80 |
100 |
15 |
30 |
| The user shoots boiling hot water at its target. It may also leave the target with a burn. | | TM77 |
Psych Up |
 |
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-- |
-- |
10 |
-- |
| The user hypnotizes itself into copying any stat change made by the target. | | TM87 |
Swagger |
 |
 |
-- |
90 |
15 |
-- |
| The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. | | TM90 |
Substitute |
 |
 |
-- |
-- |
10 |
-- |
| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | | HM03 |
Surf |
 |
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95 |
100 |
15 |
-- |
| It swamps the area around the user with a giant wave. It can also be used for crossing water. | | HM05 |
Waterfall |
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80 |
100 |
15 |
-- |
| The user charges at the target and may make it flinch. It can also be used to climb a waterfall. | | HM06 |
Dive |
 |
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80 |
100 |
10 |
-- |
| Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
| Egg Moves (Details) | | Pain Split |
 |
 |
-- |
-- |
20 |
-- |
Details |
| The user adds its HP to the target's HP, then equally shares the combined HP with the target. | | Refresh |
 |
 |
-- |
-- |
20 |
-- |
Details |
| The user rests to cure itself of a poisoning, burn, or paralysis. | | Tickle |
 |
 |
-- |
100 |
20 |
-- |
Details |
| The user tickles the target into laughing, reducing its Attack and Defense stats. | | Mirror Coat |
 |
 |
?? |
100 |
20 |
-- |
Details |
| A retaliation move that counters any special attack, inflicting double the damage taken. | | Mist |
 |
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-- |
-- |
30 |
-- |
Details |
| The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns. | | Endure |
 |
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-- |
-- |
10 |
-- |
Details |
| The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| Black 2/White 2 Move Tutor Attacks | |
| Bounce |  |  | 85 | 85 | 5 | 30 | | The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis. | | Helping Hand |  |  | -- | -- | 20 | -- | | The user assists an ally by boosting the power of its attack. | | Icy Wind |  |  | 55 | 95 | 15 | -- | | The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. | | Knock Off |  |  | 20 | 100 | 20 | -- | | The user slaps down the target's held item, preventing that item from being used in the battle. | | Magic Coat |  |  | -- | -- | 15 | -- | | A barrier reflects back to the target moves like Leech Seed and moves that damage status. | | Pain Split |  |  | -- | -- | 20 | -- | | The user adds its HP to the target's HP, then equally shares the combined HP with the target. | | Sleep Talk |  |  | -- | -- | 10 | -- | | While it is asleep, the user randomly uses one of the moves it knows. | | Snore |  |  | 40 | 100 | 15 | -- | | An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. |
| Stats |
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HP |
Attack |
Defense |
Sp. Attack |
Sp. Defense |
Speed |
| Base Stats |
165 |
75 |
80 |
40 |
45 |
65 |
Max Stats Hindering Nature |
Lv. 50 |
225 - 272 |
72 - 114 |
76 - 118 |
40 - 82 |
45 - 87 |
63 - 105 |
| Lv. 100 |
440 - 534 |
139 - 224 |
148 - 233 |
76 - 161 |
85 - 170 |
121 - 206 |
Max Stats Neutral Nature |
Lv. 50 |
225 - 272 |
80 - 127 |
85 - 132 |
45 - 92 |
50 - 97 |
70 - 117 |
| Lv. 100 |
440 - 534 |
155 - 249 |
165 - 259 |
85 - 179 |
95 - 189 |
135 - 229 |
Max Stats Beneficial Nature |
Lv. 50 |
225 - 272 |
88 - 139 |
93 - 145 |
49 - 101 |
55 - 106 |
77 - 128 |
| Lv. 100 |
440 - 534 |
170 - 273 |
181 - 284 |
93 - 196 |
104 - 207 |
148 - 251 |
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