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 #102 Exeggcute
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Exeggcute
Japan: Tamatama
タマタマ
French: Noeunoeuf
German: Owei
Korean: 아라리
National: #102
Central Kalos: #---
Coastal Kalos: #136
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Egg Pokémon 1'04"
0.4m
5.5lbs
2.5kg
905,120
Abilities: Chlorophyll - Harvest (Hidden Ability)
Chlorophyll: When sunny, the Pokémon’s Speed doubles. However, Speed will not double on the turn weather becomes Strong Sunlight.
Hidden Ability (Available):
Harvest: The Pokémon has a 50% chance of restoring a consumed berry. During sunshine, this chance increases to 100%
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
70 1 Defense Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Grass
Evolutionary Chain
Locations - In-Depth Details
X Route 12, Azure BayDetails
Y Route 12, Azure BayDetails
Omega Ruby  
Alpha Sapphire  
Generation VI Level Up
LevelAttack NameTypeAppealJam
Barrage  
Effectiveness varies depending on when it is used.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Hypnosis
Startles all of the Pokémon to act before the user.
7 Reflect  
Prevents the user from being startled one time this turn.
11 Leech Seed  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
17 Bullet Seed  
Effectiveness varies depending on when it is used.
19 Stun Spore
Badly startles all Pokémon that successfully showed their appeal.
21 Poison Powder  
Brings down the energy of any Pokémon that have already used a move this turn.
23 Sleep Powder
Startles all of the Pokémon to act before the user.
27 Confusion  
Quite an appealing move.
33 Worry Seed  
Makes the remaining Pokémon nervous.
37 Natural Gift  
Works better the more the crowd is excited.
43 Solar Beam  
Affected by how well the previous Pokémon's move went.
47 Extrasensory
Badly startles Pokémon that used a move of the same type.
50 Bestow  
Works better the more the crowd is excited.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM36 Sludge Bomb
Badly startles Pokémon that the audience has high expectations of.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM53 Energy Ball  
Quite an appealing move.
TM64 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM70 Flash  
Makes audience expect little of other contestants.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM83 Infestation  
Temporarily stops the crowd from growing excited.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM96 Nature Power  
Works better the more the crowd is excited.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM04 Strength  
Quite an appealing move.
Egg Moves (Details)
Attack NameTypeAppealJam  
Ancient Power   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Block   Details
Makes the remaining Pokémon nervous.
Curse   Details
Causes the user to move later on the next turn.
Giga Drain Details
Badly startles the last Pokémon to act before the user.
Grassy Terrain   Details
Excites the audience a lot if used first.
Ingrain   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Leaf Storm   Details
A very appealing move, but after using this move, the user is more easily startled.
Lucky Chant   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Moonlight   Details
Effectiveness varies depending on when it is used.
Natural Gift   Details
Works better the more the crowd is excited.
Nature Power   Details
Works better the more the crowd is excited.
Power Swap   Details
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Skill Swap   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Synthesis   Details
Effectiveness varies depending on when it is used.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Block  
Makes the remaining Pokémon nervous.
Giga Drain
Badly startles the last Pokémon to act before the user.
Gravity  
Makes the remaining Pokémon nervous.
Seed Bomb  
Quite an appealing move.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Synthesis  
Effectiveness varies depending on when it is used.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Worry Seed  
Makes the remaining Pokémon nervous.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Rollout   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Rollout   Move Tutor - Emerald
An appealing move that can be used repeatedly without boring the audience.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Nightmare Move Tutor - XD
Startles all of the Pokémon to act before the user.
Self-destruct   Move Tutor - XD
A move of huge appeal, but using it prevents the user from taking further contest moves.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 325 60 40 80 60 45 40
Max Stats
Hindering Nature
Lv. 50 120 - 167 40 - 82 76 - 118 58 - 100 45 - 87 40 - 82
Lv. 100 230 - 324 76 - 161 148 - 233 112 - 197 85 - 170 76 - 161
Max Stats
Neutral Nature
Lv. 50 120 - 167 45 - 92 85 - 132 65 - 112 50 - 97 45 - 92
Lv. 100 230 - 324 85 - 179 165 - 259 125 - 219 95 - 189 85 - 179
Max Stats
Beneficial Nature
Lv. 50 120 - 167 49 - 101 93 - 145 71 - 123 55 - 106 49 - 101
Lv. 100 230 - 324 93 - 196 181 - 284 137 - 240 104 - 207 93 - 196

<--- #101
Electrode
#103
Exeggutor
--->

 
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