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General | Location | Attacks | Stats | Egg Moves |
Gen VII Dex Let's Go Dex |
Gen VI Dex | Gen V Dex | Gen IV Dex | Gen III Dex | Gen II Dex | Gen I Dex |
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Abilities: Run Away - Early Bird - Tangled Feet (Hidden Ability) | |||||
Run Away: Except for trainer battles, can always run from battle. It still cannot switch during Mean Look or Block or when the opponent is trapping with the Arena Trap, Magnet Pull, or Shadow Tag ability. Early Bird: Sleep conditions lasts for half as long, rounding down. For example, half of three turns is 1.5, which rounds down to one turn. When the number of turns to sleep is one, half of this rounded down is zero, and the Pokémon wakes up instantly. Hidden Ability (Available through transfer): Tangled Feet: Pokémon’s evasion raises one level when Confused. |
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Experience Growth | Base Happiness | Effort Values Earned | S.O.S. Calling | ||
1,000,000 Points Medium Fast |
70 | 1 Attack Point(s) | Not Wild |
Damage Taken | |||||||||||||||||
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*1 | *1 | *1 | *2 | *0.5 | *2 | *1 | *1 | *0 | *1 | *1 | *0.5 | *2 | *0 | *1 | *1 | *1 | *1 |
Wild Hold Item | Catch/Transfer Candy | Egg Groups | ||||||||||
![]() Sharp Beak - 5% |
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Evolutionary Chain | |||
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Gender Differences | ||||
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Locations - In-Depth Details | ||
Sun | Transfer required | |
Moon | Transfer required | |
Ultra Sun | Transfer required | |
Ultra Moon | Transfer required | |
Let's Go, Pikachu! | Route 16, Route 17, Route 18 | Details |
Let's Go, Eevee! | Route 16, Route 17, Route 18 | Details |
Flavor Text | ||
Let's Go, Pikachu! | Its short wings make flying difficult. Instead, this Pokémon runs at high speed on developed legs. | |
Let's Go, Eevee! |
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Generation VII Level Up Level Attack Name Type Cat. Att. Acc. PP Effect % — Peck 35 100 35 -- The target is jabbed with a sharply pointed beak or horn. — Growl -- 100 40 -- The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat. 5 Quick Attack 40 100 30 -- The user lunges at the target at a speed that makes it almost invisible. This move always goes first. 8 Rage 20 100 20 -- As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. 12 Fury Attack 15 85 20 -- The target is jabbed repeatedly with a horn or beak two to five times in a row. 15 Pursuit 40 100 20 -- The power of this attack move is doubled if it's used on a target that's switching out of battle. 19 Pluck 60 100 20 -- The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. 22 Double Hit 35 90 10 -- The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row. 26 Agility -- -- 30 -- The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. 29 Uproar 90 100 10 -- The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep. 33 Acupressure -- -- 30 -- The user applies pressure to stress points, sharply boosting one of its or its allies' stats. 36 Swords Dance -- -- 20 -- A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat. 40 Jump Kick 100 95 10 -- The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself. 43 Drill Peck 80 100 20 -- A corkscrewing attack with a sharp beak acting as a drill. 47 Endeavor ?? 100 5 -- This attack move cuts down the target's HP to equal the user's HP. 50 Thrash 120 100 10 -- The user rampages and attacks for two to three turns. The user then becomes confused. TM & HM Attacks TM/HM # Attack Name Type Cat. Att. Acc. PP Effect % TM01 Work Up -- -- 30 -- The user is roused, and its Attack and Sp. Atk stats increase. TM06 Toxic -- 90 10 -- A move that leaves the target badly poisoned. Its poison damage worsens every turn. TM10 Hidden Power 60 100 15 -- A unique attack that varies in type depending on the Pokémon using it. TM11 Sunny Day -- -- 5 -- The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. TM17 Protect -- -- 10 -- Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. TM19 Roost -- -- 10 -- The user lands and rests its body. It restores the user's HP by up to half of its max HP. TM21 Frustration ?? 100 20 -- This full-power attack grows more powerful the less the user likes its Trainer. TM27 Return ?? 100 20 -- This full-power attack grows more powerful the more the user likes its Trainer. TM32 Double Team -- -- 15 -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. TM40 Aerial Ace 60 -- 20 -- The user confounds the target with speed, then slashes. This attack never misses. TM42 Facade 70 100 20 -- This attack move doubles its power if the user is poisoned, burned, or paralyzed. TM44 Rest -- -- 10 -- The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. TM45 Attract -- 100 15 -- If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. TM46 Thief 60 100 25 -- The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. TM48 Round 60 100 15 -- The user attacks the target with a song. Others can join in the Round to increase the power of the attack. TM49 Echoed Voice 40 100 15 -- The user attacks the target with an echoing voice. If this move is used every turn, its power is increased. TM51 Steel Wing 70 90 25 10 The target is hit with wings of steel. This may also raise the user's Defense stat. TM75 Swords Dance -- -- 20 -- A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat. TM76 Fly 90 95 15 -- The user soars and then strikes its target on the next turn. TM87 Swagger -- 85 15 -- The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. TM88 Sleep Talk -- -- 10 -- While it is asleep, the user randomly uses one of the moves it knows. TM90 Substitute -- -- 10 -- The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. TM100 Confide -- -- 20 100 The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. Egg Moves (Details) Attack Name Type Cat. Att. Acc. PP Effect % Quick Attack 40 100 30 -- Details The user lunges at the target at a speed that makes it almost invisible. This move always goes first. Supersonic -- 55 20 -- Details The user generates odd sound waves from its body that confuse the target. Haze -- -- 30 -- Details The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. Feint Attack 60 -- 20 -- Details The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. Flail ?? 100 15 -- Details The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. Endeavor ?? 100 5 -- Details This attack move cuts down the target's HP to equal the user's HP. Mirror Move -- -- 20 -- Details The user counters the target by mimicking the target's last move. Brave Bird 120 100 15 -- Details The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot. Natural Gift ?? 100 15 -- Details The user draws power to attack by using its held Berry. The Berry determines the move's type and power. Assurance 60 100 10 -- Details If the target has already taken some damage in the same turn, this attack's power is doubled. Ultra Sun/Ultra Moon Move Tutor Attacks Attack Name Type Cat. Att. Acc. PP Effect % Uproar 90 100 10 -- The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep. Snore 50 100 15 30 This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. Knock Off 65 100 20 -- The user slaps down the target's held item, and that item can't be used in that battle. The move does more damage if the target has a held item. Endeavor ?? 100 5 -- This attack move cuts down the target's HP to equal the user's HP. Usable Z Moves Attack Name Type Cat. Max Att. Acc. PP Effect % Breakneck Blitz 190(Phy)/175(Spe) -- 1 -- The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move. All-Out Pummeling 180 -- 1 -- The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move. Supersonic Skystrike 190 -- 1 -- The user soars up with its Z-Power and plummets toward the target at full speed. The power varies, depending on the original move. Corkscrew Crash 140 -- 1 -- The user spins very fast and rams into the target with the full force of its Z-Power. The power varies, depending on the original move. Black Hole Eclipse 120 -- 1 -- The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. Usable Z Moves (Transfer Only/Improved) Attack Name Type Cat. Max Att. Acc. PP Effect % Breakneck Blitz 195 -- 1 -- The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move. Supersonic Skystrike
Gen V or earlier120 -- 1 -- The user soars up with its Z-Power and plummets toward the target at full speed. The power varies, depending on the original move. Tectonic Rage
Gen V or earlier100 -- 1 -- The user burrows deep into the ground and slams into the target with the full force of its Z-Power. The power varies, depending on the original move.
Transfer Only Moves (Details) Attack Name Type Cat. Att. Acc. PP Effect % Method #1 #2 Secret Power 70 100 20 30 Gen VI TM94 (ΪRαS) The additional effects of this attack depend upon where it was used. Secret Power 70 100 20 30 Gen IV TM43 The additional effects of this attack depend upon where it was used. Endure -- -- 10 -- Gen IV TM58 The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Captivate -- 100 20 -- Gen IV TM78 If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. Air Cutter 60 95 25 -- Move Tutor - PtHGSS The user launches razor-like wind to slash the opposing Pokémon. Critical hits land more easily. Swift 60 -- 20 -- Move Tutor - PtHGSS Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Mud-slap 20 100 10 100 Move Tutor - PtHGSS The user hurls mud in the target's face to inflict damage and lower its accuracy. Body Slam 85 100 15 30 Move Tutor - FRLG The user drops onto the target with its full body weight. This may also leave the target with paralysis. Double-edge 120 100 15 -- Move Tutor - FRLG A reckless, life-risking tackle. This also damages the user quite a lot. Mimic -- -- 10 -- Move Tutor - FRLG The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. Sky Attack 140 90 5 30 Move Tutor - XD A second-turn attack move where critical hits land more easily. This may also make the target flinch. Tri Attack 80 100 10 20 GS Lv. 21 C Lv. 21 The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target. Curse -- -- 10 -- Gen II TM03 A move that works differently for the Ghost type than for all other types. Tri Attack 80 100 10 20 RB Lv. 40 Y Lv. 40 The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target. Whirlwind -- -- 20 -- Gen I TM04 The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. Take Down 90 85 20 -- Gen I TM09 A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Reflect -- -- 20 -- Gen I TM33 A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Bide ?? -- 10 -- Gen I TM34 The user endures attacks for two turns, then strikes back to cause double the damage taken. Skull Bash 130 100 10 100 Gen I TM40 The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn. Stats HP Attack Defense Sp. Attack Sp. Defense Speed Base Stats - Total: 310 35 85 45 35 35 75 Max Stats
Hindering NatureLv. 50 95 - 142 81 - 123 45 - 87 36 - 78 36 - 78 72 - 114 Lv. 100 180 - 274 157 - 242 85 - 170 67 - 152 67 - 152 139 - 224 Max Stats
Neutral NatureLv. 50 95 - 142 90 - 137 50 - 97 40 - 87 40 - 87 80 - 127 Lv. 100 180 - 274 175 - 269 95 - 189 75 - 169 75 - 169 155 - 249 Max Stats
Beneficial NatureLv. 50 95 - 142 99 - 150 55 - 106 44 - 95 44 - 95 88 - 139 Lv. 100 180 - 274 192 - 295 104 - 207 82 - 185 82 - 185 170 - 273 Let's Go Level Up Level Attack Name Type Cat. Att. Acc. PP Effect % — Peck 35 100 35 -- The target is jabbed with a sharply pointed beak or horn. — Growl -- 100 40 -- The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat. 5 Quick Attack 40 100 30 -- The user lunges at the target at a speed that makes it almost invisible. This move always goes first. 10 Rage 20 100 20 -- As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. 16 Fury Attack 15 85 20 -- The target is jabbed repeatedly with a horn or beak two to five times in a row. 22 Agility -- -- 30 -- The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. 27 Drill Peck 80 100 20 -- A corkscrewing attack with a sharp beak acting as a drill. 32 Swords Dance -- -- 20 -- A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat. 38 Jump Kick 100 95 10 -- The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself. 44 Thrash 120 100 10 -- The user rampages and attacks for two to three turns. The user then becomes confused. TM & HM Attacks TM/HM # Attack Name Type Cat. Att. Acc. PP Effect % TM01 Headbutt 70 100 15 30 The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. TM05 Rest -- -- 10 -- The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. TM07 Protect -- -- 10 -- Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. TM08 Substitute -- -- 10 -- The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. TM09 Reflect -- -- 20 -- A wondrous wall of light is put up to reduce damage from physical attacks for five turns. TM12 Facade 70 100 20 -- This attack move doubles its power if the user is poisoned, burned, or paralyzed. TM14 Fly 90 95 15 -- The user soars and then strikes its target on the next turn. TM27 Toxic -- 90 10 -- A move that leaves the target badly poisoned. Its poison damage worsens every turn. TM50 Roost -- -- 10 -- The user lands and rests its body. It restores the user's HP by up to half of its max HP. Stats HP Attack Defense Sp. Attack Sp. Defense Speed Base Stats - Total: 310 35 85 45 35 35 75 Max Stats
Hindering NatureLv. 50 No Candy 95 - 110 81 - 103 45 - 63 36 - 53 36 - 53 72 - 93 Candy 95 - 310 81 - 303 45 - 263 36 - 253 36 - 253 72 - 293 Lv. 100 No Candy 180 - 211 157 - 203 85 - 124 67 - 104 67 - 104 139 - 183 Candy 180 - 411 157 - 403 85 - 324 67 - 304 67 - 304 139 - 383 Max Stats
Neutral NatureLv. 50 No Candy 95 - 110 90 - 115 50 - 71 40 - 60 40 - 60 80 - 104 Candy 95 - 310 90 - 315 50 - 271 40 - 260 40 - 260 80 - 304 Lv. 100 No Candy 180 - 211 175 - 226 95 - 138 75 - 116 75 - 116 155 - 204 Candy 180 - 411 175 - 426 95 - 338 75 - 316 75 - 316 155 - 404 Max Stats
Beneficial NatureLv. 50 No Candy 95 - 110 99 - 127 55 - 79 44 - 67 44 - 67 88 - 115 Candy 95 - 310 99 - 327 55 - 279 44 - 267 44 - 267 88 - 315 Lv. 100 No Candy 180 - 211 192 - 248 104 - 151 82 - 127 82 - 127 170 - 224 Candy 180 - 411 192 - 448 104 - 351 82 - 327 82 - 327 170 - 424 CP (Combat Points) - Toggle Full Details Level Min CP Max CP Max CP With Candy Level 5 20 CP 25 CP 2,665 CP Level 50 1,173 CP 1,575 CP 6,375 CP Level 100 4,482 CP 6,126 CP 10,000 CP
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