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 #300 Skitty
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Skitty
Japan: Eneko
エネコ
French: Skitty
German: Eneco
Korean: 에나비
National: #300
Central Kalos: #078
Coastal Kalos: #---
Mountain Kalos: #---
Male :25%
Female :75%
Classification Height Weight Capture Rate Base Egg Steps
Kitten Pokémon 2'00"
0.6m
24.3lbs
11kg
2553,840
Abilities: Cute Charm - Normalize - Wonder Skin (Hidden Ability)
Cute Charm: The opponent has a 30% chance of being induced with Attract when using an attack, that requires physical contact, against this Pokémon.
Normalize: All moves known by the Pokémon turn into Normal-type.
Hidden Ability (Available):
Wonder Skin : Makes non-damaging moves that are targeted at this Pokémon have the accuracy of 50%.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
800,000 Points
Fast
70 1 Speed Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Field
Fairy
Evolutionary Chain
Locations - In-Depth Details
X Route 4Details
Y Route 4Details
Omega Ruby Route 116Details
Alpha Sapphire Route 116Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Fake Out
Badly startles the last Pokémon to act before the user.
Growl  
Works great if the user goes last this turn.
Tail Whip  
Works great if the user goes last this turn.
Tackle  
Quite an appealing move.
4 Foresight
Badly startles Pokémon that used a move of the same type.
8 Attract  
Makes the remaining Pokémon nervous.
11 Sing  
Makes the remaining Pokémon nervous.
15 Double Slap  
Effectiveness varies depending on when it is used.
18 Copycat  
Affected by how well the previous Pokémon's move went.
22 Assist  
Effectiveness varies depending on when it is used.
25 Charm
Badly startles Pokémon that the audience has high expectations of.
29 Feint Attack  
Works great if the user goes first this turn.
32 Wake-Up Slap  
Affected by how well the previous Pokémon's move went.
36 Covet  
Affected by how well the previous Pokémon's move went.
39 Heal Bell  
Prevents the user from being startled until the turn ends.
42 Double-Edge  
A very appealing move, but after using this move, the user is more easily startled.
46 Captivate  
Makes the audience quickly grow bored when an appeal move has little effect.
49 Play Rough  
Brings down the energy of any Pokémon that have already used a move this turn.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Fake Out
Badly startles the last Pokémon to act before the user.
Growl  
Works great if the user goes last this turn.
Tail Whip  
Works great if the user goes last this turn.
Tackle  
Quite an appealing move.
4 Foresight
Badly startles Pokémon that used a move of the same type.
7 Sing  
Makes the remaining Pokémon nervous.
10 Attract  
Makes the remaining Pokémon nervous.
13 Disarming Voice  
Works great if the user goes first this turn.
16 Double Slap  
Effectiveness varies depending on when it is used.
19 Copycat  
Affected by how well the previous Pokémon's move went.
22 Feint Attack  
Works great if the user goes first this turn.
25 Charm
Badly startles Pokémon that the audience has high expectations of.
28 Wake-Up Slap  
Affected by how well the previous Pokémon's move went.
31 Assist  
Effectiveness varies depending on when it is used.
34 Covet  
Affected by how well the previous Pokémon's move went.
37 Heal Bell  
Prevents the user from being startled until the turn ends.
40 Double-Edge  
A very appealing move, but after using this move, the user is more easily startled.
43 Captivate  
Makes the audience quickly grow bored when an appeal move has little effect.
46 Play Rough  
Brings down the energy of any Pokémon that have already used a move this turn.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
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.
TM13 Ice Beam
Badly startles the last Pokémon to act before the user.
TM14 Blizzard
Badly startles the last Pokémon to act before the user.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
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.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM27 Return  
Quite an appealing move.
TM28 Dig  
Prevents the user from being startled one time this turn.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
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.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM49 Echoed Voice  
An appealing move that can be used repeatedly without boring the audience.
TM57 Charge Beam  
Works well if the user is pumped up.
TM66 Payback  
Works great if the user goes last this turn.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
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.
TM93 Wild Charge  
A very appealing move, but after using this move, the user is more easily startled.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Baton Pass   Details
Works well if the user is pumped up.
Captivate   Details
Makes the audience quickly grow bored when an appeal move has little effect.
Cosmic Power   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Fake Out Details
Badly startles the last Pokémon to act before the user.
Fake Tears   Details
Makes the audience quickly grow bored when an appeal move has little effect.
Helping Hand   Details
Quite an appealing move.
Last Resort   Details
Works well if the user is pumped up.
Mud Bomb Details
Startles the last Pokémon to act before the user.
Simple Beam   Details
Brings down the energy of any Pokémon that have already used a move this turn.
Sucker Punch   Details
Excites the audience a lot if used first.
Tickle   Details
Brings down the energy of any Pokémon that have already used a move this turn.
Uproar Details
Badly startles Pokémon that the audience has high expectations of.
Wish   Details
Excites the audience a lot if used last.
Zen Headbutt   Details
Quite an appealing move.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Covet  
Affected by how well the previous Pokémon's move went.
Heal Bell  
Prevents the user from being startled until the turn ends.
Helping Hand  
Quite an appealing move.
Hyper Voice
Startles all of the Pokémon to act before the user.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Iron Tail  
Quite an appealing move.
Last Resort  
Works well if the user is pumped up.
Shock Wave  
Works great if the user goes first this turn.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Water Pulse  
Makes audience expect little of other contestants.
Zen Headbutt  
Quite an appealing move.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Work Up   Gen V TM83
Excites the audience a lot if used first.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Rollout   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
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.
Mud-slap   Move Tutor - Emerald
Makes audience expect little of other contestants.
Swift   Move Tutor - Emerald
Works great if the user goes first this turn.
Defense Curl   Move Tutor - Emerald
Prevents the user from being startled one time this turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 260 50 45 45 35 35 50
Max Stats
Hindering Nature
Lv. 50 110 - 157 45 - 87 45 - 87 36 - 78 36 - 78 49 - 91
Lv. 100 210 - 304 85 - 170 85 - 170 67 - 152 67 - 152 94 - 179
Max Stats
Neutral Nature
Lv. 50 110 - 157 50 - 97 50 - 97 40 - 87 40 - 87 55 - 102
Lv. 100 210 - 304 95 - 189 95 - 189 75 - 169 75 - 169 105 - 199
Max Stats
Beneficial Nature
Lv. 50 110 - 157 55 - 106 55 - 106 44 - 95 44 - 95 60 - 112
Lv. 100 210 - 304 104 - 207 104 - 207 82 - 185 82 - 185 115 - 218

<--- #299
Nosepass
#301
Delcatty
--->

 
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