021 - Spearow
Type | Ability | |
---|---|---|
(1) Intimidate (2) Sniper (HA) Sniper | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Spearow | Level 21 | Fearow |
Stats
HP +10 50 | ATK 60 | DEF +10 40 | SPA 31 | SPD 31 | SPE 70 | BST +20 282 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Growl | None | 100 | 40 | Priority: 0. Lowers the target's Attack by one stage. | ||
1 | Leer | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
1 | Peck | 35 | 100 | 35 | Priority: 0. Inflicts regular damage. | ||
4 | Astonish | 35 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
7 | Quick Attack | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
10 | Fury Attack | 15 | 85 | 20 | Priority: 0. Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. | ||
13 | Air Cutter | 60 | 95 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
16 | Mirror Move | None | None | 20 | Priority: 0. Uses the last move targeted at the user by a Pokémon still on the field. A move counts as targeting the user even if it hit multiple Pokémon, as long as the user was one of them; however, moves targeting the field itself do not count. Moves that failed, missed, had no effect, or were blocked are still copied. Assist moves, time-delayed moves, “meta” moves that operate on other moves/Pokémon/abilities, and some other special moves cannot be copied and are ignored; if the last move to hit the user was such a move, the previous move will be used instead. | ||
19 | Aerial Ace | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
22 | Assurance | 60 | 100 | 10 | Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power. | ||
25 | Feather Dance | None | 100 | 15 | Priority: 0. Lowers the target's Attack by two stages. | ||
28 | Focus Energy | None | None | 20 | Priority: 0. User's critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail. This effect is passed on by baton pass. | ||
31 | Agility | None | None | 30 | Priority: 0. Raises the user's Speed by two stages. | ||
34 | Take Down | 90 | 85 | 20 | Priority: 0. User takes 1/4 the damage it inflicts in recoil. | ||
38 | Drill Peck | 80 | 100 | 20 | Priority: 0. Inflicts regular damage. | ||
42 | Detect | None | None | 5 | Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. | ||
46 | Tailwind | None | None | 15 | Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field. | ||
50 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
54 | Sky Attack | 140 | 90 | 5 | Priority: 0. User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch. This move cannot be selected by sleep talk. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
TM17 | Protect | None | None | 10 | Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM20 | Tri Attack | 80 | 100 | 10 | Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM40 | Aerial Ace | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM49 | Echoed Voice | 50 | 100 | 15 | Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200. | ||
TM54 | False Swipe | 40 | 100 | 30 | Priority: 0. Will not reduce the target's HP below 1. | ||
TM58 | Hurricane | 110 | 80 | 5 | Priority: 0. Has a 30% chance to confuse the target. This move can hit Pokémon under the effect of bounce, fly, or sky drop. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy. | ||
TM83 | Work Up | None | None | 30 | Priority: 0. Raises the user's Attack and Special Attack by one stage each. | ||
TM88 | Pluck | 60 | 100 | 20 | Priority: 0. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen. | ||
TM89 | U-turn | 70 | 100 | 20 | Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out. The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used. This move may be used even if the user is under the effect of ingrain. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
HM2 | Fly | 80 | 100 | 15 | Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), and whirlwind still hit the user normally. Gust and twister also have double power against the user. The damage from hail and sandstorm still applies during the immune turn. The user may be hit under the effect of lock on, mind reader, or no guard. This move cannot be used while gravity is in effect. This move cannot be selected by sleep talk. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Drill Run | 80 | 95 | 10 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
Heat Wave | 100 | 90 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
Roost | None | None | 10 | Priority: 0. Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn. | ||
Sky Attack | 140 | 90 | 5 | Priority: 0. User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch. This move cannot be selected by sleep talk. | ||
Sleep Talk | None | None | 10 | Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Tailwind | None | None | 15 | Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field. | ||
Uproar | 90 | 100 | 10 | Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move. |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Virbank Complex - Outside | Grass | 14-15 | 20.0 |