023 - Ekans
Type | Ability | |
---|---|---|
(1) Intimidate (2) Shed Skin (HA) Unnerve | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Ekans | Level 21 | Arbok |
Stats
HP 35 | ATK 60 | DEF 44 | SPA 40 | SPD 54 | SPE 55 | BST 288 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Leer | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
1 | Poison Sting | 30 | 100 | 20 | Priority: 0. Has a 30% chance to poison the target. | ||
1 | Wrap | 15 | 90 | 20 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each 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. | ||
4 | Bite | 60 | 100 | 20 | Priority: 0. Has a 30% chance to make the target flinch. | ||
7 | Acid | 35 | 100 | 30 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
10 | Glare | None | 100 | 30 | Priority: 0. Paralyzes the target. | ||
13 | Mud Bomb | 65 | 85 | 10 | Priority: 0. Has a 30% chance to lower the target's accuracy by one stage. | ||
16 | Screech | None | 85 | 40 | Priority: 0. Lowers the target's Defense by two stages. | ||
18 | Poison Fang | 65 | 95 | 15 | Priority: 0. 50% chance to toxic poison target | ||
20 | Coil | None | None | 20 | Priority: 0. Raises the user's Attack, Defense, and accuracy by one stage each. | ||
23 | Fire Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch. | ||
23 | Ice Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch. | ||
23 | Thunder Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch. | ||
25 | Disable | None | 100 | 20 | Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. | ||
28 | Breaking Swipe | 60 | 100 | 15 | Priority: 0. Lowers the target's Attack by one stage. | ||
31 | Poison Tail | 80 | 100 | 10 | Priority: 0. User's critical hit rate is one level higher when using this move. Has a 10% chance to poison the target. | ||
34 | Acid Spray | 40 | 100 | 20 | Priority: 0. Lowers the target's Special Defense by two stages. | ||
37 | Spite | None | 100 | 10 | Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail. | ||
40 | Sucker Punch | 70 | 100 | 5 | Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail. This move is not affected by iron fist. | ||
43 | Lunge | 80 | 100 | 15 | Priority: 0. Lowers the target's Attack by one stage. | ||
46 | Switcheroo | None | 100 | 10 | Priority: 0. User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail. If either Pokémon has multitype or sticky hold, this move will fail. If this move results in a Pokémon obtaining choice band, choice scarf, or choice specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn. Neither the user nor the target can recover its item with recycle. This move cannot be selected by assist or metronome. | ||
49 | Crunch | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Defense by one stage. | ||
52 | Haze | None | None | 30 | Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field. | ||
55 | Gunk Shot | 120 | 80 | 5 | Priority: 0. Has a 30% chance to poison the target. |
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. | ||
TM9 | Venoshock | 65 | 100 | 15 | Priority: 0. If the target is poisoned, this move has double power. | ||
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. | ||
TM19 | Giga Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
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. | ||
TM26 | Earthquake | 100 | 100 | 10 | Priority: 0. Inflicts regular damage. If the target is in the first turn of dig, this move will hit with double power. | ||
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. | ||
TM28 | Dig | 80 | 100 | 10 | Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be selected by sleep talk. | ||
TM34 | Sludge Wave | 95 | 100 | 10 | Priority: 0. Has a 10% chance to poison the target. | ||
TM36 | Sludge Bomb | 90 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
TM39 | Rock Tomb | 60 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM41 | Infestation | 20 | 100 | 20 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. 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. | ||
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. | ||
TM63 | Brutal Swing | 60 | 100 | 20 | Priority: 0. Inflicts regular damage. | ||
TM78 | Bulldoze | 60 | 100 | 20 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM80 | Rock Slide | 75 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
TM84 | Poison Jab | 80 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
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. | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
Bind | 15 | 85 | 20 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. | ||
Dark Pulse | 80 | Never Miss | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
Gastro Acid | None | 100 | 10 | Priority: 0. The target's ability is disabled as long as it remains on the field. This effect is passed on by baton pass. | ||
Giga Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
Gunk Shot | 120 | 80 | 5 | Priority: 0. Has a 30% chance to poison the target. | ||
Iron Tail | 100 | 75 | 15 | Priority: 0. Has a 30% chance to lower the target's Defense by one stage. | ||
Seed Bomb | 80 | 100 | 15 | Priority: 0. Inflicts regular damage. | ||
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. | ||
Snatch | None | None | 10 | Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag. If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect. If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP. This move cannot be copied by mirror move, nor selected by assist or metronome. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Spite | None | 100 | 10 | Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail. |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Virbank Complex - Outside | Grass | 14-15 | 20.0 |