043 - Oddish
Type | Ability | |
---|---|---|
(1) Chlorophyll (2) Chlorophyll (HA) Run Away | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Oddish | Level 21 | Gloom | Use Leaf Stone | Vileplume |
Use Sun Stone | Bellossom |
Stats
HP 45 | ATK 50 | DEF 55 | SPA 75 | SPD 65 | SPE 30 | BST 320 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Absorb | 35 | 100 | 25 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
1 | Acid | 35 | 100 | 30 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
1 | Growth | None | None | 20 | Priority: 0. Raises the user's Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages. | ||
4 | Tickle | None | 100 | 20 | Priority: 0. Lowers the target's Attack and Defense by one stage. | ||
7 | Lucky Chant | None | None | 30 | Priority: 0. For five turns, opposing Pokémon cannot score critical hits. | ||
10 | Poison Powder | None | 75 | 20 | Priority: 0. Poisons the target. | ||
10 | Sleep Powder | None | 75 | 15 | Priority: 0. Puts the target to sleep. | ||
10 | Stun Spore | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
13 | Ingrain | None | None | 20 | Priority: 0. Prevents the user from switching out. User regains 1/16 of its max HP at the end of every turn. If the user was immune to ground attacks, it will now take normal damage from them. roar and whirlwind will not affect the user. The user cannot use magnet rise. | ||
16 | Bullet Seed | 25 | 100 | 30 | 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. | ||
19 | Mud Bomb | 65 | 85 | 10 | Priority: 0. Has a 30% chance to lower the target's accuracy by one stage. | ||
22 | Charm | None | 100 | 20 | Priority: 0. Lowers the target's Attack by two stages. | ||
25 | Natural Gift | None | 100 | 15 | Priority: 0. Power and type are determined by the user's held berry. The berry is consumed. If the user is not holding a berry, this move will fail. | ||
28 | Nature Power | None | None | 20 | Priority: 0. Uses another move chosen according to the terrain. | ||
32 | Sludge | 70 | 100 | 15 | Priority: 0. Has a 30% chance to poison the target. | ||
36 | Leech Seed | None | 90 | 10 | Priority: 0. Plants a seed on the target that drains 1/8 of its max HP at the end of every turn and heals the user for the amount taken. | ||
40 | Moonlight | None | None | 5 | Priority: 0. Heals the user for half its max HP. During sunny day, the healing is increased to 2/3 max HP. During hail, rain dance, or sandstorm, the healing is decreased to 1/4 max HP. | ||
44 | Teeter Dance | None | 100 | 20 | Priority: 0. Confuses all targets. | ||
48 | Synthesis | None | None | 5 | Priority: 0. Heals the user for half its max HP, plus modifiers from weather. | ||
52 | Moonblast | 95 | 100 | 15 | Priority: 0. Has a 30% chance to lower the target's Special Attack by one stage. | ||
56 | Petal Dance | 120 | 100 | 10 | Priority: 0. User is forced to attack with this move for 2–3 turns. After the last hit, the user becomes confused. Safeguard does not protect against the confusion from this move. |
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. | ||
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. | ||
TM22 | Solar Beam | 120 | 100 | 10 | Priority: 0. User charges for one turn before attacking. | ||
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. | ||
TM32 | Dazzling Gleam | 80 | 100 | 10 | Priority: 0. Inflicts regular damage. | ||
TM36 | Sludge Bomb | 90 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
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. | ||
TM53 | Energy Ball | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM75 | Swords Dance | None | None | 20 | Priority: 0. Raises the user's Attack by two stages. | ||
TM86 | Grass Knot | None | 100 | 20 | Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120. | ||
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. | ||
HM1 | Cut | 50 | 95 | 30 | Priority: 0. High Critical Ratio |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
After You | None | None | 15 | Priority: 0. The target will act next this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail. | ||
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. | ||
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. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Synthesis | None | None | 5 | Priority: 0. Heals the user for half its max HP, plus modifiers from weather. | ||
Worry Seed | None | 100 | 10 | Priority: 0. Changes the target's ability to insomnia. If the target's ability is truant or multitype, this move will fail. |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Abundant Shrine | Hidden Grotto: Entrance | ?? | 3.75 |
Castelia City Gardens | Dark Grass (Doubles) | 23-25 | 10.0 |