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043 - Oddish

  Type Ability


(1) Chlorophyll
(2) Chlorophyll
(HA) Run Away

Evolutions


Oddish
Level 21
Gloom
Use Leaf Stone
Vileplume
Use Sun Stone
Bellossom

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
 

















 

Stats

HPATKDEFSPASPDSPEBST
455055756530320

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 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.
1 Acid 35 100 30 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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
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.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
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.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
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
Tutor Seed Bomb 80 100 15 Priority: 0. Inflicts regular damage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor 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.
Tutor 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.
Tutor 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.
Tutor 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.

Encounter Locations

Location   Level Spawn Percent
Abundant Shrine Hidden Grotto: Entrance ?? 3.75
Castelia City Gardens Dark Grass (Doubles) 23-25 10.0