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044 - Gloom

TypeAbility

(1) Chlorophyll
(2) Stench
(HA) Stench
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
60
ATK
65
DEF
70
SPA
85
SPD
75
SPE
40
BST
395

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Absorb3510025Priority: 0. Drains half the damage inflicted to heal the user.
1Acid3510030Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
1GrowthNoneNone20Priority: 0. Raises the user's Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages.
4TickleNone10020Priority: 0. Lowers the target's Attack and Defense by one stage.
7Lucky ChantNoneNone30Priority: 0. For five turns, opposing Pokémon cannot score critical hits.
10Poison PowderNone7520Priority: 0. Poisons the target.
10Sleep PowderNone7515Priority: 0. Puts the target to sleep.
10Stun SporeNone9020Priority: 0. Paralyzes the target.
13IngrainNoneNone20Priority: 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.
16Bullet Seed2510030Priority: 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.
19Mud Bomb658510Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
21FlailNone10015Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP | Power
-----------------------: | ----:
0– 1 | 200
2– 5 | 150
6–12 | 100
13–21 | 80
22–42 | 40
43–64 | 20
24CharmNone10020Priority: 0. Lowers the target's Attack by two stages.
28Natural GiftNone10015Priority: 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.
32Nature PowerNoneNone20Priority: 0. Uses another move chosen according to the terrain.
36Sludge7010015Priority: 0. Has a 30% chance to poison the target.
40Leech SeedNone9010Priority: 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.
44MoonlightNoneNone5Priority: 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.
48Teeter DanceNone10020Priority: 0. Confuses all targets.
52SynthesisNoneNone5Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
56Moonblast9510015Priority: 0. Has a 30% chance to lower the target's Special Attack by one stage.
60Petal Dance12010010Priority: 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

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM9Venoshock6510015Priority: 0. If the target is poisoned, this move has double power.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM17ProtectNoneNone10Priority: 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.
TM19Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM22Solar Beam12010010Priority: 0. User charges for one turn before attacking.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM32Dazzling Gleam8010010Priority: 0. Inflicts regular damage.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
TM41Infestation2010020Priority: 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.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM53Energy Ball9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM75Swords DanceNoneNone20Priority: 0. Raises the user's Attack by two stages.
TM86Grass KnotNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM1Cut509530Priority: 0. High Critical Ratio

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
After YouNoneNone15Priority: 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.
Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
Gastro AcidNone10010Priority: 0. The target's ability is disabled as long as it remains on the field.

This effect is passed on by baton pass.
Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
Seed Bomb8010015Priority: 0. Inflicts regular damage.
Sleep TalkNoneNone10Priority: 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.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
SynthesisNoneNone5Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
Worry SeedNone10010Priority: 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 Dark Grass (Doubles) 42-46 10.0
Abundant Shrine Grass 41-44 10.0
Pinwheel Forest - Inside Grass 65 10.0
Route 22 Dark Grass (Doubles) 54-58 10.0
Route 22 Grass 53-56 10.0