045 - Vileplume
Type | Ability | |
---|---|---|
(1) Thick Fat (2) Effect Spore (HA) Effect Spore | ||
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 75 | ATK 80 | DEF 85 | SPA +10 110 | SPD 90 | SPE 50 | BST +10 490 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Drain Punch | 75 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
1 | Earth Power | 90 | 100 | 10 | 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. | ||
1 | Nature Power | None | None | 20 | Priority: 0. Uses another move chosen according to the terrain. | ||
1 | Poison Powder | None | 75 | 20 | Priority: 0. Poisons the target. | ||
1 | Sleep Powder | None | 75 | 15 | Priority: 0. Puts the target to sleep. | ||
1 | Stun Spore | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
1 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
25 | Sludge | 70 | 100 | 15 | Priority: 0. Has a 30% chance to poison the target. | ||
30 | Seed Bomb | 80 | 100 | 15 | Priority: 0. Inflicts regular damage. | ||
36 | 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. | ||
42 | Moonblast | 95 | 100 | 15 | Priority: 0. Has a 30% chance to lower the target's Special Attack by one stage. | ||
48 | 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. | ||
58 | Aromatherapy | None | None | 5 | Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party. | ||
68 | Solar Beam | 120 | 100 | 10 | Priority: 0. User charges for one turn before attacking. |
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. | ||
TM15 | Hyper Beam | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
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. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
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. | ||
Drain Punch | 75 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
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. |
Pre-Evolution Moves
Species | Method | Move |
---|---|---|
Gloom | Lvl 1 | Absorb |
Gloom | Lvl 1 | Acid |
Gloom | Lvl 16 | Bullet Seed |
Gloom | Lvl 24 | Charm |
Gloom | Lvl 21 | Flail |
Gloom | Lvl 13 | Ingrain |
Gloom | Lvl 40 | Leech Seed |
Gloom | Lvl 7 | Lucky Chant |
Gloom | Lvl 44 | Moonlight |
Gloom | Lvl 19 | Mud Bomb |
Gloom | Lvl 28 | Natural Gift |
Gloom | Lvl 48 | Teeter Dance |
Gloom | Lvl 4 | Tickle |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Abundant Shrine | Shaking Grass | 42-46 | 5.0 |
Route 22 | Shaking Grass | 54-58 | 5.0 |