049 - Venomoth
Type | Ability | |
---|---|---|
(1) Wonder Skin (2) Tinted Lens (HA) Shield Dust | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Venonat | Level 28 | Venomoth |
Stats
HP 70 | ATK -10 55 | DEF 60 | SPA +10 100 | SPD 75 | SPE 90 | BST 450 |
Wild Hold Items
- 5%: Shed Shell
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 | Air Cutter | 60 | 95 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
1 | Ominous Wind | 60 | 100 | 5 | Priority: 0. Has a 10% chance to raise all of the user's stats one stage. | ||
1 | Twister | 50 | 100 | 20 | Priority: 0. Has a 20% chance to make each target flinch. If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power. | ||
5 | Struggle Bug | 50 | 100 | 20 | Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage. | ||
8 | Foresight | None | None | 40 | Priority: 0. Resets the target's evasion to normal and prevents any further boosting until the target leaves the field. A ghost under this effect takes normal damage from normal and fighting moves. This move itself ignores accuracy and evasion modifiers. | ||
11 | Confusion | 50 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
14 | Acid Spray | 40 | 100 | 20 | Priority: 0. Lowers the target's Special Defense by two stages. | ||
16 | Poison Powder | None | 75 | 20 | Priority: 0. Poisons the target. | ||
16 | Sleep Powder | None | 75 | 15 | Priority: 0. Puts the target to sleep. | ||
16 | Stun Spore | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
18 | Bug Bite | 60 | 100 | 20 | Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen. | ||
20 | Psybeam | 65 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
23 | 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. | ||
26 | Poison Fang | 65 | 95 | 15 | Priority: 0. 50% chance to toxic poison target | ||
29 | Rage Powder | None | None | 20 | Priority: 2. Until the end of this turn, any moves that opposing Pokémon target solely at the user's ally will instead target the user. This effect takes priority over lightning rod and storm drain. If the user's ally switches out, opposing Pokémon may still hit it with pursuit. | ||
31 | Silver Wind | 60 | 100 | 5 | Priority: 0. Has a 10% chance to raise all of the user's stats one stage. | ||
34 | Skill Swap | None | None | 10 | Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail. | ||
38 | Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
42 | Morning Sun | 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. | ||
46 | Toxic Spikes | None | None | 20 | Priority: 0. Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to ground moves are affected during gravity. If a poison Pokémon not immune to ground moves enters a field covered with poisoned spikes, the spikes are removed. rapid spin will remove this effect from its user's side of the field. defog will remove this effect from its target's side of the field. This move does not trigger synchronize, unless the Pokémon with synchronize was forced to enter the field by another effect such as roar. Pokémon entering the field due to baton pass are not affected by this effect. | ||
50 | Quiver Dance | None | None | 20 | Priority: 0. Raises the user's Special Attack, Special Defense, and Speed by one stage each. | ||
54 | Bug Buzz | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
58 | Baton Pass | None | None | 40 | Priority: 0. User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon. The following move effects are passed: * aqua ring * both the user's and target's effect of block, mean look, and spider web * the curse effect of curse * embargo * focus energy or an activated lansat berry * gastro acid * ingrain * being sapped by leech seed * being targeted by lock on or mind reader * magnet rise * perish song's counter * power trick * substitute; the doll's HP is unchanged The replacement Pokémon does not trigger effects that respond to Pokémon switching in. |
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. | ||
TM29 | Psychic | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM36 | Sludge Bomb | 90 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
TM40 | Aerial Ace | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
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. | ||
TM58 | Hurricane | 110 | 80 | 5 | Priority: 0. Has a 30% chance to confuse the target. This move can hit Pokémon under the effect of bounce, fly, or sky drop. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy. | ||
TM62 | Acrobatics | 55 | 100 | 15 | Priority: 0. If the user has no held item, this move has double power. | ||
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. | ||
TM76 | Bug Buzz | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM89 | U-turn | 70 | 100 | 20 | Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out. The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used. This move may be used even if the user is under the effect of ingrain. | ||
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. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Bug Bite | 60 | 100 | 20 | Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen. | ||
Giga Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
Roost | None | None | 10 | Priority: 0. Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn. | ||
Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
Skill Swap | None | None | 10 | Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail. | ||
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. | ||
Tailwind | None | None | 15 | Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field. | ||
Zen Headbutt | 80 | 90 | 10 | Priority: 0. Has a 20% chance to make the target flinch. |
Pre-Evolution Moves
Species | Method | Move |
---|---|---|
Venonat | Lvl 44 | Leech Life |
Venonat | Lvl 1 | Supersonic |
Venonat | Lvl 1 | Tackle |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Dreamyard | Basement | Grass Doubles | 70 | 10.0 |
Dreamyard | Surface | Dark Grass (Doubles) | 70 | 5.0 |
Dreamyard | Surface | Shaking Grass | 66 | 5.0 |
Pinwheel Forest - Inside | Dark Grass (Doubles) | 68 | 4.0 | |
Pinwheel Forest - Inside | Dark Grass (Doubles) | 69 | 1.0 | |
Route 22 | Dark Grass (Doubles) | 54-58 | 10.0 | |
Route 22 | Grass | 53-56 | 10.0 | |
Victory Road | Forest | Dark Grass (Doubles) | 60-65 | 5.0 |
Victory Road | Forest | Grass | 59-62 | 5.0 |