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069 - Bellsprout

TypeAbility

(1) Chlorophyll
(2) Gluttony
(HA) Chlorophyll
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Bellsprout
Level 21
Weepinbell
Use Leaf Stone
Victreebel

Stats

HP
50
ATK
75
DEF
35
SPA
70
SPD
30
SPE
40
BST
300

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1IngrainNoneNone20Priority: 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.
1Vine Whip4010025Priority: 0. Inflicts regular damage.
1Wrap159020Priority: 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.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times.
4TickleNone10020Priority: 0. Lowers the target's Attack and Defense by one stage.
6Acid3510030Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
8Razor Leaf559525Priority: 0. User's critical hit rate is one level higher when using this move.
10Poison PowderNone7520Priority: 0. Poisons the target.
10Stun SporeNone9020Priority: 0. Paralyzes the target.
12Clear Smog50None15Priority: 0. All of the target's stat modifiers are reset to zero.
14Bullet 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.
17Acid Spray4010020Priority: 0. Lowers the target's Special Defense by two stages.
20Nature PowerNoneNone20Priority: 0. Uses another move chosen according to the terrain.
24Seed Bomb8010015Priority: 0. Inflicts regular damage.
27Sucker Punch701005Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
30Knock Off6510020Priority: 0. Target loses its held item.
34SynthesisNoneNone5Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
38Gastro AcidNone10010Priority: 0. The target's ability is disabled as long as it remains on the field.

This effect is passed on by baton pass.
42Natural 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.
46Leech Life8010010Priority: 0. Drains half the damage inflicted to heal the user.
50Power Whip1208510Priority: 0. Inflicts regular damage.
54GrowthNoneNone20Priority: 0. Raises the user's Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages.

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.
TM33ReflectNoneNone20Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3.
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.
TM56Weather Ball5010010Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
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
Bind158520Priority: 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.
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.
Gunk Shot120805Priority: 0. Has a 30% chance to poison the target.
Knock Off6510020Priority: 0. Target loses its held item.
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
Route 20 Autumn Grass 05-07 10.0
Route 20 Spring Grass 05-07 10.0
Route 20 Summer Grass 05-07 10.0
Route 9 Hidden Grotto   ?? 1.0