070 - Weepinbell
Type | Ability | |
---|---|---|
(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 65 | ATK 90 | DEF 50 | SPA 85 | SPD 45 | SPE 55 | BST 390 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | 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. | ||
1 | Vine Whip | 40 | 100 | 25 | Priority: 0. Inflicts regular damage. | ||
1 | Wrap | 15 | 90 | 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. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. | ||
4 | Tickle | None | 100 | 20 | Priority: 0. Lowers the target's Attack and Defense by one stage. | ||
6 | Acid | 35 | 100 | 30 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
8 | Razor Leaf | 55 | 95 | 25 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
10 | Poison Powder | None | 75 | 20 | Priority: 0. Poisons the target. | ||
10 | Stun Spore | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
12 | Clear Smog | 50 | None | 15 | Priority: 0. All of the target's stat modifiers are reset to zero. | ||
14 | 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. | ||
17 | Acid Spray | 40 | 100 | 20 | Priority: 0. Lowers the target's Special Defense by two stages. | ||
20 | Nature Power | None | None | 20 | Priority: 0. Uses another move chosen according to the terrain. | ||
21 | Sleep Powder | None | 75 | 15 | Priority: 0. Puts the target to sleep. | ||
25 | Seed Bomb | 80 | 100 | 15 | Priority: 0. Inflicts regular damage. | ||
29 | Sucker Punch | 70 | 100 | 5 | Priority: 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. | ||
33 | Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
36 | Synthesis | None | None | 5 | Priority: 0. Heals the user for half its max HP, plus modifiers from weather. | ||
39 | 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. | ||
43 | 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. | ||
47 | Leech Life | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
52 | Power Whip | 120 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
56 | 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. |
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. | ||
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. | ||
TM33 | Reflect | None | None | 20 | Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. | ||
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. | ||
TM56 | Weather Ball | 50 | 100 | 10 | Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move. | ||
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 |
---|---|---|---|---|---|---|
Bind | 15 | 85 | 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. | ||
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. | ||
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. | ||
Gunk Shot | 120 | 80 | 5 | Priority: 0. Has a 30% chance to poison the target. | ||
Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
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. |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Pinwheel Forest - Inside | Grass | 65 | 10.0 |
Route 22 | Dark Grass (Doubles) | 54-58 | 10.0 |
Route 22 | Grass | 53-56 | 10.0 |
Route 9 | Grass | 49-51 | 5.0 |