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071 - Victreebel

  Type Ability


(1) Chlorophyll
(2) Gluttony
(HA) Chlorophyll

Evolutions


Bellsprout
Level 21
Weepinbell
Use Leaf Stone
Victreebel

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
 

















 

Stats

HPATKDEFSPASPD+10SPEBST+10
80105651007070490

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 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.
1 Leech Life 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
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 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.
1 Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
27 Leaf Tornado 70 100 10 Priority: 0. Has a 30% chance to drop target's Accuracy by one stage
37 Leaf Blade 90 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
47 Leaf Storm 130 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
57 Power Whip 120 85 10 Priority: 0. Inflicts regular damage.
65 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
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.
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.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
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.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
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
Tutor 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.
Tutor Seed Bomb 80 100 15 Priority: 0. Inflicts regular damage.
Tutor Gunk Shot 120 80 5 Priority: 0. Has a 30% chance to poison the target.
Tutor 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.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Knock Off 65 100 20 Priority: 0. Target loses its held item.
Tutor Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor 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.
Tutor 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.
Tutor 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.

Pre-Evolution Moves

Species Method Move
Weepinbell Lvl 6 Acid
Weepinbell Lvl 17 Acid Spray
Weepinbell Lvl 14 Bullet Seed
Weepinbell Lvl 12 Clear Smog
Weepinbell Lvl 1 Ingrain
Weepinbell Lvl 43 Natural Gift
Weepinbell Lvl 20 Nature Power
Weepinbell Lvl 8 Razor Leaf
Weepinbell Lvl 4 Tickle
Weepinbell Lvl 1 Vine Whip
Weepinbell Lvl 1 Wrap

Encounter Locations

Location   Level Spawn Percent
Route 22 Shaking Grass 54-58 5.0
Route 9 Dark Grass (Doubles) 50-52 10.0