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072 - Tentacool

  Type Ability


(1) Clear Body
(2) Rain Dish
(HA) Liquid Ooze

Evolutions


Tentacool
Level 30
Tentacruel

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
4040355010070335

Wild Hold Items

  • 5%: Poison Barb

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Poison Sting 30 100 20 Priority: 0. Has a 30% chance to poison the target.
1 Supersonic None 55 20 Priority: 0. Confuses the target.
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 Screech None 85 40 Priority: 0. Lowers the target's Defense by two stages.
7 Acid 35 100 30 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
10 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.
13 Water Pulse 60 100 20 Priority: 0. Has a 20% chance to confuse the target.
16 Rapid Spin 50 100 40 Priority: 0. Removes leech seed from the user, frees the user from bind, clamp, fire spin, magma storm, sand tomb, whirlpool, and wrap, and clears spikes, stealth rock, and toxic spikes from the user's side of the field. If this move misses or has no effect, its effect doesn't activate.
19 Mega Drain 65 100 15 Priority: 0. Drains half the damage inflicted to heal the user.
22 Bubble Beam 70 100 20 Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
25 Barrier None None 20 Priority: 0. Raises the user's Defense by two stages.
28 Hex 65 100 15 Priority: 0. If the target has a major status ailment, this move has double power.
31 Muddy Water 90 85 10 Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
34 Acid Armor None None 20 Priority: 0. Raises the user's Defense by two stages.
37 Aurora Beam 75 100 20 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
40 Aqua Ring None None 20 Priority: 0. Restores 1/16 of the user's max HP at the end of each turn. If the user leaves the field, this effect ends.

This effect is passed on by baton pass.
43 Cross Poison 90 100 15 Priority: 0. User's critical hit rate is one level higher when using this move. Has a 10% chance to poison the target.
46 Wring Out None 100 5 Priority: 0. Power directly relates to the target's relative remaining HP, given by 1 + 120 * current HP / max HP, to a maximum of 121.
49 Acupressure None None 30 Priority: 0. Raises one of the target's stats by two stages. The raised stat is chosen at random from any stats that can be raised by two stages. If no stat is eligible, this move will fail.

If the target has a substitute, this move will have no effect, even if the user is the target.
52 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.

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.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
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.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
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.
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.
TM34 Sludge Wave 95 100 10 Priority: 0. Has a 10% chance to poison the target.
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.
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM63 Brutal Swing 60 100 20 Priority: 0. Inflicts regular damage.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM75 Swords Dance None None 20 Priority: 0. Raises the user's Attack by two stages.
TM84 Poison Jab 80 100 10 Priority: 0. Has a 30% chance to poison the target.
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
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM5 Waterfall 80 100 10 Priority: 0. Has a 20% chance to make the target flinch.
HM6 Dive 100 100 10 Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Magic Coat None None 15 Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
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 Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
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.

Encounter Locations

Location     Level Spawn Percent
Humilau City Surf   50-55 30.0
P2 Laboratory Surf   55 30.0
Route 18 Surf   55 30.0
Route 4 Surf   15-35 70.0
Route 6 Spring, Summer, Autumn Fish 25 30.0
Route 6 Spring, Summer, Autumn Fish, Rippling Water 30 60.0
Route 6 Winter Fish 25 30.0
Route 6 Winter Fish, Rippling Water 30 60.0
Undella Town Fish   40-46 30.0
Undella Town Fish, Rippling Water   40-46 60.0
Virbank City Surf   40 30.0
Virbank Complex - Outside Surf   40 10.0