Skip to content

087 - Dewgong

  Type Ability


(1) Thick Fat
(2) Hydration
(HA) Ice Body

Evolutions


Seel
Level 34
Dewgong

Defenses

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

















 

Stats

HPATK+20DEFSPASPDSPEBST+20
909080709570495

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Avalanche 60 100 10 Priority: -4. If the target damaged the user this turn and was the last to do so, this move has double power.

pain split does not count as damaging the user.
1 Bide None None 10 Priority: 1. User waits for two turns. On the second turn, the user inflicts twice the damage it accumulated on the last Pokémon to hit it. Damage inflicted is typeless.
1 Growl None 100 40 Priority: 0. Lowers the target's Attack by one stage.
1 Lick 30 100 25 Priority: 0. Has a 30% chance to paralyze the target.
1 Peck 35 100 35 Priority: 0. Inflicts regular damage.
4 Powder Snow 40 100 25 Priority: 0. Has a 10% chance to freeze the target.
7 Headbutt 70 100 15 Priority: 0. Has a 30% chance to make the target flinch.
10 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
13 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.
16 Ice Shard 40 100 20 Priority: 1. Inflicts regular damage.
19 Bubble Beam 70 100 20 Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
22 Fake Out 40 100 10 Priority: 3. Causes the target to flinch. Can only be used on the user's first turn after entering the field.
25 Entrainment None 100 15 Priority: 0. Changes the target's ability to match the user's. This effect ends when the target leaves battle.
28 Brine 65 100 10 Priority: 0. If the target has less than half its max HP remaining, this move has double power.
31 Aurora Beam 75 100 20 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
34 Aqua Jet 40 100 20 Priority: 1. Inflicts regular damage.
38 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.
42 Icicle Spear 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.
46 Smart Strike 70 None 10 Priority: 0. Ignores accuracy and evasion modifiers.
50 Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
54 Icicle Crash 85 90 10 Priority: 0. Has a 30% chance to make the target flinch.
58 Perish Song None None 5 Priority: 0. Every Pokémon is given a counter that starts at 3 and decreases by 1 at the end of every turn, including this one. When a Pokémon's counter reaches zero, that Pokémon faints.
62 Slack Off None None 10 Priority: 0. Heals the user for half its max HP.
66 Sheer Cold None 30 5 Priority: 0. Inflicts damage equal to the target's max HP. Ignores accuracy and evasion modifiers. This move's accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail.

Because this move inflicts a specific and finite amount of damage, endure still prevents the target from fainting.

The effects of lock on, mind reader, and no guard still apply, as long as the user is equal or higher level than the target.

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.
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.
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.
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.
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.
TM49 Echoed Voice 50 100 15 Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200.
TM51 Wave Crash 110 100 5 Priority: 0. Damages user 1/3 recoil damage
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.
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.
TM79 Frost Breath 50 90 10 Priority: 0. Always scores a critical hit.
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.
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 Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Drill Run 80 95 10 Priority: 0. User's critical hit rate is one level higher when using this move.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
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
Giants Chasm Entrance Cave Surf 50-60 10.0
Giants Chasm Kyurems Cave Surf 50-60 10.0
Route 20 Winter Surf 35-45 5.0
Route 6 Winter Surf, Rippling Water 30 10.0
Seaside Cave Lower Floor Cave 46 10.0
Seaside Cave Upper Floor Surf, Rippling Water 40-50 10.0