Skip to content

114 - Tangela

TypeAbility
(1) Regenerator
(2) Leaf Guard
(HA) Regenerator
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Tangela
Level Up with move Ancient Power
Tangrowth

Stats

HP
65
ATK
55
DEF
115
SPA
100
SPD
40
SPE
60
BST
435

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Absorb3510025Priority: 0. Drains half the damage inflicted to heal the user.
1Bind158520Priority: 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.
1Worry SeedNone10010Priority: 0. Changes the target's ability to insomnia.

If the target's ability is truant or multitype, this move will fail.
4TickleNone10020Priority: 0. Lowers the target's Attack and Defense by one stage.
7Vine Whip4010025Priority: 0. Inflicts regular damage.
10Confusion5010020Priority: 0. Has a 10% chance to confuse the target.
13Poison PowderNone7520Priority: 0. Poisons the target.
13Sleep PowderNone7515Priority: 0. Puts the target to sleep.
13Stun SporeNone9020Priority: 0. Paralyzes the target.
16Leaf Tornado7010010Priority: 0. Has a 30% chance to drop target's Accuracy by one stage
19AmnesiaNoneNone20Priority: 0. Raises the user's Special Defense by two stages.
22Payback5010010Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
25Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
28Bullet 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.
31SynthesisNoneNone5Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
34Wake-Up Slap7010010Priority: 0. If the target is sleeping, this move has double power, and the target wakes up.
37IngrainNoneNone20Priority: 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.
40Rage PowderNoneNone20Priority: 2. Until the end of this turn, any moves that opposing Pokémon target solely at the user's ally will instead target the user.

This effect takes priority over lightning rod and storm drain.

If the user's ally switches out, opposing Pokémon may still hit it with pursuit.
43Wring OutNone1005Priority: 0. Power directly relates to the target's relative remaining HP, given by `1 + 120 * current HP / max HP`, to a maximum of 121.
46BlockNoneNone5Priority: 0. The target cannot switch out normally.
50Ancient Power601005Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
54Nature PowerNoneNone20Priority: 0. Uses another move chosen according to the terrain.
58Leech SeedNone9010Priority: 0. Plants a seed on the target that drains 1/8 of its max HP at the end of every turn and heals the user for the amount taken.
62Leaf Storm130905Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
66Power Whip1208510Priority: 0. Inflicts regular damage.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
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.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
TM45Power-Up Punch5010020Priority: 0. Raises the user's Attack by one stage.
TM53Energy Ball9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM75Swords DanceNoneNone20Priority: 0. Raises the user's Attack by two stages.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
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.
TM94Rock Smash5510015Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
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.
EndeavorNone1005Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.
Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
Knock Off6510020Priority: 0. Target loses its held item.
Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
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
Giants Chasm Route 13 Dark Grass (Doubles) 54-58 30.0
Giants Chasm Route 13 Grass 53-56 30.0
Route 13 Dark Grass (Doubles)   42-45 30.0
Route 13 Grass   41-44 30.0