114 - Tangela
Type | Ability | |
---|---|---|
(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
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Absorb | 35 | 100 | 25 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
1 | 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. | ||
1 | 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. | ||
4 | Tickle | None | 100 | 20 | Priority: 0. Lowers the target's Attack and Defense by one stage. | ||
7 | Vine Whip | 40 | 100 | 25 | Priority: 0. Inflicts regular damage. | ||
10 | Confusion | 50 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
13 | Poison Powder | None | 75 | 20 | Priority: 0. Poisons the target. | ||
13 | Sleep Powder | None | 75 | 15 | Priority: 0. Puts the target to sleep. | ||
13 | Stun Spore | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
16 | Leaf Tornado | 70 | 100 | 10 | Priority: 0. Has a 30% chance to drop target's Accuracy by one stage | ||
19 | Amnesia | None | None | 20 | Priority: 0. Raises the user's Special Defense by two stages. | ||
22 | Payback | 50 | 100 | 10 | Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power. | ||
25 | Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
28 | 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. | ||
31 | Synthesis | None | None | 5 | Priority: 0. Heals the user for half its max HP, plus modifiers from weather. | ||
34 | Wake-Up Slap | 70 | 100 | 10 | Priority: 0. If the target is sleeping, this move has double power, and the target wakes up. | ||
37 | 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. | ||
40 | Rage Powder | None | None | 20 | Priority: 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. | ||
43 | 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. | ||
46 | Block | None | None | 5 | Priority: 0. The target cannot switch out normally. | ||
50 | Ancient Power | 60 | 100 | 5 | Priority: 0. Has a 10% chance to raise all of the user's stats one stage. | ||
54 | Nature Power | None | None | 20 | Priority: 0. Uses another move chosen according to the terrain. | ||
58 | Leech Seed | None | 90 | 10 | Priority: 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. | ||
62 | Leaf Storm | 130 | 90 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages. | ||
66 | Power Whip | 120 | 85 | 10 | Priority: 0. Inflicts regular damage. |
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. | ||
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. | ||
TM45 | Power-Up Punch | 50 | 100 | 20 | Priority: 0. Raises the user's Attack by one stage. | ||
TM53 | Energy Ball | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
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. | ||
TM77 | Psych Up | None | None | 10 | Priority: 0. Discards the user's stat changes and copies the target's. This move cannot be copied by mirror move. | ||
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. | ||
TM94 | Rock Smash | 55 | 100 | 15 | Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist | ||
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. | ||
Endeavor | None | 100 | 5 | Priority: 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 Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
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 | ||
---|---|---|---|---|
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 |