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135 - Jolteon

  Type Ability

(1) Volt Absorb
(2) Quick Feet
(HA) Quick Feet

Evolutions


Eevee
Use Ice Stone
Glaceon
Use Water Stone
Vaporeon
Use Sun Stone
Espeon
Use Moon Stone
Umbreon
Use Fire Stone
Flareon
Use Thunderstone
Jolteon
Use Leaf Stone
Leafeon

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
65656011095130525

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Zap Cannon 120 50 5 Priority: 0. Has a 100% chance to paralyze the target.
1 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.
1 Sing None 55 15 Priority: 0. Puts the target to sleep.
1 Charm None 100 20 Priority: 0. Lowers the target's Attack by two stages.
1 Extrasensory 80 100 15 Priority: 0. Has a 10% chance to make the target flinch.
1 Fake Tears None 100 20 Priority: 0. Lowers the target's Special Defense by two stages.
1 Stored Power 20 100 10 Priority: 0. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×.
1 Tickle None 100 20 Priority: 0. Lowers the target's Attack and Defense by one stage.
5 Captivate None 100 20 Priority: 0. Lowers the target's Special Attack by two stages. If the user and target are the same gender, or either is genderless, this move will fail.
7 Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
10 Quick Attack 40 100 20 Priority: 1. Inflicts regular damage.
13 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
16 Swift 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
19 Double Kick 30 100 30 Priority: 0. Hits twice in one turn.
22 Covet 60 100 20 Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
24 Shock Wave 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
28 Pin Missile 25 95 20 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.
32 Nuzzle 20 100 20 Priority: 0. Has a 100% chance to paralyze the target.
36 Electro Ball None 100 10 Priority: 0. The greater the user's Speed compared to the target's, the higher power this move has, to a maximum of 150.

User's Speed
40 Discharge 80 100 15 Priority: 0. Has a 30% chance to paralyze the target.
45 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
50 Synchronoise 120 100 10 Priority: 0. Only Pokémon that share a type with the user will take damage from this move.
55 Wish None None 10 Priority: 0. At the end of the next turn, user will be healed for half its max HP. If the user is switched out, its replacement will be healed instead for half of the user's max HP. If the user faints or is forcefully switched by roar or whirlwind, this effect will not activate.
60 Thunder 110 70 5 Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
65 Last Resort 140 100 5 Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail.

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.
TM16 Light Screen None None 30 Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
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.
TM20 Tri Attack 80 100 10 Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
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.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
TM25 Thunder 110 70 5 Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
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.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude 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.
TM30 Shadow Ball 80 100 10 Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
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.
TM5 Roar None None 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
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.
TM57 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM67 Retaliate 70 100 5 Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
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.
TM72 Volt Switch 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
TM73 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
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.
TM93 Wild Charge 90 100 10 Priority: 0. Inflicts regular damage without recoil.
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
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Covet 60 100 20 Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Magnet Rise None None 10 Priority: 0. For five turns, the user is immune to ground moves.

If the user is under the effect of ingrain or has levitate, this move will fail.

This effect is temporarily disabled by and cannot be used during gravity.

This effect is passed on by baton pass.
Tutor Last Resort 140 100 5 Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail.
Tutor Hyper Voice 90 100 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 Heal Bell None None 5 Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party.
Tutor Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
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
Eevee Lvl 54 Baton Pass
Eevee Lvl 38 Body Slam
Eevee TM32 Dazzling Gleam
Eevee Lvl 46 Double-Edge
Eevee Lvl 25 Mimic
Eevee TM48 Mystical Fire
Eevee TM45 Power-Up Punch
Eevee Lvl 3 Sand Attack
Eevee Lvl 31 Take Down
Eevee Lvl 58 Trump Card
Eevee Lvl 28 Yawn

Encounter Locations

Location   Level Spawn Percent
The Nature Preserve Dark Grass (Doubles) 01-100 10.0