167 - Spinarak
Type | Ability | |
---|---|---|
(1) Sniper (2) Insomnia (HA) Sniper | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Spinarak | Level 22 | Ariados |
Stats
HP 40 | ATK +10 70 | DEF 40 | SPA 40 | SPD 40 | SPE +15 45 | BST +25 275 |
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 | Poison Sting | 30 | 100 | 20 | Priority: 0. Has a 30% chance to poison the target. | ||
1 | Scary Face | None | 100 | 10 | Priority: 0. Lowers the target's Speed by two stages. | ||
4 | Fury Swipes | 18 | 80 | 15 | 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. | ||
7 | Twineedle | 40 | 100 | 20 | Priority: 0. Hits twice in the same turn. Has a 20% chance to poison the target. | ||
10 | String Shot | None | 95 | 40 | Priority: 0. Lowers the target's Speed by two stages. | ||
13 | Night Shade | None | 100 | 15 | Priority: 0. Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored. | ||
16 | Poison Fang | 65 | 95 | 15 | Priority: 0. 50% chance to toxic poison target | ||
19 | Shadow Sneak | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
22 | Lunge | 80 | 100 | 15 | Priority: 0. Lowers the target's Attack by one stage. | ||
24 | Electroweb | 55 | 95 | 15 | Priority: 0. Lowers the target's Speed by one stage. | ||
26 | 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. | ||
28 | Sucker Punch | 70 | 100 | 5 | Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail. This move is not affected by iron fist. | ||
30 | 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. | ||
32 | Night Slash | 70 | 100 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
32 | Slash | 70 | 100 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
35 | 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. | ||
38 | 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. | ||
42 | Leech Life | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
46 | Agility | None | None | 30 | Priority: 0. Raises the user's Speed by two stages. | ||
50 | Foul Play | 95 | 100 | 15 | Priority: 0. Damage is calculated using the target's attacking stat rather than the user's. | ||
54 | Megahorn | 120 | 85 | 10 | Priority: 0. Inflicts regular damage. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM1 | Hone Claws | None | None | 15 | Priority: 0. Raises the user's Attack and accuracy by one stage. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM9 | Venoshock | 65 | 100 | 15 | Priority: 0. If the target is poisoned, this move has double power. | ||
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. | ||
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. | ||
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. | ||
TM29 | Psychic | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
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. | ||
TM60 | Quash | None | 100 | 15 | Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail. | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM76 | Bug Buzz | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM81 | X-Scissor | 80 | 100 | 10 | Priority: 0. The user's critical hit rate is boosted one stage when using this move. | ||
TM84 | Poison Jab | 80 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
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. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Bounce | 85 | 85 | 5 | Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target. During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user. The damage from hail and sandstorm still applies during the immune turn. 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 used while gravity is in effect. | ||
Bug Bite | 60 | 100 | 20 | Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen. | ||
Electroweb | 55 | 95 | 15 | Priority: 0. Lowers the target's Speed by one stage. | ||
Foul Play | 95 | 100 | 15 | Priority: 0. Damage is calculated using the target's attacking stat rather than the user's. | ||
Giga Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
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 | |
---|---|---|---|
Castelia Sewers | Sewer | 19-20 | 10.0 |