Skip to content

192 - Sunflora

TypeAbility
(1) Drought
(2) Solar Power
(HA) Chlorophyll
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Sunkern
Use Sun Stone
Sunflora

Stats

HP
75
ATK
75
DEF +30
85
SPA +20
125
SPD
85
SPE
30
BST +50
475

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Absorb3510025Priority: 0. Drains half the damage inflicted to heal the user.
1Heat Wave1009010Priority: 0. Has a 10% chance to burn the target.
1IngrainNoneNone20Priority: 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.
1Pound4010035Priority: 0. Inflicts regular damage.
4Leech 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.
7Razor Leaf559525Priority: 0. User's critical hit rate is one level higher when using this move.
10Grass WhistleNone6515Priority: 0. Puts the target to sleep.
12Helping HandNoneNone20Priority: 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.
14Bullet 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.
16EndeavorNone1005Priority: 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.
18SynthesisNoneNone5Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
20Nature PowerNoneNone20Priority: 0. Uses another move chosen according to the terrain.
23Morning SunNoneNone5Priority: 0. Heals the user for half its max HP.

During sunny day, the healing is increased to 2/3 max HP.

During hail, rain dance, or sandstorm, the healing is decreased to 1/4 max HP.
26Leaf Tornado7010010Priority: 0. Has a 30% chance to drop target's Accuracy by one stage
29Worry SeedNone10010Priority: 0. Changes the target's ability to insomnia.

If the target's ability is truant or multitype, this move will fail.
32Petal Dance12010010Priority: 0. User is forced to attack with this move for 2–3 turns. After the last hit, the user becomes confused.
Safeguard does not protect against the confusion from this move.
35Uproar9010010Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
38GrowthNoneNone20Priority: 0. Raises the user's Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages.
42Earth Power9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
46Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
50Double-Edge12010015Priority: 0. User takes 1/3 the damage it inflicts in recoil.
54Leaf Storm130905Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
58Solar Beam12010010Priority: 0. User charges for one turn before attacking.
62Fiery Dance8010010Priority: 0. Has a 50% chance to raise the user's Special Attack by one stage.

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.
TM16Light ScreenNoneNone30Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
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.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
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.
TM53Energy Ball9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM56Weather Ball5010010Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
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.
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.
HM1Cut509530Priority: 0. High Critical Ratio

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
After YouNoneNone15Priority: 0. The target will act next this turn, regardless of Speed or move priority.
If the target has already acted this turn, this move will fail.
Earth Power9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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.
Helping HandNoneNone20Priority: 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.
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.
Uproar9010010Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
Worry SeedNone10010Priority: 0. Changes the target's ability to insomnia.

If the target's ability is truant or multitype, this move will fail.