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223 - Remoraid

TypeAbility
(1) Hustle
(2) Sniper
(HA) Moody
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Remoraid
Level 25
Octillery

Stats

HP
35
ATK
65
DEF
35
SPA
65
SPD
35
SPE
65
BST
300

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Focus EnergyNoneNone20Priority: 0. User's critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail.

This effect is passed on by baton pass.
1Helping 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.
1Lock-OnNoneNone5Priority: 0. If the user targets the same target again before the end of the next turn, the move it uses is guaranteed to hit.
1Water Gun4010025Priority: 0. Inflicts regular damage.
6Acid Spray4010020Priority: 0. Lowers the target's Special Defense by two stages.
10Water Pulse6010020Priority: 0. Has a 20% chance to confuse the target.
13Aurora Beam7510020Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
16Bullet 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.
16Rock Blast259010Priority: 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.
19Psybeam6510020Priority: 0. Has a 10% chance to confuse the target.
22Bubble Beam7010020Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
25SoakNone10020Priority: 0. Changes the target to pure water-type until it leaves the field. If the target has multitype, this move will fail.
28Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
31Mud Shot559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
34Seed Bomb8010015Priority: 0. Inflicts regular damage.
37Flamethrower9010010Priority: 0. Has a 10% chance to burn the target.
40Hydro Pump110805Priority: 0. Inflicts regular damage.
43Gunk Shot120805Priority: 0. Has a 30% chance to poison the target.
46Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
50Water Spout1501005Priority: 0. Power increases with the user's remaining HP and is given by `150 * HP / max HP`, to a maximum of 150 when the user has full HP.

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.
TM13Ice Beam9010010Priority: 0. Has a 10% chance to freeze the target.
TM14Blizzard110705Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
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.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM23Smack Down5010015Priority: 0. Removes the target's immunity to ground-type damage. This effect removes any existing Ground immunity due to levitate, magnet rise, or telekinesis, and causes the target's flying type to be ignored when it takes Ground damage.

If the target isn't immune to Ground damage, this move will fail.

This move can hit Pokémon under the effect of bounce, fly, or sky drop, and ends the effect of Bounce or Fly.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM35Flamethrower9010010Priority: 0. Has a 10% chance to burn the target.
TM38Fire Blast110855Priority: 0. Has a 10% chance to burn 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.
TM55Scald8010010Priority: 0. Has a 30% chance to burn the target.
TM57Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM59Incinerate6010015Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM3Surf9010015Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM5Waterfall8010010Priority: 0. Has a 20% chance to make the target flinch.
HM6Dive10010010Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool 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.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Bounce85855Priority: 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.
Gunk Shot120805Priority: 0. Has a 30% chance to poison the target.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Seed Bomb8010015Priority: 0. Inflicts regular damage.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
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.

Encounter Locations

Location     Level Spawn Percent
Aspertia City Fish   02-08 60.0
Aspertia City Fish, Rippling Water   06-14 60.0
Undella Bay Autumn, Spring, Summer Fish 40-46 60.0
Undella Bay Winter Fish 40-46 60.0
Undella Town Fish   40-46 60.0