224 - Octillery
Type | Ability | |
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(1) Mold Breaker (2) Sniper (HA) Suction Cups |
Evolutions
![]() Remoraid | Level 25 | ![]() Octillery |
Defenses
Immune | 0.25x Resist | 0.5x Resist | Neutral | 2x Weak | 4x Weak |
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Stats
HP | ATK+10 | DEF | SPA+10 | SPD | SPE | BST+20 |
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75 | 115 | 75 | 115 | 75 | 45 | 500 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
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1 | Entrainment | None | 100 | 15 | ![]() |
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Priority: 0. Changes the target's ability to match the user's. This effect ends when the target leaves battle. |
1 | Wring Out | None | 100 | 5 | ![]() |
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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. |
1 | Water Gun | 40 | 100 | 25 | ![]() |
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Priority: 0. Inflicts regular damage. |
1 | Focus Energy | None | None | 20 | ![]() |
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Priority: 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. |
1 | Lock-On | None | None | 5 | ![]() |
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Priority: 0. If the user targets the same target again before the end of the next turn, the move it uses is guaranteed to hit. |
1 | Helping Hand | None | None | 20 | ![]() |
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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. |
6 | Acid Spray | 40 | 100 | 20 | ![]() |
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Priority: 0. Lowers the target's Special Defense by two stages. |
10 | Water Pulse | 60 | 100 | 20 | ![]() |
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Priority: 0. Has a 20% chance to confuse the target. |
13 | Aurora Beam | 75 | 100 | 20 | ![]() |
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Priority: 0. Has a 10% chance to lower the target's Attack by one stage. |
16 | Rock Blast | 25 | 90 | 10 | ![]() |
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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. |
16 | Bullet Seed | 25 | 100 | 30 | ![]() |
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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. |
19 | Psybeam | 65 | 100 | 20 | ![]() |
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Priority: 0. Has a 10% chance to confuse the target. |
22 | Bubble Beam | 70 | 100 | 20 | ![]() |
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Priority: 0. Has a 10% chance to lower the target's Speed by one stage. |
25 | Soak | None | 100 | 20 | ![]() |
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Priority: 0. Changes the target to pure water-type until it leaves the field. If the target has multitype, this move will fail. |
25 | Octazooka | 90 | 85 | 5 | ![]() |
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Priority: 0. 30% chance to drop target's Accuracy by one stage. High Critical Ratio |
29 | Signal Beam | 75 | 100 | 15 | ![]() |
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Priority: 0. Has a 10% chance to confuse the target. |
33 | Mud Shot | 55 | 95 | 15 | ![]() |
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Priority: 0. Has a 100% chance to lower the target's Speed by one stage. |
37 | Seed Bomb | 80 | 100 | 15 | ![]() |
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Priority: 0. Inflicts regular damage. |
41 | Flamethrower | 90 | 100 | 10 | ![]() |
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Priority: 0. Has a 10% chance to burn the target. |
45 | Hydro Pump | 110 | 80 | 5 | ![]() |
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Priority: 0. Inflicts regular damage. |
49 | Gunk Shot | 120 | 80 | 5 | ![]() |
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Priority: 0. Has a 30% chance to poison the target. |
53 | Hyper Beam | 150 | 90 | 5 | ![]() |
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Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. |
57 | Water Spout | 150 | 100 | 5 | ![]() |
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Priority: 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. |
61 | Zap Cannon | 120 | 50 | 5 | ![]() |
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Priority: 0. Has a 100% chance to paralyze the target. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
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TM10 | Hidden Power | 60 | 100 | 15 | ![]() |
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Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. |
TM11 | Sunny Day | None | None | 5 | ![]() |
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Priority: 0. Changes the weather to sunshine for five turns. |
TM13 | Ice Beam | 90 | 100 | 10 | ![]() |
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Priority: 0. Has a 10% chance to freeze the target. |
TM14 | Blizzard | 110 | 70 | 5 | ![]() |
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Priority: 0. Has a 10% chance to freeze the target. During hail, this move has 100% accuracy. |
TM15 | Hyper Beam | 150 | 90 | 5 | ![]() |
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Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. |
TM17 | Protect | None | None | 10 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5 , to a maximum of 102. Power bottoms out at 1. |
TM23 | Smack Down | 50 | 100 | 15 | ![]() |
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Priority: 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. |
TM27 | Return | None | 100 | 20 | ![]() |
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Priority: 0. Power increases with happiness, given by happiness * 2 / 5 , to a maximum of 102. Power bottoms out at 1. |
TM29 | Psychic | 90 | 100 | 10 | ![]() |
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Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. |
TM34 | Sludge Wave | 95 | 100 | 10 | ![]() |
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Priority: 0. Has a 10% chance to poison the target. |
TM35 | Flamethrower | 90 | 100 | 10 | ![]() |
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Priority: 0. Has a 10% chance to burn the target. |
TM36 | Sludge Bomb | 90 | 100 | 10 | ![]() |
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Priority: 0. Has a 30% chance to poison the target. |
TM38 | Fire Blast | 110 | 85 | 5 | ![]() |
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Priority: 0. Has a 10% chance to burn the target. |
TM42 | Facade | 70 | 100 | 20 | ![]() |
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Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. |
TM44 | Rest | None | None | 10 | ![]() |
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Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. |
TM53 | Energy Ball | 90 | 100 | 10 | ![]() |
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Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. |
TM55 | Scald | 80 | 100 | 10 | ![]() |
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Priority: 0. Has a 30% chance to burn the target. |
TM57 | Charge Beam | 50 | 90 | 15 | ![]() |
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Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage. |
TM59 | Incinerate | 60 | 100 | 15 | ![]() |
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Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move. |
TM6 | Toxic | None | 90 | 10 | ![]() |
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Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. |
TM68 | Giga Impact | 150 | 90 | 5 | ![]() |
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Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. |
TM73 | Thunder Wave | None | 90 | 20 | ![]() |
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Priority: 0. Paralyzes the target. |
TM83 | Work Up | None | None | 30 | ![]() |
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Priority: 0. Raises the user's Attack and Special Attack by one stage each. |
TM90 | Substitute | None | None | 10 | ![]() |
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Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. |
TM91 | Flash Cannon | 90 | 100 | 10 | ![]() |
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Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. |
HM3 | Surf | 90 | 100 | 15 | ![]() |
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Priority: 0. Inflicts regular damage. If the target is in the first turn of dive, this move will hit with double power. |
HM5 | Waterfall | 80 | 100 | 10 | ![]() |
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Priority: 0. Has a 20% chance to make the target flinch. |
HM6 | Dive | 100 | 100 | 10 | ![]() |
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Priority: 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
Name | Power | Accuracy | PP | Type | Damage Class | Effect | |
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Tutor | Signal Beam | 75 | 100 | 15 | ![]() |
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Priority: 0. Has a 10% chance to confuse the target. |
Tutor | Seed Bomb | 80 | 100 | 15 | ![]() |
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Priority: 0. Inflicts regular damage. |
Tutor | Bounce | 85 | 85 | 5 | ![]() |
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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. |
Tutor | Gunk Shot | 120 | 80 | 5 | ![]() |
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Priority: 0. Has a 30% chance to poison the target. |
Tutor | Icy Wind | 55 | 95 | 15 | ![]() |
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Priority: 0. Has a 100% chance to lower the target's Speed by one stage. |
Tutor | Bind | 15 | 85 | 20 | ![]() |
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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. |
Tutor | Snore | 50 | 100 | 15 | ![]() |
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Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. |
Tutor | Sleep Talk | None | None | 10 | ![]() |
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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 | ||
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Undella Bay | Autumn, Spring, Summer | Fish, Rippling Water | 40-46 | 30.0 |
Undella Bay | Winter | Fish, Rippling Water | 40-46 | 30.0 |