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269 - Dustox

  Type Ability


(1) Compoundeyes
(2) Shield Dust
(HA) Compoundeyes

Evolutions


Wurmple
Level 7
Silcoon
Level 10
Beautifly
Level 7
Cascoon
Level 10
Dustox

Defenses

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

















 

Stats

HPATKDEF+10SPA+30SPD+20SPE+15BST+75
6050808011080460

Wild Hold Items

  • 5%: Shed Shell

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
13 Confusion 50 100 20 Priority: 0. Has a 10% chance to confuse the target.
13 Gust 40 100 25 Priority: 0. Inflicts regular damage.

If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
13 Confusion 50 100 20 Priority: 0. Has a 10% chance to confuse the target.
15 Poison Powder None 75 20 Priority: 0. Poisons the target.
17 Silver Wind 60 100 5 Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
21 Sludge 70 100 15 Priority: 0. Has a 30% chance to poison the target.
25 Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
29 Moonlight None None 5 Priority: 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.
33 Bug Buzz 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
37 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.
41 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
45 Tailwind None None 15 Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.
49 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.
53 Whirlwind None Never Miss 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
57 Hurricane 110 80 5 Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
61 Quiver Dance None None 20 Priority: 0. Raises the user's Special Attack, Special Defense, and Speed by one stage each.

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.
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.
TM29 Psychic 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball 80 100 10 Priority: 0. Has a 20% 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.
TM40 Aerial Ace 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
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.
TM53 Energy Ball 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM58 Hurricane 110 80 5 Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM62 Acrobatics 55 100 15 Priority: 0. If the user has no held item, 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.
TM76 Bug Buzz 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM89 U-turn 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.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
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.
HM2 Fly 80 100 15 Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), and whirlwind 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 under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor 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.
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Electroweb 55 95 15 Priority: 0. Lowers the target's Speed 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 Tailwind None None 15 Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor Roost None None 10 Priority: 0. Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn.
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
Wurmple Lvl 1 Poison Sting
Wurmple Lvl 1 String Shot
Wurmple Lvl 1 Struggle Bug
Wurmple Lvl 1 Tackle
Cascoon Lvl 1 Harden
Cascoon Tutor / Lvl 7 Iron Defense

Encounter Locations

Location   Level Spawn Percent
Route 12 Dark Grass (Doubles) 44-46 10.0
Route 12 Grass 43-45 10.0
Route 2 Grass 65 5.0