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317 - Swalot

  Type Ability

(1) Liquid Ooze
(2) Sticky Hold
(HA) Gluttony

Evolutions


Gulpin
Level 26
Swalot

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
1007383738355467

Wild Hold Items

  • 5%: Big Pearl

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Mud-Slap 30 100 20 Priority: 0. Has a 100% chance to lower the target's accuracy by one stage.
1 Pound 40 100 35 Priority: 0. Inflicts regular damage.
1 Smog 35 90 20 Priority: 0. Has a 40% chance to poison the target.
4 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
7 Gastro Acid None 100 10 Priority: 0. The target's ability is disabled as long as it remains on the field.

This effect is passed on by baton pass.
10 Poison Gas None 100 20 Priority: 0. Poisons the target.
13 Yawn None None 10 Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
16 Sludge 70 100 15 Priority: 0. Has a 30% chance to poison the target.
19 Rollout 40 90 20 Priority: 0. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends.
22 Acid Spray 40 100 20 Priority: 0. Lowers the target's Special Defense by two stages.
24 Bullet Seed 25 100 30 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.
24 Shock Wave 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
24 Water Pulse 60 100 20 Priority: 0. Has a 20% chance to confuse the target.
26 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
29 Sludge Bomb 90 100 10 Priority: 0. Has a 30% chance to poison the target.
32 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
36 Curse None None 10 Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn.
Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each.

The curse effect is passed on by baton pass.

This move cannot be copied by mirror move.
40 Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
44 Encore None 100 5 Priority: 0. The next 4–8 times (selected at random) the target attempts to move, it is forced to repeat its last used move.
48 Gunk Shot 120 80 5 Priority: 0. Has a 30% chance to poison the target.
52 Destiny Bond None None 5 Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
56 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
60 Wring Out None 100 5 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.

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.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
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.
TM26 Earthquake 100 100 10 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
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.
TM30 Shadow Ball 80 100 10 Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM34 Sludge Wave 95 100 10 Priority: 0. Has a 10% chance to poison the target.
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.
TM45 Power-Up Punch 50 100 20 Priority: 0. Raises the user's Attack by one stage.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
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.
TM64 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
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.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Seed Bomb 80 100 15 Priority: 0. Inflicts regular damage.
Tutor Gunk Shot 120 80 5 Priority: 0. Has a 30% chance to poison the target.
Tutor Thunder Punch 75 100 10 Priority: 0. Has a 10% chance to paralyze the target.
Tutor Fire Punch 75 100 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Ice Punch 75 100 10 Priority: 0. Has a 10% chance to freeze the target.
Tutor Block None None 5 Priority: 0. The target cannot switch out normally.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor Gastro Acid None 100 10 Priority: 0. The target's ability is disabled as long as it remains on the field.

This effect is passed on by baton pass.
Tutor Snatch None None 10 Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag.

If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect.

If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP.

This move cannot be copied by mirror move, nor selected by assist or metronome.
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.

Encounter Locations

Location   Level Spawn Percent
Route 9 Dark Grass (Doubles) 50-52 10.0
Route 9 Grass 49-51 10.0