Skip to content

318 - Carvanha

  Type Ability


(1) Rough Skin
(2) Speed Boost
(HA) Speed Boost

Evolutions


Carvanha
Level 26
Sharpedo

Defenses

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

 
















 

Stats

HPATKDEFSPASPDSPEBST
459020652065305

Wild Hold Items

  • 5%: DeepSeaTooth

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
1 Endure None None 10 Priority: 4. The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
1 Focus Energy None None 20 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.
4 Water Pulse 60 100 20 Priority: 0. Has a 20% chance to confuse the target.
7 Swift 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
11 Scary Face None 100 10 Priority: 0. Lowers the target's Speed by two stages.
14 Aqua Jet 40 100 20 Priority: 1. Inflicts regular damage.
16 Ice Fang 65 95 15 Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
18 Poison Fang 65 95 15 Priority: 0. 50% chance to toxic poison target
20 Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
23 Brine 65 100 10 Priority: 0. If the target has less than half its max HP remaining, this move has double power.
26 Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
26 Night Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
29 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.
32 Assurance 60 100 10 Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power.
36 Bubble Beam 70 100 20 Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
40 Psychic Fangs 85 100 10 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
44 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
48 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
52 Skull Bash 130 100 10 Priority: 0. Raises the user's Defense by one stage. User then charges for one turn before attacking.

This move cannot be selected by sleep talk.
56 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.
60 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.

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.
TM12 Taunt None 100 20 Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
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.
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.
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.
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.
TM51 Wave Crash 110 100 5 Priority: 0. Damages user 1/3 recoil damage
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM67 Retaliate 70 100 5 Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
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.
TM95 Snarl 55 100 15 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM3 Surf 90 100 15 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 Priority: 0. Has a 20% chance to make the target flinch.
HM6 Dive 100 100 10 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
Tutor Super Fang None 90 10 Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
Tutor Bounce 85 85 5 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 Uproar 90 100 10 Priority: 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.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Dark Pulse 80 Never Miss 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Spite None 100 10 Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
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
Abundant Shrine Hidden Grotto: Back Pond near Shrine ?? 1.0
Village Bridge Fish 42-48 70.0
Village Bridge Fish, Rippling Water 42-48 30.0