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329 - Vibrava

  Type Ability


(1) Levitate
(2) Levitate
(HA) Levitate

Evolutions


Trapinch
Level 30
Vibrava
Level 55
Flygon

Defenses

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

















 

Stats

HP+10ATK+10DEF+20SPA+40SPD+20SPE+10BST+110
608070907080450

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Astonish 35 100 15 Priority: 0. Has a 30% chance to make the target flinch.
1 Sand Attack None 100 15 Priority: 0. Lowers the target's accuracy by one stage.
1 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
4 Quick Attack 40 100 20 Priority: 1. Inflicts regular damage.
7 Mud-Slap 30 100 20 Priority: 0. Has a 100% chance to lower the target's accuracy by one stage.
10 Flail None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP
13 Mud Shot 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
16 Sonic Boom None 90 20 Priority: 0. Inflicts exactly 20 damage.
19 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.
22 Twister 50 100 20 Priority: 0. Has a 20% chance to make each target flinch.

If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
25 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
28 Fury Cutter 30 95 20 Priority: 0. Power doubles after every time this move is used, whether consecutively or not, maxing out at 16x. If this move misses or the user leaves the field, power resets.
30 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.
31 Struggle Bug 50 100 20 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
33 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.
36 Dragon Breath 70 100 20 Priority: 0. Has a 30% chance to paralyze the target.
39 Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
42 Scorching Sands 70 100 10 Priority: 0. Inflicts regular damage.
45 Sandstorm None None 10 Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect.
48 Hyper Voice 90 100 10 Priority: 0. Inflicts regular damage.
51 Bug Buzz 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
54 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.
57 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.
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.
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.
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.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude 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.
TM37 Sandstorm None None 10 Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect.
TM39 Rock Tomb 60 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
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.
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.
TM76 Bug Buzz 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM80 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
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.
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
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.
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Draco Meteor 130 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
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 Earth Power 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
Tutor Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Tutor Dragon Pulse 90 None 10 Priority: 0. Bypasses accuracy checks
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Heat Wave 100 90 10 Priority: 0. Has a 10% chance to burn the target.
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 Outrage 120 100 10 Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
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
Trapinch Lvl 48 Body Slam
Trapinch Lvl 54 Fissure
Trapinch Lvl 39 Mega Kick