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336 - Seviper

  Type Ability

(1) Shed Skin
(2) Infiltrator
(HA) Infiltrator

Defenses

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

















 

Stats

HP+2ATK+15DEFSPA-20SPDSPE+10BST+7
7511560806075465

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 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
1 Lick 30 100 25 Priority: 0. Has a 30% chance to paralyze the target.
4 Screech None 85 40 Priority: 0. Lowers the target's Defense by two stages.
7 Scary Face None 100 10 Priority: 0. Lowers the target's Speed by two stages.
10 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.
13 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.
16 Sucker Punch 70 100 5 Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
19 Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
19 Night Slash 70 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
22 Glare None 100 30 Priority: 0. Paralyzes the target.
26 Haze None None 30 Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
30 Poison Fang 65 95 15 Priority: 0. 50% chance to toxic poison target
34 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.
38 Switcheroo None 100 10 Priority: 0. User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.

If either Pokémon has multitype or sticky hold, this move will fail.

If this move results in a Pokémon obtaining choice band, choice scarf, or choice specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.

Neither the user nor the target can recover its item with recycle.

This move cannot be selected by assist or metronome.
42 Lunge 80 100 15 Priority: 0. Lowers the target's Attack by one stage.
46 Coil None None 20 Priority: 0. Raises the user's Attack, Defense, and accuracy by one stage each.
50 Poison Tail 80 100 10 Priority: 0. User's critical hit rate is one level higher when using this move. Has a 10% chance to poison the target.
54 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
58 Power Whip 120 85 10 Priority: 0. Inflicts regular damage.
62 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.
66 Final Gambit None 100 5 Priority: 0. Inflicts damage equal to the user's remaining HP. User faints.

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.
TM12 Taunt None 100 20 Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
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.
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.
TM34 Sludge Wave 95 100 10 Priority: 0. Has a 10% chance to poison the target.
TM35 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn 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.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM63 Brutal Swing 60 100 20 Priority: 0. Inflicts regular damage.
TM67 Retaliate 70 100 5 Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM81 X-Scissor 80 100 10 Priority: 0. The user's critical hit rate is boosted one stage when using this move.
TM82 Dragon Tail 60 95 10 Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random.

If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM84 Poison Jab 80 100 10 Priority: 0. Has a 30% chance to poison the target.
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
HM1 Cut 50 95 30 Priority: 0. High Critical Ratio
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
Tutor Dark Pulse 80 Never Miss 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Bind 15 85 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.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Knock Off 65 100 20 Priority: 0. Target loses its held item.
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 11 Dark Grass (Doubles)   50-52 10.0
Route 11 Grass   49-51 10.0
Route 7 Spring, Summer, Autumn Dark Grass (Doubles) 38-42 4.0
Route 7 Spring, Summer, Autumn Grass 38-41 4.0
Route 7 Spring, Summer, Autumn Hidden Grotto ?? 1.0
Route 7 Winter Dark Grass (Doubles) 38-42 4.0
Route 7 Winter Grass 38-41 4.0
Route 7 Winter Hidden Grotto ?? 1.0
Village Bridge Dark Grass (Doubles)   47-49 5.0