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351 - Castform

Castform

  Type Ability

(1) Forecast

Defenses

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

   
















 

Stats

HP-10ATKDEF-10SPA+30SPDSPE+20BST+30
6070601007090450

Wild Hold Items

  • 50%: Mystic Water
  • 5%: Mystic Water

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
1 Avalanche 60 100 10 Priority: -4. If the target damaged the user this turn and was the last to do so, this move has double power.

pain split does not count as damaging the user.
1 Clear Smog 50 None 15 Priority: 0. All of the target's stat modifiers are reset to zero.
1 Cosmic Power None None 20 Priority: 0. Raises the user's Defense and Special Defense by one stage.
1 Disable None 100 20 Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field.
1 Future Sight 120 100 10 Priority: 0. Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted.
1 Guard Swap None None 10 Priority: 0. User swaps its Defense and Special Defense modifiers with the target.
1 Hex 65 100 15 Priority: 0. If the target has a major status ailment, this move has double power.
1 Ominous Wind 60 100 5 Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
1 Reflect Type None None 15 Priority: 0. User's type changes to match the target's.
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
10 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
10 Ember 40 100 25 Priority: 0. Has a 10% chance to burn the target.
10 Powder Snow 40 100 25 Priority: 0. Has a 10% chance to freeze the target.
15 Headbutt 70 100 15 Priority: 0. Has a 30% chance to make the target flinch.
20 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.
20 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
20 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.
30 Weather Ball 50 100 10 Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
45 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.
45 Fire Blast 110 85 5 Priority: 0. Has a 10% chance to burn the target.
45 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
50 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.

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.
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.
TM20 Tri Attack 80 100 10 Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
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.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
TM25 Thunder 110 70 5 Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
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.
TM35 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
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.
TM38 Fire Blast 110 85 5 Priority: 0. Has a 10% chance to burn the target.
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.
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM56 Weather Ball 50 100 10 Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
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.
TM59 Incinerate 60 100 15 Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
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.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM73 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
TM77 Psych Up None None 10 Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
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.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Last Resort 140 100 5 Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower 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 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.

Sunny

  Type

Defenses

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

















 

Rainy

  Type

Defenses

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

















 

Snowy

  Type

Defenses

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

















 

Encounter Locations

Location     Level Spawn Percent
Giants Chasm Plasma Airship Area Hidden Grotto ?? 3.75
Route 6 Spring, Summer, Autumn Shaking Grass 32-36 5.0
Route 6 Winter Shaking Grass 32-36 5.0
Virbank Complex - Inside Shaking Grass   16 10.0