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357 - Tropius

  Type Ability


(1) Chlorophyll
(2) Solar Power
(HA) Harvest

Defenses

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


















Stats

HPATK+30DEFSPA+10SPDSPEBST+40
999883828751500

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Breaking Swipe 60 100 15 Priority: 0. Lowers the target's Attack by one stage.
1 Growth None None 20 Priority: 0. Raises the user's Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages.
1 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.
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
1 Razor Leaf 55 95 25 Priority: 0. User's critical hit rate is one level higher when using this move.
4 Headbutt 70 100 15 Priority: 0. Has a 30% chance to make the target flinch.
7 Whirlwind None Never Miss 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
10 Stomp 65 100 20 Priority: 0. Has a 30% chance to make the target flinch.

Power is doubled against Pokémon that have used minimize since entering the field.
14 Magical Leaf 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
18 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.
22 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.
26 Leaf Tornado 70 100 10 Priority: 0. Has a 30% chance to drop target's Accuracy by one stage
30 Nature Power None None 20 Priority: 0. Uses another move chosen according to the terrain.
34 Air Slash 75 95 10 Priority: 0. Has a 30% chance to make the target flinch.
38 Dragon Dance None None 20 Priority: 0. Raises the user's Attack and Speed by one stage each.
42 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
46 Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
50 Leaf Blade 90 100 15 Priority: 0. User's critical hit rate is one level higher when using this move.
54 Leech Seed None 90 10 Priority: 0. Plants a seed on the target that drains 1/8 of its max HP at the end of every turn and heals the user for the amount taken.
58 Solar Beam 120 100 10 Priority: 0. User charges for one turn before attacking.
62 Leaf Storm 130 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
66 Dual Wingbeat 40 90 10 Priority: 0. Inflicts regular damage.

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.
TM40 Aerial Ace 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
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.
TM5 Roar None None 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM53 Energy Ball 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM63 Brutal Swing 60 100 20 Priority: 0. 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.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM75 Swords Dance None None 20 Priority: 0. Raises the user's Attack by two stages.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM86 Grass Knot None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
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
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 Seed Bomb 80 100 15 Priority: 0. Inflicts regular damage.
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 Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
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 Worry Seed None 100 10 Priority: 0. Changes the target's ability to insomnia.

If the target's ability is truant or multitype, this move will fail.
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.

Encounter Locations

Location   Level Spawn Percent
Route 14 Dark Grass (Doubles) 42-46 10.0
Route 14 Grass 41-44 10.0
Route 18 Dark Grass (Doubles) 73 10.0
Route 18 Grass 67 10.0
Route 23 Dark Grass (Doubles) 59-62 10.0
Route 23 Grass 58-61 5.0