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364 - Sealeo

TypeAbility

(1) Thick Fat
(2) Ice Body
(HA) Oblivious
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Spheal
Level 16
Sealeo
Level 40
Walrein

Stats

HP
90
ATK
60
DEF
70
SPA
75
SPD
70
SPE
45
BST
410

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Defense CurlNoneNone40Priority: 0. Raises user's Defense by one stage.

After this move is used, the power of ice ball and rollout are doubled until the user leaves the field.
1GrowlNone10040Priority: 0. Lowers the target's Attack by one stage.
1Tackle5010030Priority: 0. Inflicts regular damage.
1Water Gun4010025Priority: 0. Inflicts regular damage.
4Whirlpool358515Priority: 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. 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.

If the target is in the first turn of dive, this move will hit with double power.
7Powder Snow4010025Priority: 0. Has a 10% chance to freeze the target.
10Super FangNone9010Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
13Water Pulse6010020Priority: 0. Has a 20% chance to confuse the target.
16YawnNoneNone10Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
19Bubble Beam7010020Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
21Icicle Spear2510030Priority: 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.
23Aurora Beam7510020Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
26Rollout409020Priority: 0. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends.
29Slack OffNoneNone10Priority: 0. Heals the user for half its max HP.
32Brine6510010Priority: 0. If the target has less than half its max HP remaining, this move has double power.
36Body Slam8510015Priority: 0. Has a 30% chance to paralyze the target.
40Aqua RingNoneNone20Priority: 0. Restores 1/16 of the user's max HP at the end of each turn. If the user leaves the field, this effect ends.

This effect is passed on by baton pass.
44Aqua Tail1008510Priority: 0. Inflicts regular damage.
48BlockNoneNone5Priority: 0. The target cannot switch out normally.
52CurseNoneNone10Priority: 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.
56Crunch8010010Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
60FissureNone305Priority: 0. OHKO Move. Ignores accuracy and evasion modifiers. This move's accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail.

Endure still prevents the target from fainting.

The effects of lock on, mind reader, and no guard still apply, as long as the user is equal or higher level than the target.
64Sheer ColdNone305Priority: 0. Inflicts damage equal to the target's max HP. Ignores accuracy and evasion modifiers. This move's accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail.

Because this move inflicts a specific and finite amount of damage, endure still prevents the target from fainting.

The effects of lock on, mind reader, and no guard still apply, as long as the user is equal or higher level than the target.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM5RoarNoneNone20Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM7HailNoneNone10Priority: 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.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13Ice Beam9010010Priority: 0. Has a 10% chance to freeze the target.
TM14Blizzard110705Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM17ProtectNoneNone10Priority: 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.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM26Earthquake10010010Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM39Rock Tomb609515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM49Echoed Voice5010015Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200.
TM78Bulldoze6010020Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM79Frost Breath509010Priority: 0. Always scores a critical hit.
TM80Rock Slide759010Priority: 0. Has a 30% chance to make the target flinch.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM94Rock Smash5510015Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM3Surf9010015Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM4Strength8510010Priority: 0. 10% Raise Attack
HM5Waterfall8010010Priority: 0. Has a 20% chance to make the target flinch.
HM6Dive10010010Priority: 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

NamePowerAccuracyPPTypeDamage ClassEffect
Aqua Tail1008510Priority: 0. Inflicts regular damage.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Sleep TalkNoneNone10Priority: 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.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Super FangNone9010Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.

Encounter Locations

Location     Level Spawn Percent
Seaside Cave Lower Floor Cave 46 5.0
Undella Bay Winter Surf, Rippling Water 40-46 65.0