382 - Kyogre
Type | Ability | |
---|---|---|
(1) Drizzle | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Stats
HP 100 | ATK 100 | DEF 90 | SPA 150 | SPD 140 | SPE 90 | BST 670 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Water Pulse | 60 | 100 | 20 | Priority: 0. Has a 20% chance to confuse the target. | ||
6 | Scary Face | None | 100 | 10 | Priority: 0. Lowers the target's Speed by two stages. | ||
10 | Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
14 | Body Slam | 85 | 100 | 15 | Priority: 0. Has a 30% chance to paralyze the target. | ||
18 | Aqua Ring | None | None | 20 | Priority: 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. | ||
22 | Ice Beam | 90 | 100 | 10 | Priority: 0. Has a 10% chance to freeze the target. | ||
26 | Calm Mind | None | None | 10 | Priority: 0. Raises the user's Special Attack and Special Defense by one stage each. | ||
30 | Muddy Water | 90 | 85 | 10 | Priority: 0. Has a 30% chance to lower the target's accuracy by one stage. | ||
34 | Wave Crash | 110 | 100 | 5 | Priority: 0. Damages user 1/3 recoil damage | ||
38 | Hydro Pump | 110 | 80 | 5 | Priority: 0. Inflicts regular damage. | ||
42 | 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. | ||
46 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
50 | Water Spout | 150 | 100 | 5 | Priority: 0. Power increases with the user's remaining HP and is given by `150 * HP / max HP`, to a maximum of 150 when the user has full HP. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM4 | Calm Mind | None | None | 10 | Priority: 0. Raises the user's Special Attack and Special Defense by one stage each. | ||
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. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
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. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
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. | ||
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. | ||
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. | ||
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. | ||
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. | ||
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. | ||
TM31 | Brick Break | 75 | 100 | 15 | Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage. | ||
TM39 | Rock Tomb | 60 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
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. | ||
TM51 | Wave Crash | 110 | 100 | 5 | Priority: 0. Damages user 1/3 recoil damage | ||
TM55 | Scald | 80 | 100 | 10 | Priority: 0. Has a 30% chance to burn the target. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
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. | ||
TM78 | Bulldoze | 60 | 100 | 20 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM79 | Frost Breath | 50 | 90 | 10 | Priority: 0. Always scores a critical hit. | ||
TM80 | Rock Slide | 75 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
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. | ||
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 | ||
HM3 | Surf | 90 | 100 | 15 | Priority: 0. Inflicts regular damage. If the target is in the first turn of dive, this move will hit with double power. | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack | ||
HM5 | Waterfall | 80 | 100 | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
HM6 | Dive | 100 | 100 | 10 | Priority: 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
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Aqua Tail | 100 | 85 | 10 | Priority: 0. Inflicts regular damage. | ||
Block | None | None | 5 | Priority: 0. The target cannot switch out normally. | ||
Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Iron Head | 80 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
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. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
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. |