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395 - Empoleon

  Type Ability


(1) Defiant
(2) Torrent
(HA) Defiant

Evolutions


Piplup
Level 16
Prinplup
Level 36
Empoleon

Defenses

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


















 

Stats

HPATK+5DEFSPASPDSPEBST+5
84918811110160535

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Megahorn 120 85 10 Priority: 0. Inflicts regular damage.
1 Horn Attack 65 100 25 Priority: 0. Inflicts regular damage.
1 Growl None 100 40 Priority: 0. Lowers the target's Attack by one stage.
5 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
7 Peck 35 100 35 Priority: 0. Inflicts regular damage.
10 Charm None 100 20 Priority: 0. Lowers the target's Attack by two stages.
13 Whirlpool 35 85 15 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. 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.
16 Metal Claw 50 95 35 Priority: 0. Has a 10% chance to raise the user's Attack one stage.
17 Double Hit 35 90 10 Priority: 0. Hits twice in one turn.
20 Yawn None None 10 Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
22 Bubble Beam 70 100 20 Priority: 0. Has a 10% chance to lower the target's Speed by one stage.
25 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.
28 Fury Attack 15 85 20 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.
31 Aqua Jet 40 100 20 Priority: 1. Inflicts regular damage.
34 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.
36 Smart Strike 70 None 10 Priority: 0. Ignores accuracy and evasion modifiers.
37 Sing None 55 15 Priority: 0. Puts the target to sleep.
40 Steel Wing 70 90 25 Priority: 0. Has a 10% chance to raise the user's Defense one stage.
43 Dual Wingbeat 40 90 10 Priority: 0. Inflicts regular damage.
46 Feather Dance None 100 15 Priority: 0. Lowers the target's Attack by two stages.
50 Captivate None 100 20 Priority: 0. Lowers the target's Special Attack by two stages. If the user and target are the same gender, or either is genderless, this move will fail.
54 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.
58 Drill Peck 80 100 20 Priority: 0. Inflicts regular damage.
62 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
66 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM1 Hone Claws None None 15 Priority: 0. Raises the user's Attack and accuracy by one stage.
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.
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.
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.
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.
TM49 Echoed Voice 50 100 15 Priority: 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.
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.
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.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM60 Quash None 100 15 Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
TM65 Shadow Claw 70 100 90 Priority: 0. User's critical hit rate is one level higher when using this move.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
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.
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.
TM86 Grass Knot None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM87 Rock Climb 80 95 10 Priority: 0. Has a 20% chance to confuse the target.
TM88 Pluck 60 100 20 Priority: 0. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
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.
TM91 Flash Cannon 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
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
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
Tutor Water Pledge 75 100 10 Priority: 0. If a friendly Pokémon used grass pledge earlier this turn, all opposing Pokémon have halved Speed for four turns (including this one).
Tutor Hydro Cannon 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Tutor Covet 60 100 20 Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
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 Knock Off 65 100 20 Priority: 0. Target loses its held item.
Tutor Stealth Rock None None 20 Priority: 0. Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon's susceptibility to rock moves.

rapid spin removes this effect from its user's side of 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.

Pre-Evolution Moves

Species Method Move
Prinplup Lvl 1 Pound