455 - Carnivine
Type | Ability | |
---|---|---|
(1) Levitate | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Stats
HP 74 | ATK +10 110 | DEF 72 | SPA +10 100 | SPD 72 | SPE -10 36 | BST +10 464 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Bind | 15 | 85 | 20 | 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. | ||
1 | Bite | 60 | 100 | 20 | Priority: 0. Has a 30% chance to make the target flinch. | ||
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. | ||
6 | Vine Whip | 40 | 100 | 25 | Priority: 0. Inflicts regular damage. | ||
9 | Bug Bite | 60 | 100 | 20 | Priority: 0. If the target is holding a berry, 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. | ||
14 | Razor Leaf | 55 | 95 | 25 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
18 | Ingrain | None | None | 20 | Priority: 0. Prevents the user from switching out. User regains 1/16 of its max HP at the end of every turn. If the user was immune to ground attacks, it will now take normal damage from them. roar and whirlwind will not affect the user. The user cannot use magnet rise. | ||
21 | Feint Attack | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
24 | Sleep Powder | None | 75 | 15 | Priority: 0. Puts the target to sleep. | ||
24 | Stun Spore | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
27 | Poison Fang | 65 | 95 | 15 | Priority: 0. 50% chance to toxic poison target | ||
30 | Seed Bomb | 80 | 100 | 15 | Priority: 0. Inflicts regular damage. | ||
33 | Spit Up | None | 100 | 10 | Priority: 0. Power is equal to 100 times the amount of energy stored by stockpile. Ignores the random factor in the damage formula. Stored energy is consumed, and the user's Defense and Special Defense are reset to what they would be if stockpile had not been used. If the user has no energy stored, this move will fail. This move cannot be copied by mirror move. | ||
33 | Stockpile | None | None | 20 | Priority: 0. Raises the user's Defense and Special Defense by one stage each. Stores energy for use with spit up and swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied. If the user uses baton pass, the stat boosts are passed as normal, but the stored energy is not. | ||
33 | Swallow | None | None | 10 | Priority: 0. Heals the user depending on the amount of energy stored by stockpile: 1/4 its max HP after one use, 1/2 its max HP after two uses, or fully after three uses. Stored energy is consumed, and the user's Defense and Special Defense are reset to what they would be if stockpile had not been used. If the user has no energy stored, this move will fail. | ||
36 | Crunch | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Defense by one stage. | ||
39 | Energy Ball | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
42 | Wring Out | None | 100 | 5 | Priority: 0. Power directly relates to the target's relative remaining HP, given by `1 + 120 * current HP / max HP`, to a maximum of 121. | ||
45 | Leaf Tornado | 70 | 100 | 10 | Priority: 0. Has a 30% chance to drop target's Accuracy by one stage | ||
49 | Leech Life | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
54 | Power Whip | 120 | 85 | 10 | Priority: 0. Inflicts regular damage. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
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. | ||
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. | ||
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. | ||
TM36 | Sludge Bomb | 90 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
TM41 | Infestation | 20 | 100 | 20 | 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. The user continues to use other moves during this time. If the user leaves the field, this effect ends. 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. | ||
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. | ||
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. | ||
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. | ||
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. | ||
HM1 | Cut | 50 | 95 | 30 | Priority: 0. High Critical Ratio |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Bind | 15 | 85 | 20 | 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. | ||
Bug Bite | 60 | 100 | 20 | Priority: 0. If the target is holding a berry, 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. | ||
Gastro Acid | None | 100 | 10 | Priority: 0. The target's ability is disabled as long as it remains on the field. This effect is passed on by baton pass. | ||
Giga Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
Seed Bomb | 80 | 100 | 15 | Priority: 0. Inflicts regular damage. | ||
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. | ||
Synthesis | None | None | 5 | Priority: 0. Heals the user for half its max HP, plus modifiers from weather. | ||
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. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Lostlorn Forest | Dark Grass (Doubles) | 39-41 | 10.0 | |
Lostlorn Forest | Grass | 27-29 | 10.0 | |
Pinwheel Forest - Inside | Grass | 66 | 5.0 | |
Route 18 | Dark Grass (Doubles) | 72 | 10.0 | |
Route 18 | Grass | 66 | 10.0 | |
Victory Road | Forest | Dark Grass (Doubles) | 60-65 | 10.0 |
Victory Road | Forest | Grass | 59-62 | 10.0 |