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455 - Carnivine

TypeAbility
(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

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Bind158520Priority: 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.
1Bite6010020Priority: 0. Has a 30% chance to make the target flinch.
1GrowthNoneNone20Priority: 0. Raises the user's Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages.
6Vine Whip4010025Priority: 0. Inflicts regular damage.
9Bug Bite6010020Priority: 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.
14Razor Leaf559525Priority: 0. User's critical hit rate is one level higher when using this move.
18IngrainNoneNone20Priority: 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.
21Feint Attack60None20Priority: 0. Ignores accuracy and evasion modifiers.
24Sleep PowderNone7515Priority: 0. Puts the target to sleep.
24Stun SporeNone9020Priority: 0. Paralyzes the target.
27Poison Fang659515Priority: 0. 50% chance to toxic poison target
30Seed Bomb8010015Priority: 0. Inflicts regular damage.
33Spit UpNone10010Priority: 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.
33StockpileNoneNone20Priority: 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.
33SwallowNoneNone10Priority: 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.
36Crunch8010010Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
39Energy Ball9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
42Wring OutNone1005Priority: 0. Power directly relates to the target's relative remaining HP, given by `1 + 120 * current HP / max HP`, to a maximum of 121.
45Leaf Tornado7010010Priority: 0. Has a 30% chance to drop target's Accuracy by one stage
49Leech Life8010010Priority: 0. Drains half the damage inflicted to heal the user.
54Power Whip1208510Priority: 0. Inflicts regular damage.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM22Solar Beam12010010Priority: 0. User charges for one turn before attacking.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
TM41Infestation2010020Priority: 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.
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.
TM53Energy Ball9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM60QuashNone10015Priority: 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.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM75Swords DanceNoneNone20Priority: 0. Raises the user's Attack by two stages.
TM86Grass KnotNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM1Cut509530Priority: 0. High Critical Ratio

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Bind158520Priority: 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 Bite6010020Priority: 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 AcidNone10010Priority: 0. The target's ability is disabled as long as it remains on the field.

This effect is passed on by baton pass.
Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
Knock Off6510020Priority: 0. Target loses its held item.
Seed Bomb8010015Priority: 0. Inflicts regular damage.
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.
SynthesisNoneNone5Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
Worry SeedNone10010Priority: 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