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591 - Amoonguss

  Type Ability


(1) Effect Spore
(2) Regenerator
(HA) Regenerator

Evolutions


Foongus
Level 39
Amoonguss

Defenses

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

















 

Stats

HPATKDEFSPASPDSPEBST
1148570858030464

Wild Hold Items

  • 50%: TinyMushroom
  • 5%: Big Mushroom
  • 1%: BalmMushroom

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Absorb 35 100 25 Priority: 0. Drains half the damage inflicted to heal the user.
1 Astonish 35 100 15 Priority: 0. Has a 30% chance to make the target flinch.
1 Bide None None 10 Priority: 1. User waits for two turns. On the second turn, the user inflicts twice the damage it accumulated on the last Pokémon to hit it. Damage inflicted is typeless.
4 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.
7 Stun Spore None 90 20 Priority: 0. Paralyzes the target.
10 Poison Powder None 75 20 Priority: 0. Poisons the target.
13 After You None None 15 Priority: 0. The target will act next this turn, regardless of Speed or move priority.
If the target has already acted this turn, this move will fail.
16 Defense Curl None None 40 Priority: 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.
19 Sludge 70 100 15 Priority: 0. Has a 30% chance to poison the target.
22 Rollout 40 90 20 Priority: 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.
25 Mega Drain 65 100 15 Priority: 0. Drains half the damage inflicted to heal the user.
28 Feint Attack 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
31 Clear Smog 50 None 15 Priority: 0. All of the target's stat modifiers are reset to zero.
34 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.
37 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.
39 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.
43 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
47 Rage Powder None None 20 Priority: 2. Until the end of this turn, any moves that opposing Pokémon target solely at the user's ally will instead target the user.

This effect takes priority over lightning rod and storm drain.

If the user's ally switches out, opposing Pokémon may still hit it with pursuit.
51 Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
55 Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
59 Spore None 100 10 Priority: 0. Puts the target to sleep.
63 Solar Beam 120 100 10 Priority: 0. User charges for one turn before attacking.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
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.
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.
TM19 Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
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.
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.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
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.
TM86 Grass Knot None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
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.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Seed Bomb 80 100 15 Priority: 0. Inflicts regular damage.
Tutor Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor 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.
Tutor 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.
Tutor After You None None 15 Priority: 0. The target will act next this turn, regardless of Speed or move priority.
If the target has already acted this turn, this move will fail.
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.

Encounter Locations

Location   Level Spawn Percent
Pinwheel Forest - Inside Hidden Grotto: Deep in the Woods ?? 3.75
Route 11 Dark Grass (Doubles) 50-52 10.0
Route 11 Grass 49-51 5.0
Route 22 Dark Grass (Doubles) 54-58 20.0
Route 22 Grass 53-56 20.0
Route 23 Dark Grass (Doubles) 59-62 10.0
Route 23 Grass 58-61 5.0