
- Abilities
- LevitateGives full immunity to all Ground-type moves.RegeneratorWhen returning to the party, restores 1/2 of maximum HP.
- Hidden ability
- AnticipationSenses the foe’s dangerous moves.
- Capture
- Gender
- 50.0% female
- Egg groups
- Undiscovered
- Growth
- Fast
- EV yield
- 1 Sp. Atk
- Wild held item
- Cleanse Tag
| HP | 45 | |
|---|---|---|
| Attack | 30 | |
| Defense | 50 | |
| Sp. Atk | 65 | |
| Sp. Def | 50 | |
| Speed | 45 | |
| Total | 285 |
Where to find it
Chance per encounter, under the conditions shown.
Times and conditions
- Morning: 4:00–9:59
- Day: 10:00–19:59
- Night: 20:00–3:59
Calendar encounters can replace a land slot on specific dates.
| Location | Method / conditions | Level | Chance |
|---|---|---|---|
| Ruins of Alph | , | 18–22 | 20% |
Evolution
Evolves into Chimecho when leveled up with high friendship (220 or more) at (20:00–3:59).
Level-up moves
“On evolution” moves are learned when this Pokémon evolves. Open a move for its full effects and any special behavior in this hack.
| Level | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| 1 | Wrap | Normal | Physical | 15 | 90 | 20 | A long body or vines are used to wrap and squeeze the foe for 2 to 5 turns. |
| 4 | Growl | Normal | Status | — | 100 | 40 | The user growls in an endearing way, making the foe less wary. Lowers its Attack by 1 stage. |
| 7 | Astonish | Ghost | Physical | 30 | 100 | 15 | The user startles the foe with a shriek. It has a 30% chance to make the target flinch. |
| 10 | Confusion | Psychic | Special | 50 | 100 | 25 | The foe is hit by a weak telekinetic force. It has a 10% chance to confuse the target. |
| 13 | Yawn | Normal | Status | — | — | 10 | The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn. |
| 16 | Last Resort | Normal | Physical | 140 | 100 | 5 | This move can be used only after the user has used all the other moves it knows in the battle. |
| 19 | Entrainment | Normal | Status | — | 100 | 15 | The user dances to an odd rhythm that the foe copies, making its ability the same as the user’s. |
| 32 | Uproar | Normal | Special | 90 | 100 | 10 | The user attacks in an uproar for 2 to 5 turns. Over that time, no one can fall asleep. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| TM04 | Calm Mind | Psychic | Status | — | — | 20 | The user quietly focuses its mind and calms its spirit. Raises Sp. Atk and Sp. Def by 1 stage. |
| TM10 | Hidden Power | Normal | Special | 60 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM11 | Sunny Day | Fire | Status | — | — | 5 | The user intensifies the sun for 5 turns. Fire-type moves become 1.5 times stronger. |
| TM12 | Taunt | Dark | Status | — | 100 | 20 | The foe is taunted into a rage that allows it to use only attack moves for 2 to 4 turns. |
| TM16 | Light Screen | Psychic | Status | — | — | 30 | A wondrous wall of light halves the damage from special attacks for 5 turns. |
| TM17 | Protect | Normal | Status | — | — | 10 | It enables the user to evade all attacks for 1 turn. Its chance of failing rises if used in succession. |
| TM18 | Rain Dance | Water | Status | — | — | 5 | The user summons a heavy rain for 5 turns. Water-type moves become 1.5 times stronger. |
| TM20 | Safeguard | Normal | Status | — | — | 25 | The user creates a protective field that prevents status problems for 5 turns. |
| TM21 | Frustration | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM27 | Return | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM29 | Psychic | Psychic | Special | 90 | 100 | 10 | The foe is hit by a strong telekinetic force. 10% chance to lower its Sp. Def by 1 stage. |
| TM30 | Shadow Ball | Ghost | Special | 80 | 100 | 15 | The user hurls a shadowy blob at the foe. 20% chance to lower its Sp. Def by 1 stage. |
| TM32 | Double Team | Normal | Status | — | — | 15 | By moving rapidly, the user makes illusory copies of itself. Raises its evasiveness by 1 stage. |
| TM33 | Reflect | Psychic | Status | — | — | 20 | A wondrous wall of light halves the damage from physical attacks for 5 turns. |
| TM34 | Shock Wave | Electric | Special | 60 | — | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| TM41 | Torment | Dark | Status | — | 100 | 15 | The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
| TM42 | Facade | Normal | Physical | 70 | 100 | 20 | An attack whose power is 2 times higher if the user is poisoned, burned, or paralyzed. |
| TM44 | Rest | Psychic | Status | — | — | 5 | The user goes to sleep for 2 turns. It fully restores the user’s HP and heals any status problem. |
| TM45 | Attract | Normal | Status | — | 100 | 15 | The user charms a foe of the opposite gender. The foe has a 50% chance of being unable to act. |
| TM48 | Skill Swap | Psychic | Status | — | — | 10 | The user employs its psychic power to exchange abilities with the foe. |
| TM49 | Snatch | Dark | Status | — | — | 10 | The user steals the effects of any healing or stat-changing move the foe attempts to use. |
| TM57 | Charge Beam | Electric | Special | 50 | 90 | 10 | The user fires a bundle of electricity. 70% chance to raise the user’s Sp. Atk by 1 stage. |
| TM58 | Endure | Normal | Status | — | — | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| TM67 | Recycle | Normal | Status | — | — | 10 | The user recycles a held item that has been used in battle so it can be used again. |
| TM70 | Flash | Normal | Status | — | 100 | 20 | The user flashes a light that lowers the foe’s accuracy by 1 stage. It can also light up caves. |
| TM73 | Thunder Wave | Electric | Status | — | 90 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM77 | Psych Up | Normal | Status | — | — | 10 | The user hypnotizes itself into copying any stat change made by the foe. |
| TM82 | Sleep Talk | Normal | Status | — | — | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM85 | Dream Eater | Psychic | Special | 100 | 100 | 15 | An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user’s HP. |
| TM86 | Grass Knot | Grass | Special | var. | 100 | 20 | The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
| TM87 | Swagger | Normal | Status | — | 85 | 15 | The user enrages the foe into confusion. However, it also raises the foe’s Attack by 2 stages. |
| TM90 | Substitute | Normal | Status | — | — | 10 | The user makes a copy of itself using 1/4 of its HP. The copy serves as the user’s decoy. |
| TM92 | Trick Room | Psychic | Status | — | — | 5 | The user creates a bizarre area in which slower Pokémon get to move first for 5 turns. |
| TM93 | Psyshock | Psychic | Special | 80 | 100 | 10 | Materializes psychic waves to attack the target, dealing physical damage. |
Move tutors
| Move | Type | Category | Power | Accuracy | PP | Effect and notes | Tutor location, cost and requirements |
|---|---|---|---|---|---|---|---|
| Curse | Ghost | Status | — | — | 10 | Curses the foe. Non- Ghost types raise Attack and Defense by 1 stage and lower Speed by 1 stage. | Pokémon Tower, upper floors · Cost: Free Requirements: Pokémon Tower: side battles and extras the little girl in the Pokémon Tower, Lavender Town |
| Dazzling Gleam | Fairy | Special | 80 | 100 | 10 | The user fires a powerful flash of light at the foe to deal damage. | Route 15 · Cost: Moon Ball ×1 Route 15 |
| Heal Bell | Normal | Status | — | — | 5 | The user makes a soothing bell chime to heal the status problems of all the party Pokémon. | Cianwood Gym · Cost: Free Requirements: Cianwood Gym: the winch and Chuck's Fighting-type Double Battle (the Storm Badge) Cianwood Gym |
| Hyper Voice | Normal | Special | 90 | 100 | 10 | The user lets loose a horribly echoing shout with the power to inflict damage. | Goldenrod City · Cost: Love Ball ×1 Requirements: Goldenrod City: small extras |
| Icy Wind | Ice | Special | 55 | 95 | 15 | The user attacks with a gust of chilled air. Lowers the target’s Speed by 1 stage. | Route 20 · Cost: Aspear Berry ×1 Route 20 |
| Yawn | Normal | Status | — | — | 10 | The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn. | Route 18 · Cost: Free Requirements: Route 15 → Route 14: the Cape Battle Marathon (missable) |
| Zen Headbutt | Psychic | Physical | 80 | 90 | 15 | The user attacks with the power of its will. It has a 20% chance to make the target flinch. | Saffron City · Cost: Colbur Berry ×1 |
Egg moves
| Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|
| Cosmic Power | Psychic | Status | — | — | 20 | The user draws on a mystical power from space. Raises its Defense and Sp. Def by 1 stage. |
| Curse | Ghost | Status | — | — | 10 | Curses the foe. Non- Ghost types raise Attack and Defense by 1 stage and lower Speed by 1 stage. |
| Disable | Normal | Status | — | 100 | 20 | For several turns, this move prevents the foe from using the move it last used. |
| Future Sight | Psychic | Special | 120 | 100 | 10 | The foe is struck by a hunk of psychic energy 2 turns after this move is used. |
| Hypnosis | Psychic | Status | — | 60 | 20 | The user employs hypnotic suggestion to make the target fall into a deep sleep. |
| Recover | Normal | Status | — | — | 5 | A self-healing move. The user restores its own HP by up to half of its max HP. |
| Stored Power | Psychic | Special | 20 | 100 | 10 | The user attacks with stored-up power. The more its stats are raised, the stronger it is. |
| Wish | Normal | Status | — | — | 10 | At the end of the next turn, the user restores half its max HP. It can also heal an ally. |
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