
- Abilities
- Volt AbsorbRestores HP if hit by an Electric-type move.PickupThe Pokémon may pick up items after battle.
- Hidden ability
- Electric SurgeSets Electric Terrain when it enters battle.
- Capture
- Gender
- 50.0% female
- Egg groups
- Field / Fairy
- Growth
- Medium Fast
- EV yield
- 1 Speed
| HP | 60 | |
|---|---|---|
| Attack | 45 | |
| Defense | 80 (official 70) | |
| Sp. Atk | 80 (official 45) | |
| Sp. Def | 90 | |
| Speed | 95 | |
| Total | 450 | Official games: 405, +45 in this hack. All base stat changes |
Where to find it
- Scripted encounter (Lv. 10): Pal Park — standing Pokémon.
After the Cianwood Gym story opens the Resort Zone, enter Pal Park’s Fixed Catch mode for $10,000 with room for six more Pokémon in the PC. This standing Pokémon appears on Saturday, or Monday 19:00–06:59. Bring your own Poké Balls.
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 |
|---|---|---|---|
| Route 11 | , | 16 | 1% |
| Route 11 | , | 16 | 1% |
| Power Plant | , | 33 | 1% |
| Power Plant | , | 33 | 1% |
| Pal Park, Fixed Catch mode: Saturday | , | 20 | 10% |
| Dark Cave Route 31 Side | , | 33 | 1% |
| Dark Cave Route 31 Side | , | 33 | 1% |
Pal Park: The wild table changes with the day of the week (by the DS clock). You get in through the Catching Show's Fixed Catch mode at the Pal Park reception ($10,000; bring your own Poké Balls). Sunday's table is the same as Cerulean Cave's, probably by mistake in the hack, so it also has Surf and fishing slots: the park has a pond and a stretch of sea.
See the quest guide: Resort Zone: the Pal Park's Fixed Catch mode (wild Pokémon by weekday).
Evolution
Does not evolve.
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 | Growl | Normal | Status | — | 100 | 40 | The user growls in an endearing way, making the foe less wary. Lowers its Attack by 1 stage. |
| 1 | Baby-Doll Eyes | Fairy | Status | — | 100 | 30 | Stares at the target with cute eyes, lowering its Attack. Always moves first. |
| 5 | Quick Attack | Normal | Physical | 40 | 100 | 30 | The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first. |
| 9 | Charm | Fairy | Status | — | 100 | 20 | The user acts cute to charm the foe. Lowers its Attack by 2 stages. |
| 13 | Spark | Electric | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the foe. It has a 30% chance to paralyze the target. |
| 17 | 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. |
| 19 | Nuzzle | Electric | Physical | 20 | 100 | 20 | Rubs its electrically charged cheeks against the target, paralyzing it. |
| 21 | Swift | Normal | Special | 60 | — | 20 | Star-shaped rays are shot at the foe. This attack never misses. |
| 25 | Electro Ball | Electric | Special | var. | 100 | 10 | The user hurls an electric orb. The faster the user is than the foe, the stronger it is. |
| 29 | Sweet Kiss | Fairy | Status | — | 75 | 10 | The user kisses the foe with a sweet, angelic cuteness that causes confusion. |
| 33 | Thunder Wave | Electric | Status | — | 90 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| 37 | Super Fang | Normal | Physical | var. | 90 | 10 | The user chomps hard on the foe with its sharp front fangs. It cuts the target’s HP to half. |
| 41 | Discharge | Electric | Special | 80 | 100 | 15 | A flare of electricity strikes all Pokémon in battle. It has a 30% chance to paralyze the foe. |
| 45 | 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. |
| 49 | Thunder | Electric | Special | 110 | 70 | 10 | A wicked thunderbolt strikes the foe. It is more accurate in rain. 30% chance to paralyze the target. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| TM10 | Hidden Power | Normal | Special | 60 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| 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. |
| TM21 | Frustration | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM23 | Iron Tail | Steel | Physical | 90 | 90 | 15 | Attacks with a hard tail. May lower the target’s Defense. |
| TM24 | Thunderbolt | Electric | Special | 90 | 100 | 15 | A strong electric blast is loosed at the foe. It has a 10% chance to paralyze the target. |
| TM25 | Thunder | Electric | Special | 110 | 70 | 10 | A wicked thunderbolt strikes the foe. It is more accurate in rain. 30% chance to paralyze the target. |
| TM27 | Return | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM28 | Dig | Ground | Physical | 80 | 100 | 10 | The user burrows on turn 1, then attacks on turn 2. It can also be used to exit caves. |
| TM32 | Double Team | Normal | Status | — | — | 15 | By moving rapidly, the user makes illusory copies of itself. Raises its evasiveness by 1 stage. |
| TM34 | Shock Wave | Electric | Special | 60 | — | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| 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. |
| TM56 | Fling | Dark | Physical | var. | 100 | 10 | The user flings its held item at the foe to attack. Its power and effects depend on the item. |
| 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. |
| 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. |
| TM82 | Sleep Talk | Normal | Status | — | — | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| 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. |
| TM89 | U-turn | Bug | Physical | 70 | 100 | 20 | The user attacks, then can switch places with a party Pokémon in waiting. |
| 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. |
| TM104 | Electroweb | Electric | Special | 55 | 95 | 15 | Traps the target in an electric net, lowering its Speed. |
| TM113 | Baby-Doll Eyes | Fairy | Status | — | 100 | 30 | Stares at the target with cute eyes, lowering its Attack. Always moves first. |
| TM114 | Nuzzle | Electric | Physical | 20 | 100 | 20 | Rubs its electrically charged cheeks against the target, paralyzing it. |
| HM01 | Cut | Normal | Physical | 50 | 95 | 30 | The foe is cut with a scythe or a claw. It can also be used to cut down thin trees. |
Move tutors
| Move | Type | Category | Power | Accuracy | PP | Effect and notes | Tutor location, cost and requirements |
|---|---|---|---|---|---|---|---|
| Charm | Fairy | Status | — | 100 | 20 | The user acts cute to charm the foe. Lowers its Attack by 2 stages. | National Park · Cost: Nugget ×1 Requirements: Route 35 / Route 36 / National Park: small extras the National Park |
| Seed Bomb | Grass | Physical | 80 | 100 | 15 | The user slams a barrage of hard-shelled seeds down on the foe from above. | Celadon Gym · Cost: Free taught by the little girl at the Celadon Gym |
| Super Fang | Normal | Physical | var. | 90 | 10 | The user chomps hard on the foe with its sharp front fangs. It cuts the target’s HP to half. | Viridian City · Cost: Lure Ball ×1 Requirements: Viridian City: the Meowth thief (Charmander starters only); Viridian City: the Pikachu thief (Bulbasaur starters only) Viridian City |
| Thunder Punch | Electric | Physical | 75 | 100 | 15 | The foe is punched with an electrified fist. It has a 10% chance to paralyze the target. | Route 13 · Cost: Free Requirements: Route 13: the Southeast League (eight representatives and a Champion) Route 13 |
| Volt Switch | Electric | Special | 70 | 100 | 20 | After attacking, the user rushes back to switch places with a party Pokémon in waiting. | Saffron Fighting Dojo · Cost: ₽10000 Requirements: Saffron City: the Hunyuan Dojo (beat the disciples → Hitmonlee or Hitmonchan) the Hunyuan martial-arts hall, Saffron City |
Egg moves
| Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|
| Baby-Doll Eyes | Fairy | Status | — | 100 | 30 | Stares at the target with cute eyes, lowering its Attack. Always moves first. |
| Bite | Dark | Physical | 60 | 100 | 25 | The foe is bitten with viciously sharp fangs. It has a 30% chance to make the target flinch. |
| Charge | Electric | Status | — | — | 20 | The user boosts the power of the Electric move it uses next. It also raises the user’s Sp. Def stat. |
| Covet | Normal | Physical | 60 | 100 | 25 | The user endearingly approaches the foe, then steals the item the foe is holding. |
| Defense Curl | Normal | Status | — | — | 40 | The user curls up to conceal weak spots. Raises its Defense by 1 stage. |
| Fake Tears | Dark | Status | — | 100 | 20 | The user feigns crying to make the foe feel flustered. Lowers its Sp. Def by 2 stages. |
| Flail | Normal | Physical | var. | 100 | 15 | The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
| Flatter | Dark | Status | — | 100 | 15 | Flattery is used to confuse the foe. However, it also raises the foe’s Sp. Atk by 1 stage. |
| Follow Me | Normal | Status | — | — | 20 | The user draws attention to itself, making all foes take aim only at the user. |
| Rollout | Rock | Physical | 30 | 90 | 20 | The user rolls into the foe for 5 turns. Its power doubles with each hit. |
| Tail Whip | Normal | Status | — | 100 | 30 | The user wags its tail cutely, making the foe less wary. Lowers its Defense by 1 stage. |
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