
Water
- Abilities
- Zero to HeroBecomes Hero Form after returning to the party.
- Hidden ability
- —
- Capture
- Gender
- 50.0% female
- Egg groups
- Field / Water 2
- Growth
- Slow
- EV yield
- 2 HP
| HP | 100 | |
|---|---|---|
| Attack | 70 | |
| Defense | 72 | |
| Sp. Atk | 53 | |
| Sp. Def | 62 | |
| Speed | 100 | |
| Total | 457 |
Where to find it
No wild encounter, gift, trade, one-time battle, evolution or breeding route, and no trainer uses it.
Evolution
Evolves from Finizen: not possible in this game. This method does not work (in the official games: Lv 38 in a Union Circle).
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 |
|---|---|---|---|---|---|---|---|
| On evolution | Flip Turn | Water | Physical | 60 | 100 | 20 | Attacks, then quickly returns to switch with a party Pokémon. |
| 1 | Supersonic | Normal | Status | — | 55 | 20 | The user generates odd sound waves from its body. It may confuse the target. |
| 1 | Water Gun | Water | Special | 40 | 100 | 25 | Blasts the target with water. Does not burn the target. |
| 1 | Jet Punch | Water | Physical | 60 | 100 | 15 | The user punches with a torrent-wrapped fist faster than the eye can see. It always strikes first. |
| 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 | Focus Energy | Normal | Status | — | — | 30 | The user takes a deep breath and focuses. Raises its critical-hit ratio by 2 stages. |
| 13 | Aqua Jet | Water | Physical | 40 | 100 | 20 | The user attacks at blinding speed. This move always strikes first. |
| 17 | Double Hit | Normal | Physical | 35 | 90 | 10 | The user strikes the foe twice in a row. |
| 21 | Dive | Water | Physical | 80 | 100 | 10 | The user dives underwater on turn 1, then attacks on turn 2. |
| 25 | Charm | Fairy | Status | — | 100 | 20 | The user acts cute to charm the foe. Lowers its Attack by 2 stages. |
| 29 | Acrobatics | Physical | 55 | 100 | 15 | The user nimbly attacks the foe. It deals more damage if the user holds no item. | |
| 34 | Encore | Normal | Status | — | 100 | 5 | The foe is compelled to keep using only the move it last used for 3 to 7 turns. |
| 39 | Aqua Tail | Water | Physical | 95 | 100 | 10 | Attacks with a powerful tail swipe. Has a 10% chance to lower the target’s Defense by one stage. |
| 44 | Mist | Ice | Status | — | — | 30 | The user cloaks itself in a white mist that keeps its stats from being cut for 5 turns. |
| 50 | Hydro Pump | Water | Special | 110 | 90 | 10 | Blasts the target with a huge volume of water. |
| 55 | Focus Punch | Fighting | Physical | 150 | 100 | 20 | The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. |
| 61 | Wave Crash | Water | Physical | 120 | 100 | 10 | The user cloaks itself in water and crashes into the foe. The user takes a lot of damage too. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| TM01 | Focus Punch | Fighting | Physical | 150 | 100 | 20 | The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. |
| TM03 | Water Pulse | Water | Special | 60 | 100 | 20 | The user attacks with a pulsing blast of water. It has a 20% chance to confuse the foe. |
| TM08 | Bulk Up | Fighting | Status | — | — | 20 | The user tenses its muscles to bulk up its body. Raises its Attack and Defense by 1 stage. |
| 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. |
| TM13 | Ice Beam | Ice | Special | 90 | 100 | 10 | The foe is struck with an icy-cold beam of energy. It has a 10% chance to freeze the target. |
| TM14 | Blizzard | Ice | Special | 110 | 70 | 5 | A howling blizzard is summoned to strike the foe. It has a 10% chance to freeze the target. |
| TM15 | Hyper Beam | Normal | Special | 150 | 90 | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| 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. |
| TM27 | Return | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| 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. |
| TM52 | Focus Blast | Fighting | Special | 120 | 70 | 5 | The user unleashes all of its power. 10% chance to lower the target’s Sp. Def by 1 stage. |
| 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. |
| 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. |
| TM60 | Drain Punch | Fighting | Physical | 75 | 100 | 10 | An energy-draining punch. The user’s HP is restored by half the damage taken by the target. |
| TM68 | Giga Impact | Normal | Physical | 150 | 90 | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. |
| 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. |
| 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. |
| 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. |
| TM106 | Draining Kiss | Fairy | Special | 50 | 100 | 10 | Steals the target’s HP with a kiss, restoring more than half the damage dealt. |
| TM122 | Liquidation | Water | Physical | 85 | 100 | 10 | Strikes the target with water power. May lower the target’s Defense. |
| TM127 | Flip Turn | Water | Physical | 60 | 100 | 20 | Attacks, then quickly returns to switch with a party Pokémon. |
| HM03 | Surf | Water | Special | 90 | 100 | 15 | A giant wave swamps the whole battlefield. Double damage on a foe using Dive. Also used to cross water. |
| HM05 | Whirlpool | Water | Special | 40 | 90 | 10 | Traps the target in a whirlpool, damaging it for 2–5 turns. |
| HM07 | Waterfall | Water | Physical | 80 | 100 | 15 | The user charges at the foe with great force. 20% chance to make it flinch. Also climbs waterfalls. |
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