
Normal
- Abilities
- AdaptabilitySharply powers up moves of the same type.DownloadUps Attack or Sp. Atk to suit the foe’s defenses.
- Hidden ability
- AnalyticPowers up its move if it moves last.
- Capture
- Gender
- genderless
- Egg groups
- Mineral
- Growth
- Medium Fast
- EV yield
- 3 Sp. Atk
| HP | 85 | |
|---|---|---|
| Attack | 70 (official 80) | |
| Defense | 80 (official 70) | |
| Sp. Atk | 135 | |
| Sp. Def | 75 | |
| Speed | 90 | |
| Total | 535 | Official games: 535, same total, different spread. All base stat changes |
Where to find it
Evolve Porygon2
Evolution
Evolves from Porygon2 when leveled up while holding Scope Lens during the (4:00–19:59).
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 | Trick Room | Psychic | Status | — | — | 5 | The user creates a bizarre area in which slower Pokémon get to move first for 5 turns. |
| 1 | Nasty Plot | Dark | Status | — | — | 20 | The user thinks up a sinister plan. Raises its Sp. Atk by 2 stages. |
| 1 | Defense Curl | Normal | Status | — | — | 40 | The user curls up to conceal weak spots. Raises its Defense by 1 stage. |
| 1 | Tackle | Normal | Physical | 40 | 100 | 35 | A physical attack in which the user charges and slams into the foe with its whole body. |
| 1 | Conversion | Normal | Status | — | — | 30 | The user changes its type to become the same type as one of its moves. |
| 1 | Recycle | Normal | Status | — | — | 10 | The user recycles a held item that has been used in battle so it can be used again. |
| 1 | Magnet Rise | Electric | Status | — | — | 10 | The user makes an electric field to float on. It can’t be hit by Ground-type moves for 5 turns. |
| 15 | Thunder Shock | Electric | Special | 40 | 100 | 30 | A jolt of electricity is hurled at the foe. It has a 10% chance to paralyze the target. |
| 20 | Psybeam | Psychic | Special | 65 | 100 | 20 | The foe is attacked with a peculiar ray. It has a 10% chance to confuse the target. |
| 25 | Conversion 2 | Normal | Status | — | — | 30 | The user changes its type to make itself resistant to the type of the attack it last took. |
| 30 | Agility | Psychic | Status | — | — | 30 | The user lightens its body to move at high speed. Raises its Speed by 2 stages. |
| 35 | Recover | Normal | Status | — | — | 5 | A self-healing move. The user restores its own HP by up to half of its max HP. |
| 40 | 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 | Tri Attack | Normal | Special | 80 | 100 | 10 | The user strikes with a mixed three-beam attack. 20% chance to paralyze, burn, or freeze the target. |
| 50 | Magic Coat | Psychic | Status | — | — | 15 | A barrier reflects moves that inflict status problems and other hindrances back at the foe. |
| 55 | Lock-On | Normal | Status | — | — | 5 | The user takes sure aim at the foe. It ensures the next attack does not fail to hit the target. |
| 60 | Zap Cannon | Electric | Special | 120 | 50 | 5 | The user fires an electric blast like a cannon. It always paralyzes the target. |
| 65 | 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. |
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. |
| TM11 | Sunny Day | Fire | Status | — | — | 5 | The user intensifies the sun for 5 turns. Fire-type moves become 1.5 times stronger. |
| 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. |
| TM22 | Solar Beam | Grass | Special | 120 | 100 | 10 | The user gathers light on turn 1, then blasts a bundled beam on turn 2. |
| 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. |
| 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. |
| TM34 | Shock Wave | Electric | Special | 60 | — | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| TM40 | Aerial Ace | Physical | 60 | — | 20 | The user confounds the foe with speed, then slashes. The attack lands without fail. | |
| 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. |
| TM46 | Thief | Dark | Physical | 60 | 100 | 25 | The user attacks and steals the foe’s held item simultaneously. It can’t steal if the user holds an 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. |
| TM67 | Recycle | Normal | Status | — | — | 10 | The user recycles a held item that has been used in battle so it can be used again. |
| 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. |
| 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. |
| TM79 | Dark Pulse | Dark | Special | 80 | 100 | 15 | The user releases a horrible aura of malice. It has a 20% chance to make the target flinch. |
| 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. |
| 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. |
| TM99 | Foul Play | Dark | Physical | 95 | 100 | 15 | Uses the target’s strength against it. The higher the target’s Attack, the greater the damage. |
| TM104 | Electroweb | Electric | Special | 55 | 95 | 15 | Traps the target in an electric net, lowering its Speed. |
| TM111 | Eerie Impulse | Electric | Status | — | 100 | 15 | Emits strange electrical waves that greatly lower the target’s Special Attack. |
Move tutors
| Move | Type | Category | Power | Accuracy | PP | Effect and notes | Tutor location, cost and requirements |
|---|---|---|---|---|---|---|---|
| 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 |
| Nasty Plot | Dark | Status | — | — | 20 | The user thinks up a sinister plan. Raises its Sp. Atk by 2 stages. | Celadon gatehouse · Cost: Free Celadon City Team Rocket base |
| Tri Attack | Normal | Special | 80 | 100 | 10 | The user strikes with a mixed three-beam attack. 20% chance to paralyze, burn, or freeze the target. | |
| 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 |
The official site of the Origin HeartGold English translation. Patches are published only on our GitHub releases.
A free, non-commercial fan project. Not affiliated with or endorsed by Nintendo, Creatures Inc., GAME FREAK inc. or The Pokémon Company.
© 2026 Origin HeartGold English translation team. Guide text: all rights reserved — see licence.