
- Abilities
- SteadfastThe Speed increase is raised from one stage to two stages.Inner FocusPrevents flinching and blocks Intimidate.
- Hidden ability
- PranksterIts status moves go first.
- Capture
- Gender
- 12.5% female
- Egg groups
- Undiscovered
- Growth
- Medium Slow
- EV yield
- 1 Attack
| HP | 40 | |
|---|---|---|
| Attack | 70 | |
| Defense | 40 | |
| Sp. Atk | 35 | |
| Sp. Def | 40 | |
| Speed | 60 | |
| Total | 285 |
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 Tuesday or Thursday. 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 |
|---|---|---|---|
| Pal Park, Fixed Catch mode: Tuesday | , | 20 | 4% |
| Pal Park, Fixed Catch mode: Thursday | , | 20 | 4% |
| Union Cave B1F | , | 7 | 10% |
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
Evolves into Lucario when leveled up with high friendship (220 or more) 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 | 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. |
| 1 | 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. |
| 4 | Feint | Normal | Physical | 30 | 100 | 10 | An attack that hits a foe using Protect or Detect. It also lifts the effects of those moves. |
| 8 | Metal Claw | Steel | Physical | 60 | 100 | 35 | Slashes the target with steel claws. May raise the user’s Attack. |
| 12 | Counter | Fighting | Physical | var. | 100 | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. |
| 16 | Work Up | Normal | Status | — | — | 30 | The user rouses itself, raising its Attack and Sp. Atk. |
| 20 | Rock Smash | Fighting | Physical | 60 | 100 | 15 | Attacks with a punch. May lower the target’s Defense. |
| 24 | Nasty Plot | Dark | Status | — | — | 20 | The user thinks up a sinister plan. Raises its Sp. Atk by 2 stages. |
| 28 | Screech | Normal | Status | — | 85 | 40 | An earsplitting screech is emitted to lower the foe’s Defense by 2 stages. |
| 32 | Quick Guard | Fighting | Status | — | — | 15 | The user protects itself and its allies from priority moves. |
| 36 | Force Palm | Fighting | Physical | 60 | 100 | 10 | The foe is hit with a powerful shock wave. It has a 30% chance to paralyze the target. |
| 40 | Swords Dance | Normal | Status | — | — | 20 | A frenetic dance to uplift the fighting spirit. It raises the user’s Attack by 2 stages. |
| 44 | Helping Hand | Normal | Status | — | — | 20 | The user helps out an ally, making the power of its attack 1.5 times higher. |
| 48 | Copycat | Normal | Status | — | — | 20 | The user mimics the move used immediately before it. The move fails if no other move has been used yet. |
| 52 | Final Gambit | Fighting | Special | var. | 100 | 5 | The user risks everything and faints, dealing damage equal to its remaining HP. |
| 56 | Reversal | Fighting | Physical | var. | 100 | 15 | An all-out attack that becomes more powerful the less HP the user has. |
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. |
| TM05 | Roar | Normal | Status | — | — | 20 | The foe is scared off, to be replaced by another Pokémon in its party. In the wild, the battle ends. |
| TM08 | Bulk Up | Fighting | Status | — | — | 20 | The user tenses its muscles to bulk up its body. Raises its Attack and Defense 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. |
| 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. |
| TM23 | Iron Tail | Steel | Physical | 90 | 90 | 15 | Attacks with a hard tail. May lower the target’s Defense. |
| TM26 | Earthquake | Ground | Physical | 100 | 100 | 10 | The user sets off an earthquake that hits all Pokémon in battle. It can hit a foe using Dig. |
| 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. |
| TM31 | Brick Break | Fighting | Physical | 75 | 100 | 15 | The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. |
| TM32 | Double Team | Normal | Status | — | — | 15 | By moving rapidly, the user makes illusory copies of itself. Raises its evasiveness by 1 stage. |
| TM39 | Rock Tomb | Rock | Physical | 60 | 95 | 15 | Boulders are hurled at the foe, hindering its movement. Lowers its Speed by 1 stage. |
| 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. |
| 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. |
| TM65 | Shadow Claw | Ghost | Physical | 70 | 100 | 15 | The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio. |
| TM66 | Payback | Dark | Physical | 50 | 100 | 10 | The user charges up, then attacks. If it moves after the foe, its power is doubled. |
| TM75 | Swords Dance | Normal | Status | — | — | 20 | A frenetic dance to uplift the fighting spirit. It raises the user’s Attack by 2 stages. |
| TM80 | Rock Slide | Rock | Physical | 75 | 90 | 10 | Large boulders are hurled at the foe. It has a 30% 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. |
| TM84 | Poison Jab | Poison | Physical | 80 | 100 | 20 | The foe is stabbed with a poison tentacle. It has a 30% chance to poison the foe. |
| 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. |
| TM97 | Low Sweep | Fighting | Physical | 65 | 100 | 20 | Targets the opponent’s legs with a quick kick, lowering Speed. |
| TM103 | Bulldoze | Ground | Physical | 60 | 100 | 20 | Stomps the ground, attacking nearby Pokémon and lowering their Speed. |
| TM126 | Coaching | Fighting | Status | — | — | 10 | Provides proper guidance, raising the Attack and Defense of all allies. |
| HM04 | Strength | Normal | Physical | 80 | 100 | 15 | The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. |
| HM06 | Rock Smash | Fighting | Physical | 60 | 100 | 15 | Attacks with a punch. May lower the target’s Defense. |
Move tutors
| Move | Type | Category | Power | Accuracy | PP | Effect and notes | Tutor location, cost and requirements |
|---|---|---|---|---|---|---|---|
| Bullet Punch | Steel | Physical | 40 | 100 | 30 | The user strikes with a tough punch as fast as a bullet. This move always goes first. | Route 6 · Cost: Fast Ball ×1 |
| Counter | Fighting | Physical | var. | 100 | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. | Saffron Fighting Dojo · Cost: ₽10000 Requirements: Saffron City: the Hunyuan Dojo (beat the disciples → Hitmonlee or Hitmonchan) the Hunyuan martial-arts hall, Saffron City |
| 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 |
| High Jump Kick | Fighting | Physical | 130 | 90 | 10 | The foe is attacked with a knee kick from a jump. If it misses, the user is hurt instead. | Route 4 · Cost: Free Route 4 |
| Ice Punch | Ice | Physical | 75 | 100 | 15 | The foe is punched with an icy fist. It has a 10% chance to freeze the target. | Celadon Pokémon Center · Cost: Friend Ball ×1 Celadon City Pokémon Center |
| 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 |
| Power-Up Punch | Fighting | Physical | 40 | 100 | 20 | Hitting the foe again and again hardens the user’s fists. Each hit raises its Attack. | Route 4 · Cost: Free Route 4 |
| 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 |
| 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 |
|---|---|---|---|---|---|---|
| Agility | Psychic | Status | — | — | 30 | The user lightens its body to move at high speed. Raises its Speed by 2 stages. |
| Bite | Dark | Physical | 60 | 100 | 25 | The foe is bitten with viciously sharp fangs. It has a 30% chance to make the target flinch. |
| Blaze Kick | Fire | Physical | 85 | 100 | 10 | Deals damage and has a high critical-hit ratio. Has a 10% chance to burn the target. |
| Bullet Punch | Steel | Physical | 40 | 100 | 30 | The user strikes with a tough punch as fast as a bullet. This move always goes first. |
| Circle Throw | Fighting | Physical | 60 | 90 | 10 | The foe is thrown, forcing out another party Pokémon. In the wild, the battle ends. |
| Cross Chop | Fighting | Physical | 100 | 100 | 5 | Slashes the target with both arms in a cross shape. Has a high critical-hit ratio. |
| Crunch | Dark | Physical | 80 | 100 | 15 | The user crunches up the foe with sharp fangs. 20% chance to lower its Defense by 1 stage. |
| Detect | Fighting | Status | — | — | 5 | It enables the user to evade all attacks for 1 turn. Its chance of failing rises if used in succession. |
| Follow Me | Normal | Status | — | — | 20 | The user draws attention to itself, making all foes take aim only at the user. |
| High Jump Kick | Fighting | Physical | 130 | 90 | 10 | The foe is attacked with a knee kick from a jump. If it misses, the user is hurt instead. |
| Howl | Normal | Status | — | — | 40 | The user howls loudly to raise its spirit. Raises its Attack by 1 stage. |
| Iron Defense | Steel | Status | — | — | 15 | The user hardens its body’s surface like iron. Raises its Defense by 2 stages. |
| Low Kick | Fighting | Physical | var. | 100 | 20 | A powerful low kick that makes the foe fall over. It inflicts greater damage on heavier foes. |
| Meteor Mash | Steel | Physical | 100 | 95 | 10 | Punches with meteor-like force. Has a 20% chance to raise Attack by one stage. |
| Mind Reader | Normal | Status | — | — | 5 | The user senses the foe’s movements with its mind to ensure its next attack does not miss. |
| Vacuum Wave | Fighting | Special | 40 | 100 | 30 | The user whirls its fists to send a wave of pure vacuum at the foe. This move always goes first. |
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