
WaterPsychic
- Abilities
- Mold BreakerMoves can be used regardless of abilities.
- Hidden ability
- SharpnessPowers up slicing moves.
- Capture
- Gender
- 50.0% female
- Egg groups
- Water 2
- Growth
- Fast
- EV yield
- 2 Attack
| HP | 90 | |
|---|---|---|
| Attack | 102 | |
| Defense | 73 | |
| Sp. Atk | 78 | |
| Sp. Def | 65 | |
| Speed | 70 | |
| Total | 478 |
Where to find it
No wild encounter, gift, trade, one-time battle, evolution or breeding route, and no trainer uses it.
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 | Aqua Jet | Water | Physical | 40 | 100 | 20 | The user attacks at blinding speed. This move always strikes first. |
| 1 | Tackle | Normal | Physical | 40 | 100 | 35 | A physical attack in which the user charges and slams into the foe with its whole body. |
| 7 | Pluck | Physical | 60 | 100 | 20 | The user pecks the foe. If the foe is holding a Berry, the user plucks it and gains its effect. | |
| 11 | 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. |
| 15 | Focus Energy | Normal | Status | — | — | 30 | The user takes a deep breath and focuses. Raises its critical-hit ratio by 2 stages. |
| 20 | Slash | Normal | Physical | 70 | 100 | 20 | The foe is attacked with a slash of claws, etc. It has a high critical-hit ratio. |
| 25 | Aqua Cutter | Water | Physical | 70 | 100 | 20 | The user slices the foe with a blade of pressurized water. It has a high critical-hit ratio. |
| 30 | Fillet Away | Normal | Status | — | — | 10 | The user sacrifices its HP to sharply raise its Attack, Sp. Atk, and Speed. |
| 35 | Night Slash | Dark | Physical | 70 | 100 | 15 | The user slashes the foe the instant an opportunity arises. It has a high critical-hit ratio. |
| 40 | Psycho Cut | Psychic | Physical | 70 | 100 | 20 | The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio. |
| 45 | Liquidation | Water | Physical | 85 | 100 | 10 | Strikes the target with water power. May lower the target’s Defense. |
| 50 | Crunch | Dark | Physical | 80 | 100 | 15 | The user crunches up the foe with sharp fangs. 20% chance to lower its Defense by 1 stage. |
| 55 | Final Gambit | Fighting | Special | var. | 100 | 5 | The user risks everything and faints, dealing damage equal to its remaining HP. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| TM82 | Sleep Talk | Normal | Status | — | — | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM88 | Pluck | Physical | 60 | 100 | 20 | The user pecks the foe. If the foe is holding a Berry, the user plucks it and gains its effect. | |
| 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. |
| TM116 | Psychic Terrain | Psychic | Status | — | — | 10 | Creates Psychic Terrain for five turns. Grounded Pokémon are protected from priority moves, and Psychic-type moves become stronger. |
| TM121 | Psychic Fangs | Psychic | Physical | 85 | 100 | 10 | Bites the target with psychic power and can destroy Light Screen and Reflect. |
| TM122 | Liquidation | Water | Physical | 85 | 100 | 10 | Strikes the target with water power. May lower the target’s Defense. |
| TM124 | Expanding Force | Psychic | Special | 80 | 100 | 10 | Attacks with psychic power. Becomes stronger on Psychic Terrain and can damage all opposing Pokémon. |
| 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. |
| 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. |
Egg moves
| Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|
| Recover | Normal | Status | — | — | 5 | A self-healing move. The user restores its own HP by up to half of its max HP. |
| Thrash | Normal | Physical | 120 | 100 | 10 | The user rampages and attacks for 2 to 3 turns. It then becomes confused, however. |
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