Basic stats |
Health |
165 |
Attack |
75 |
Defense |
80 |
Sp. Atk |
40 |
Sp. Def |
45 |
Speed |
65 |
Moves learnt by level up
Click on a move to add it on a position in the generator
Name
|
Type
|
Cat.
|
Power
|
Acc.
|
PP
|
Lvl
|
Effect
|
Water Sport
|
Water |
Status |
0 |
0 |
15 |
1 |
Weakens the power of Fire-type moves. |
Pound
|
Normal |
Physical |
40 |
100 |
35 |
1 |
|
Aqua Ring
|
Water |
Status |
0 |
0 |
20 |
5 |
Restores a little HP each turn. |
Aqua Jet
|
Water |
Physical |
40 |
100 |
20 |
9 |
User attacks first. |
Double Slap
|
Normal |
Physical |
15 |
85 |
10 |
13 |
Hits 2-5 times in one turn. |
Heal Pulse
|
Psychic |
Status |
0 |
0 |
10 |
17 |
Restores half the target's max HP. |
Protect
|
Normal |
Status |
0 |
0 |
10 |
21 |
User is not affected by opponent's move. |
Water Pulse
|
Water |
Special |
60 |
100 |
20 |
25 |
May confuse opponent. |
Wake-Up Slap
|
Fighting |
Physical |
70 |
100 |
10 |
29 |
Power doubles if opponent is asleep, but wakes it up. |
Soak
|
Water |
Status |
0 |
100 |
20 |
33 |
Changes the target's type to water. |
Wish
|
Normal |
Status |
0 |
0 |
10 |
37 |
The user recovers HP in the following turn. |
Brine
|
Water |
Special |
65 |
100 |
10 |
41 |
Power doubles if opponent's HP is less than 50%. |
Safeguard
|
Normal |
Status |
0 |
0 |
25 |
45 |
The user's party is protected from status conditions. |
Helping Hand
|
Normal |
Status |
0 |
0 |
20 |
49 |
In Double Battles, boosts the power of the partner's move. |
Wide Guard
|
Rock |
Status |
0 |
0 |
10 |
53 |
Protects the user's team from multi-target attacks. |
Healing Wish
|
Psychic |
Status |
0 |
0 |
10 |
57 |
The user faints and the next Pokémon released is fully healed. |
Hydro Pump
|
Water |
Special |
110 |
80 |
5 |
61 |
|
Moves learnt by machine
Click on a move to add it on a position in the generator
Name
|
Type
|
Cat.
|
Power
|
Acc.
|
PP
|
TM/HM
|
Effect
|
Surf
|
Water |
Special |
90 |
100 |
15 |
HM03 |
Hits all adjacent Pokémon. |
Waterfall
|
Water |
Physical |
80 |
100 |
15 |
HM05 |
May cause flinching. |
Calm Mind
|
Psychic |
Status |
0 |
0 |
20 |
TM04 |
Raises user's Special Attack and Special Defense. |
Toxic
|
Poison |
Status |
0 |
90 |
10 |
TM06 |
Badly poisons opponent. |
Hail
|
Ice |
Status |
0 |
0 |
10 |
TM07 |
Non-Ice types are damaged for 5 turns. |
Hidden Power
|
Normal |
Special |
60 |
100 |
15 |
TM10 |
Type and power depends on user's IVs. |
Ice Beam
|
Ice |
Special |
90 |
100 |
10 |
TM13 |
May freeze opponent. |
Blizzard
|
Ice |
Special |
110 |
70 |
5 |
TM14 |
May freeze opponent. |
Light Screen
|
Psychic |
Status |
0 |
0 |
30 |
TM16 |
Halves damage from Special attacks for 5 turns. |
Protect
|
|
Status |
0 |
0 |
10 |
TM17 |
User is not affected by opponent's move. |
Rain Dance
|
Water |
Status |
0 |
0 |
5 |
TM18 |
Makes it rain for 5 turns. |
Safeguard
|
|
Status |
0 |
0 |
25 |
TM20 |
The user's party is protected from status conditions. |
Frustration
|
Normal |
Physical |
0 |
100 |
20 |
TM21 |
Power decreases with higher Happiness. |
Return
|
Normal |
Physical |
0 |
100 |
20 |
TM27 |
Power increases with user's Happiness. |
Psychic
|
Psychic |
Special |
90 |
100 |
10 |
TM29 |
May lower opponent's Special Defense. |
Shadow Ball
|
Ghost |
Special |
80 |
100 |
15 |
TM30 |
May lower opponent's Special Defense. |
Double Team
|
Normal |
Status |
0 |
0 |
15 |
TM32 |
Raises user's Evasiveness. |
Facade
|
Normal |
Physical |
70 |
100 |
20 |
TM42 |
Power doubles if user is burned, poisoned, or paralyzed. |
Rest
|
Psychic |
Status |
0 |
0 |
10 |
TM44 |
User sleeps for 2 turns, but user is fully healed. |
Attract
|
Normal |
Status |
0 |
100 |
15 |
TM45 |
If opponent is the opposite gender, it's less likely to attack. |
Round
|
Normal |
Special |
60 |
100 |
15 |
TM48 |
Power increases if teammates use it in the same turn. |
Scald
|
Water |
Special |
80 |
100 |
15 |
TM55 |
May burn opponent. |
Psych Up
|
Normal |
Status |
0 |
0 |
10 |
TM77 |
Copies the opponent's stat changes. |
Swagger
|
Normal |
Status |
0 |
90 |
15 |
TM87 |
Opponent becomes confused, but its Attack is raised two stages. |
Substitute
|
Normal |
Status |
0 |
0 |
10 |
TM90 |
Uses HP to creates a decoy that takes hits. |