Stats & Growth
HP26
ATK4
DEF3
sp_attack4
sp_defense3
Total 40
Experience: 0
Effort Rating*: 0.00 (EXP ÷ Stats)
*Effort measures EXP investment per stat point. Lower is better.
Abilities
Powers up Water-type moves when the Pokémon's HP is low.
Dungeon Locations
Found In Dungeons
| Dungeon | Total Floors | Floor(s) | Level | Spawn % | Recruitable |
|---|---|---|---|---|---|
| Destiny Tower | 99 | 2-4 | 2–4 | ~2.34% | Yes |
| Lake Afar | 25 | 1-9 | 5–6 | ~2.54% | No |
Moves
Level Up
| Lv | Move | Type | Cat | Type/Cat | Pwr | Acc | PP |
|---|---|---|---|---|---|---|---|
| 1 | Lowers the target’s Attack by one stage. | NORMAL | Status | NORMALStatus | — | 100% | 20 |
| 1 | Inflicts regular damage with no additional effect. | NORMAL | Physical | NORMALPhysical | 6 | 95% | 30 |
| 6 | Has a chance to lower the target’s accuracy by one stage. | GROUND | Special | GROUNDSpecial | 4 | 84% | 16 |
| 10 | Inflicts regular damage with no additional effect. | WATER | Special | WATERSpecial | 5 | 88% | 17 |
| 15 | User waits for two turns, then hits back for twice the damage it took. | NORMAL | Physical | NORMALPhysical | 2 | 100% | 17 |
| 19 | Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost. | NORMAL | Status | NORMALStatus | — | 100% | 22 |
| 24 | Halves all Electric-type damage. | GROUND | Status | GROUNDStatus | — | 100% | 17 |
| 28 | User receives 1/4 the damage it inflicts in recoil. | NORMAL | Physical | NORMALPhysical | 8 | 88% | 19 |
| 33 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | WATER | Special | WATERSpecial | 2 | 78% | 17 |
| 37 | Prevents any moves from hitting the user this turn. | NORMAL | Status | NORMALStatus | — | 100% | 10 |
| 42 | Inflicts regular damage with no additional effect. | WATER | Special | WATERSpecial | 24 | 84% | 8 |
| 46 | Lowers the target’s HP to equal the user’s. | NORMAL | Physical | NORMALPhysical | — | 100% | 12 |
TM/HM
| TM/HM | Move | Type | Cat | Type/Cat | Pwr | Acc | PP |
|---|---|---|---|---|---|---|---|
| HM03 | Inflicts regular damage and can hit Dive users. | WATER | Special | WATERSpecial | 30 | 88% | 11 |
| HM04 | Inflicts regular damage with no additional effect. | NORMAL | Physical | NORMALPhysical | — | 100% | 12 |
| HM06 | Has a chance to lower the target’s Defense by one stage. | FIGHTING | Status | FIGHTINGStatus | — | 100% | 99 |
| HM07 | Has a chance to make the target flinch. | WATER | Physical | WATERPhysical | 16 | 88% | 12 |
| TM03 | Has a chance to confuse the target. | WATER | Special | WATERSpecial | 12 | 88% | 12 |
| TM06 | Badly poisons the target, inflicting more damage every turn. | POISON | Status | POISONStatus | — | 84% | 12 |
| TM07 | Changes the weather to a hailstorm for five turns. | ICE | Status | ICEStatus | — | 125% | 13 |
| TM10 | Power and type depend upon user’s IVs. Power can range from 30 to 70. | NONE | Special | NONESpecial | 2 | 88% | 12 |
| TM12 | Has a chance to freeze the target. | ICE | Special | ICESpecial | 15 | 88% | 8 |
| TM13 | Has a chance to freeze the target. | ICE | Special | ICESpecial | 24 | 84% | 7 |
| TM16 | Prevents any moves from hitting the user this turn. | NORMAL | Status | NORMALStatus | — | 100% | 10 |
| TM19 | Power increases as happiness decreases, up to a maximum of 102. | NORMAL | Physical | NORMALPhysical | — | 100% | 16 |
| TM21 | Has a chance to lower the target’s Defense by one stage. | STEEL | Physical | STEELPhysical | 40 | 78% | 10 |
| TM25 | Power increases with happiness, up to a maximum of 102. | NORMAL | Physical | NORMALPhysical | — | 100% | 12 |
| TM26 | User digs underground, dodging all attacks, and hits next turn. | GROUND | Physical | GROUNDPhysical | 12 | 100% | 12 |
| TM37 | Power doubles if user is burned, paralyzed, or poisoned. | NORMAL | Physical | NORMALPhysical | 14 | 84% | 12 |
| TM38 | Has a chance to inflict a status effect which depends upon the terrain. | NORMAL | Physical | NORMALPhysical | 14 | 88% | 10 |
| TM39 | User sleeps for two turns, completely healing itself. | PSYCHC | Status | PSYCHCStatus | — | 125% | 8 |
| TM40 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | NORMAL | Status | NORMALStatus | — | 78% | 10 |
| TM52 | Prevents the user’s HP from lowering below 1 this turn. | NORMAL | Status | NORMALStatus | — | 100% | 17 |
| TM64 | NONE | Physical | NONEPhysical | 20 | 88% | 10 | |
| TM65 | NONE | Special | NONESpecial | — | 100% | 7 | |
| TM75 | Lowers the target’s Special Attack by two stages if it’s the opposite gender. | NORMAL | Status | NORMALStatus | — | 100% | 20 |
| TM77 | Has a chance to make the target flinch. | ROCK | Physical | ROCKPhysical | 14 | 90% | 13 |
| TM79 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | NORMAL | Status | NORMALStatus | — | 125% | 17 |
| TM80 | Power and type depend on the held berry. | NORMAL | Physical | NORMALPhysical | 1 | 88% | 17 |
| TM84 | Raises the target’s Attack by two stages and confuses the target. | NORMAL | Status | NORMALStatus | — | 90% | 18 |
| TM87 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | NORMAL | Status | NORMALStatus | — | 125% | 7 |
Egg Moves
| Move | Type | Cat | Type/Cat | Pwr | Acc | PP | |
|---|---|---|---|---|---|---|---|
Has a chance to raise all of the user’s stats by one stage. | ROCK | Special | ROCKSpecial | 12 | 88% | 12 | |
Has a chance to make the target flinch. | DARK | Physical | DARKPhysical | 7 | 90% | 19 | |
Inflicts twice the damage the user received from the last physical hit it took. | FIGHTING | Physical | FIGHTINGPhysical | — | 100% | 17 | |
Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | NORMAL | Status | NORMALStatus | — | 125% | 17 | |
User receives 1/3 the damage inflicted in recoil. | NORMAL | Physical | NORMALPhysical | 20 | 100% | 12 | |
Power doubles every turn this move is used in succession after the first, resetting after five turns. | ICE | Physical | ICEPhysical | 1 | 60% | 15 | |
Inflicts twice the damage the user received from the last special hit it took. | PSYCHC | Special | PSYCHCSpecial | — | 100% | 15 | |
Has a chance to lower the target’s accuracy by one stage. | GROUND | Special | GROUNDSpecial | 12 | 88% | 10 | |
Cleanses the user of a burn, paralysis, or poison. | NORMAL | Status | NORMALStatus | — | 100% | 17 | |
Has a chance to make the target flinch. | NORMAL | Physical | NORMALPhysical | 12 | 90% | 17 | |
Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | NORMAL | Status | NORMALStatus | — | 100% | 17 | |
Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | WATER | Special | WATERSpecial | 2 | 78% | 17 |