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Alomomola

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Alomomola in Pokémon Black & White

#100 in the Unova Pokédex • Caring Pokémon

Alomomola in the National Pokédex
Alomomola sprite

Normal

Shiny Alomomola sprite

Shiny

Pokédex entries

Pokémon Black

The special membrane enveloping Alomomola has the ability to heal wounds.

Pokémon White

Floating in the open sea is how they live. When they find a wounded Pokémon, they embrace it and bring it to shore.

Pokémon details

Type

Water

Category

Caring Pokémon

Height

1.2 m (3'11")

Weight

31.6 kg (69.7 lbs)

National Pokédex

#0594

Pokédex

#100

Alomomola in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

165

440

534

Attack

75

139

273

Defense

80

148

284

Sp. Atk

40

76

196

Sp. Def

45

85

207

Speed

65

121

251

Total

470

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Alomomola, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #100
EV yield
2 HP
Catch rate
75
Base Exp.
165

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
40

Evolution requirements shown in a compact table or chain view.
Alomomola

Alomomola

#100

No evolutions

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Driftveil City

Surfing in dark spots10-3060%

-

Driftveil City

Surfing in dark spots10-3030%

-

Driftveil City

Surfing in dark spots10-305%

-

P2 Laboratory

Surfing in dark spots5-2060%

-

P2 Laboratory

Surfing in dark spots5-2030%

-

P2 Laboratory

Surfing in dark spots5-205%

-

Route 4

Road 4

Surfing in dark spots5-2060%

-

Route 4

Road 4

Surfing in dark spots5-2030%

-

Route 4

Road 4

Surfing in dark spots5-205%

-

Route 18

Road 18

Surfing in dark spots5-2060%

-

Route 18

Road 18

Surfing in dark spots5-2030%

-

Route 18

Road 18

Surfing in dark spots5-205%

-

Route 17

Road 17

Surfing in dark spots5-2060%

-

Route 17

Road 17

Surfing in dark spots5-2030%

-

Route 17

Road 17

Surfing in dark spots5-205%

-

White
LocationMethodLevelChanceConditions

Driftveil City

Surfing in dark spots10-3060%

-

Driftveil City

Surfing in dark spots10-3030%

-

Driftveil City

Surfing in dark spots10-305%

-

P2 Laboratory

Surfing in dark spots5-2060%

-

P2 Laboratory

Surfing in dark spots5-2030%

-

P2 Laboratory

Surfing in dark spots5-205%

-

Route 4

Road 4

Surfing in dark spots5-2060%

-

Route 4

Road 4

Surfing in dark spots5-2030%

-

Route 4

Road 4

Surfing in dark spots5-205%

-

Route 18

Road 18

Surfing in dark spots5-2060%

-

Route 18

Road 18

Surfing in dark spots5-2030%

-

Route 18

Road 18

Surfing in dark spots5-205%

-

Route 17

Road 17

Surfing in dark spots5-2060%

-

Route 17

Road 17

Surfing in dark spots5-2030%

-

Route 17

Road 17

Surfing in dark spots5-205%

-

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartPound

The target is physically pounded with a long tail or a foreleg, etc.

Normal4010035
StartWater Sport

The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle.

Water--15
5Aqua Ring

The user envelops itself in a veil made of water. It regains some HP on every turn.

Water--20
9Aqua Jet

The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.

Water4010020
13Double Slap

The target is slapped repeatedly, back and forth, two to five times in a row.

Normal158510
17Heal Pulse

The user emits a healing pulse which restores the target’s HP by up to half of its max HP.

Psychic--10
21Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
25Water Pulse

The user attacks the target with a pulsing blast of water. It may also confuse the target.

Water6010020
29Wake-Up Slap

This attack inflicts big damage on a sleeping target. It also wakes the target up, however.

Fighting6010010
33Soak

The user shoots a torrent of water at the target and changes the target’s type to Water.

Water-10020
37Wish

One turn after this move is used, the target’s HP is restored by half the user’s maximum HP.

Normal--10
41Brine

If the target’s HP is down to about half, this attack will hit with double the power.

Water6510010
45Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
49Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20
53Wide Guard

The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises.

Rock--10
57Healing Wish

The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.

Psychic--10
61Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water120805

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

Ice--10
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM14Blizzard

A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

Ice120705
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM55Scald

The user shoots boiling hot water at its target. It may also leave the target with a burn.

Water8010015
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
HM03Surf

It swamps the area around the user with a giant wave. It can also be used for crossing water.

Water9510015
HM05Waterfall

The user charges at the target and may make it flinch. It can also be used to climb a waterfall.

Water8010015
HM06Dive

Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.

Water8010010

Moves this Pokémon can inherit through breeding or similar methods.
Class
Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
Mirror Coat

A retaliation move that counters any special attack, inflicting double the damage taken.

Psychic-10020
Mist

The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.

Ice--30
Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20
Refresh

The user rests to cure itself of a poisoning, burn, or paralysis.

Normal--20
Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Normal-10020

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Bounce

The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.

Flying85855

Trade from Black 2 or White 2

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

Trade from Black 2 or White 2

Knock Off

The user slaps down the target’s held item, preventing that item from being used in the battle.

Dark2010020

Trade from Black 2 or White 2

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

Trade from Black 2 or White 2

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Healer

Ability Slot 1

May heal an ally’s status conditions.

Has a 30% chance of curing each adjacent ally of any major status ailment after each turn.

Hydration

Ability Slot 2

Heals status problems if it is raining.

Cures any major status ailment after each turn during rain.

Regenerator(Hidden Ability)

Restores a little HP when withdrawn from battle.

Heals for 1/3 max HP upon switching out.

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