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Lickitung

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Lickitung in Pokémon Black & White

#108 in the National Pokédex • Licking Pokémon

Lickitung in the National Pokédex

Pokédex entries

Pokémon Black

When it extends its over-six-foot- long tongue, its tail quivers. There is a possibility they are connected.

Pokémon White

When it extends its over-six-foot- long tongue, its tail quivers. There is a possibility they are connected.

Pokémon details

Type

Normal

Category

Licking Pokémon

Height

1.2 m (3'11")

Weight

65.5 kg (144.4 lbs)

National Pokédex

#0108

Lickitung in Other Games

National Dex page

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

Min

Max

HP

90

290

384

Attack

55

103

229

Defense

75

139

273

Sp. Atk

60

112

240

Sp. Def

75

139

273

Speed

30

58

174

Total

385

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 Lickitung, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Lickitung doesn't resist any types.

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 HP
Catch rate
45
Base Exp.
77

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Lickitung

Lickitung

#108

Level up knowing Rollout

Lickilicky

Lickilicky

#463

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

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave4910%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave505%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave504%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave491%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave4910%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave505%

-

Challenger's Cave

Challengers Cave (B2F)

Walking in tall grass or a cave4910%

-

Entralink

Entree Forest (historical Pleasant Forest transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Pleasant Forest catalog; Cloud Nine ability

White
LocationMethodLevelChanceConditions

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave4910%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave505%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave504%

-

Challenger's Cave

Challengers Cave (1F)

Walking in tall grass or a cave491%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave4910%

-

Challenger's Cave

Challengers Cave (B1F)

Walking in tall grass or a cave505%

-

Challenger's Cave

Challengers Cave (B2F)

Walking in tall grass or a cave4910%

-

Entralink

Entree Forest (historical Pleasant Forest transfer)

Historical Dream World10-

Historical Dream World transfer to Entree Forest; official service has closed and new transfers are unavailable, Pleasant Forest catalog; Cloud Nine ability

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

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

The target is licked with a long tongue, causing damage. It may also leave the target with paralysis.

Ghost2010030
5Supersonic

The user generates odd sound waves from its body. It may confuse the target.

Normal-5520
9Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40
13Knock Off

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

Dark2010020
17Wrap

A long body or vines are used to wrap and squeeze the target for four to five turns.

Normal159020
21Stomp

The target is stomped with a big foot. It may also make the target flinch.

Normal6510020
25Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
29Slam

The target is slammed with a long tail, vines, etc., to inflict damage.

Normal807520
33Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020
37Chip Away

Looking for an opening, the user strikes continually. The target’s stat changes don’t affect this attack’s damage.

Normal7010020
41Me First

The user tries to cut ahead of the target to steal and use the target’s intended move with greater power.

Normal--20
45Refresh

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

Normal--20
49Screech

An earsplitting screech harshly reduces the target’s Defense stat.

Normal-8540
53Power Whip

The user violently whirls its vines or tentacles to harshly lash the target.

Grass1208510
57Wring Out

The user powerfully wrings the target. The more HP the target has, the greater this attack’s power.

Normal-1005

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

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

Poison-9010
TM10Hidden Power

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

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
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
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
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
TM21Frustration

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

Normal-10020
TM22Solar Beam

A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

Grass12010010
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM26Earthquake

The user sets off an earthquake that strikes those around it.

Ground10010010
TM27Return

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

Normal-10020
TM28Dig

The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

Ground8010010
TM30Shadow Ball

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

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

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

Normal--15
TM35Flamethrower

The target is scorched with an intense blast of fire. It may also leave the target with a burn.

Fire9510015
TM37Sandstorm

A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.

Rock--10
TM38Fire Blast

The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

Fire120855
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
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
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

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

Normal6010015
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM59Incinerate

The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.

Fire3010015
TM67Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack’s damage increases.

Normal701005
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM75Swords Dance

A frenetic dance to uplift the fighting spirit. It sharply raises the user’s Attack stat.

Normal--30
TM77Psych Up

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

Normal--10
TM78Bulldoze

The user stomps down on the ground and attacks everything in the area. Hit Pokémon’s Speed stat is reduced.

Ground6010020
TM80Rock Slide

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

Rock759010
TM82Dragon Tail

The user knocks away the target and drags out another Pokémon in its party. In the wild, the battle ends.

Dragon609010
TM83Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
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
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM01Cut

The target is cut with a scythe or a claw. It can also be used to cut down thin trees.

Normal509530
HM03Surf

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

Water9510015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015

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

The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat.

Psychic--20
Belly Drum

The user maximizes its Attack stat in exchange for HP equal to half its max HP.

Normal--10
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015
Curse

A move that works differently for the Ghost type than for all other types.

Ghost--10
Hammer Arm

The user swings and hits with its strong and heavy fist. It lowers the user’s Speed, however.

Fighting1009010
Magnitude

The user looses a ground-shaking quake affecting everyone around the user. Its power varies.

Ground-10030
Muddy Water

The user attacks by shooting muddy water at the opposing team. It may also lower the targets’ accuracy.

Water958510
Sleep Talk

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

Normal--10
SmellingSalt

This attack inflicts double damage on a target with paralysis. It also cures the target’s paralysis, however.

Normal6010010
Snore

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

Normal4010015
Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

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
Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010

PokéTransfer from Generation IV

Bind

Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.

Normal158520

Trade from Black 2 or White 2

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Counter

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

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Dynamic Punch

The user punches the target with full, concentrated power. It confuses the target if it hits.

Fighting100505

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

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

Normal--10

PokéTransfer from Generation IV

Fire Punch

The target is punched with a fiery fist. It may also leave the target with a burn.

Fire7510015

PokéTransfer from Generation IV

Focus Punch

The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

Fighting15010020

PokéTransfer from Generation IV

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Ice Punch

The target is punched with an icy fist. It may also leave the target frozen.

Ice7510015

PokéTransfer from Generation IV

Icy Wind

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

Ice559515

PokéTransfer from Generation IV

Iron Tail

The target is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

Steel1007515

PokéTransfer from Generation IV

Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755

Generation III → Pal Park → Generation IV → PokéTransfer

Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520

Generation III → Pal Park → Generation IV → PokéTransfer

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Rock Climb

The user attacks the target by smashing into it with incredible force. It may also confuse the target.

Normal908520

Historical Dream World: Pleasant Forest

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Thunder Punch

The target is punched with an electrified fist. It may also leave the target with paralysis.

Electric7510015

PokéTransfer from Generation IV

Water Pulse

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

Water6010020

PokéTransfer from Generation IV

Whirlpool

Traps foes in a violent swirling whirlpool for four to five turns.

Water358515

Gen IV Whirlpool → Diamond/Pearl/Platinum → PokéTransfer

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.

Own Tempo

Ability Slot 1

Prevents the Pokémon from becoming confused.

Prevents confusion.

Oblivious

Ability Slot 2

Prevents it from becoming infatuated.

Prevents infatuation and protects against Captivate.

Cloud Nine(Hidden Ability)

Eliminates the effects of weather.

Negates all effects of weather, but does not prevent the weather itself.

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