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Snivy

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Snivy in Pokémon Black & White

#1 in the Unova Pokédex • Grass Snake Pokémon

Snivy in the National Pokédex
Snivy sprite

Normal

Shiny Snivy sprite

Shiny

Pokédex entries

Pokémon Black

It is very intelligent and calm. Being exposed to lots of sunlight makes its movements swifter.

Pokémon White

They photosynthesize by bathing their tails in sunlight. When they are not feeling well, their tails droop.

Pokémon details

Type

Grass

Category

Grass Snake Pokémon

Height

0.6 m (2'00")

Weight

8.1 kg (17.9 lbs)

National Pokédex

#0495

Pokédex

#1

Snivy in Other Games

National Dex page

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

Min

Max

HP

45

200

294

Attack

45

85

207

Defense

55

103

229

Sp. Atk

45

85

207

Sp. Def

55

103

229

Speed

63

117

247

Total

308

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 Snivy, 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 #1
EV yield
1 Spe
Catch rate
45
Base Exp.
28

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
87.5% male
12.5% female
Egg cycles
20

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

Snivy

#1

Level 17

Servine

Servine

#2

Servine

Servine

#2

Level 36

Serperior

Serperior

#3

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

Nuvema Town

Receive as a gift5100%

Choose one starter at the beginning of the game; the three gifts are mutually exclusive

White
LocationMethodLevelChanceConditions

Nuvema Town

Receive as a gift5100%

Choose one starter at the beginning of the game; the three gifts are mutually exclusive

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

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035
4Leer

The opposing team gains an intimidating leer with sharp eyes. The opposing team’s Defense stats are reduced.

Normal-10030
7Vine Whip

The target is struck with slender, whiplike vines to inflict damage.

Grass3510015
10Wrap

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

Normal159020
13Growth

The user’s body grows all at once, raising the Attack and Sp. Atk stats.

Normal--40
16Leaf Tornado

The user attacks its target by encircling it in sharp leaves. This attack may also lower the target’s accuracy.

Grass659010
19Leech Seed

A seed is planted on the target. It steals some HP from the target every turn.

Grass-9010
22Mega Drain

A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.

Grass4010015
25Slam

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

Normal807520
28Leaf Blade

The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily.

Grass9010015
31Coil

The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.

Poison--20
34Giga Drain

A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.

Grass7510010
37Wring Out

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

Normal-1005
40Gastro Acid

The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target’s Ability.

Poison-10010
43Leaf Storm

The user whips up a storm of leaves around the target. The attack’s recoil harshly reduces the user’s Sp. Atk stat.

Grass140905

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
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
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
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
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
TM22Solar Beam

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

Grass12010010
TM27Return

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

Normal-10020
TM32Double Team

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

Normal--15
TM33Reflect

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

Psychic--20
TM40Aerial Ace

The user confounds the target with speed, then slashes. The attack lands without fail.

Flying60-20
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
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
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM75Swords Dance

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

Normal--30
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
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
HM01Cut

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

Normal509530

Moves this Pokémon can learn from move tutors in this game.
Class
Grass Pledge

A column of grass hits opposing Pokémon. When used with its water equivalent, its damage increases into a vast swamp.

Grass5010010

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

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

Normal-10020
Glare

The user intimidates the target with the pattern on its belly to cause paralysis.

Normal-9030
Iron Tail

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

Steel1007515
Magical Leaf

The user scatters curious leaves that chase the target. This attack will not miss.

Grass60-20
Mean Look

The user pins the target with a dark, arresting look. The target becomes unable to flee.

Normal--5
Mirror Coat

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

Psychic-10020
Natural Gift

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

Varies

-10015
Pursuit

An attack move that inflicts double damage if used on a target that is switching out of battle.

Dark4010020
Sweet Scent

A sweet scent that lowers the opposing team’s evasiveness. It also lures wild Pokémon if used in grass, etc.

Normal-10020
Twister

The user whips up a vicious tornado to tear at the opposing team. It may also make targets flinch.

Dragon4010020

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

Trade from Black 2 or White 2

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

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

Seed Bomb

The user slams a barrage of hard-shelled seeds down on the target from above.

Grass8010015

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

Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--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

Synthesis

The user restores its own HP. The amount of HP regained varies with the weather.

Grass--5

Trade from Black 2 or White 2

Worry Seed

A seed that causes worry is planted on the target. It prevents sleep by making its Ability Insomnia.

Grass-10010

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.

Overgrow

Ability Slot 1

Powers up Grass-type moves in a pinch.

Strengthens Grass moves to inflict 1.5× damage at 1/3 max HP or less.

Contrary(Hidden Ability)

Makes stat changes have an opposite effect.

Inverts stat changes.

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