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Lilligant

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Lilligant in Pokémon Sword & Shield

Isle of Armor Pokédex #202 • Flowering Pokémon

Lilligant in the National Pokédex

Pokédex entries

Sword

It’s believed that even first-rate gardeners have a hard time getting the flower on a Lilligant’s head to bloom.

Shield

Essential oils made from Lilligant flowers have a sublime scent, but they’re also staggeringly expensive.

Pokémon details

Type

Grass

Category

Flowering Pokémon

Height

1.1 m (3'07")

Weight

16.3 kg (35.9 lbs)

National Pokédex

#0549

Pokédex

Armor #202

Lilligant in Other Games

National Dex page

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

Min

Max

HP

70

250

344

Attack

60

112

240

Defense

75

139

273

Sp. Atk

110

202

350

Sp. Def

75

139

273

Speed

90

166

306

Total

480

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 Lilligant, 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
Isle of Armor #202
EV yield
2 SpA
Catch rate
75
Base Exp.
168

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
0% male
100% female
Egg cycles
20 cycles

Evolution requirements shown in a compact table or chain view.

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

Challenge Beach

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Honeycalm Island

Wild Pokémon

Special Overworld Encounters45-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Honeycalm Island

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Honeycalm Island

Wild Pokémon

Special Overworld Encounters45-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Honeycalm Island

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters22-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Training Lowlands

Wild Pokémon

Special Overworld Encounters28-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 111 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 111 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Honeycalm Island

Wild Pokémon

Special Overworld Encounters45-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Honeycalm Island

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Honeycalm Island

Wild Pokémon

Special Overworld Encounters45-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Honeycalm Island

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters22-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Training Lowlands

Wild Pokémon

Special Overworld Encounters28-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Fields of Honor

Max Raid Battles — pool 111 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 111 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 111 (common beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 111, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Insular Sea

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 112 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 112, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Items this Pokémon may hold when encountered in the wild.
Shield
5%
Sword
5%

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
Evo.Petal Dance

The user attacks the target by scattering petals for two to three turns. The user then becomes confused.

Grass12010010
StartAbsorb

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

Grass2010025
StartMega Drain

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

Grass4010015
StartLeech Seed

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

Grass-9010
StartGrowth

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

Normal--20
StartStun Spore

The user scatters a cloud of numbing powder that paralyzes the target.

Grass-7530
StartSleep Powder

The user scatters a big cloud of sleep-inducing dust around the target.

Grass-7515
StartPetal Dance

The user attacks the target by scattering petals for two to three turns. The user then becomes confused.

Grass12010010
StartGiga Drain

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

Grass7510010
StartSynthesis

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

Grass--5
StartSunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
StartHelping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
StartTeeter Dance

The user performs a wobbly dance that confuses the Pokémon around it.

Normal-10020
StartAromatherapy

The user releases a soothing scent that heals all status conditions affecting the user’s party.

Grass--5
StartMagical Leaf

The user scatters curious leaves that chase the target. This attack never misses.

Grass60-20
StartEnergy Ball

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

Grass9010010
StartLeaf Storm

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

Grass130905
StartQuiver Dance

The user lightly performs a beautiful, mystic dance. This boosts the user’s Sp. Atk, Sp. Def, and Speed stats.

Bug--20
StartEntrainment

The user dances with an odd rhythm that compels the target to mimic it, making the target’s Ability the same as the user’s.

Normal-10015
StartAfter You

The user helps the target and makes it use its move right after the user.

Normal--15
StartPetal Blizzard

The user stirs up a violent petal blizzard and attacks everything around it.

Grass9010015

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM08Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM09Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM10Magical Leaf

The user scatters curious leaves that chase the target. This attack never misses.

Grass60-20
TM11Solar Beam

In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.

Grass12010010
TM12Solar Blade

In this two-turn attack, the user gathers light and fills a blade with the light’s energy, attacking the target on the next turn.

Grass12510010
TM17Light Screen

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

Psychic--30
TM19Safeguard

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

Normal--25
TM21Rest

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

Psychic--10
TM24Snore

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

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM28Giga Drain

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

Grass7510010
TM29Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
TM31Attract

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

Normal-10015
TM34Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM88Grassy Terrain

The user turns the ground to grass for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass-type moves.

Grass--10
TR00Swords Dance

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

Normal--20
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR26Endure

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

Normal--10
TR27Sleep Talk

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

Normal--10
TR30Encore

The user compels the target to keep using the move it encored for three turns.

Normal-1005
TR50Leaf Blade

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

Grass9010015
TR59Seed Bomb

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

Grass8010015
TR65Energy Ball

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

Grass9010010
TR71Leaf Storm

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

Grass130905
TR77Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Grass-10020
TR96Pollen Puff

The user attacks the enemy with a pollen puff that explodes. If the target is an ally, it gives the ally a pollen puff that restores its HP instead.

Bug9010015

Moves this Pokémon can learn from move tutors in this game.
Class
Grassy Glide

Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain.

Grass7010020

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Covet

The user endearingly approaches the target, then steals the target’s held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal6010025
Cut

The target is cut with a scythe or claw.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal509530
Double Team

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Dream Eater

The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic10010015
Heal Bell

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Healing Wish

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--10
Healing Wish

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

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Psychic--10
Healing Wish

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

Learn as Petilil, then retain through evolution.

Psychic--10
Ingrain

The user lays roots that restore its HP on every turn. Because it’s rooted, it can’t switch out.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Grass--20
Ingrain

The user lays roots that restore its HP on every turn. Because it’s rooted, it can’t switch out.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Grass--20
Ingrain

The user lays roots that restore its HP on every turn. Because it’s rooted, it can’t switch out.

Learn as Petilil, then retain through evolution.

Grass--20
Laser Focus

The user concentrates intensely. The attack on the next turn always results in a critical hit.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--30
Nature Power

This attack makes use of nature’s power. Its effects vary depending on the user’s environment.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Role Play

The user mimics the target completely, copying the target’s Ability.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--10
Swagger

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Sweet Scent

A sweet scent that harshly lowers opposing Pokémon’s evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-10020
Sweet Scent

A sweet scent that harshly lowers opposing Pokémon’s evasiveness.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal-10020
Sweet Scent

A sweet scent that harshly lowers opposing Pokémon’s evasiveness.

Learn as Petilil, then retain through evolution.

Normal-10020
Toxic

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Worry Seed

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Grass-10010
Worry Seed

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

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Grass-10010
Worry Seed

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

Learn as Petilil, then retain through evolution.

Grass-10010

Ability options available to this Pokémon in this game.

Chlorophyll

Ability Slot 1

Boosts the Pokémon’s Speed stat in harsh sunlight.

Doubles Speed during strong sunlight.

Own Tempo

Ability Slot 2

This Pokémon has its own tempo, and that prevents it from becoming confused.

Prevents confusion and prevents Intimidate from lowering Attack.

Leaf Guard(Hidden Ability)

Prevents status conditions in harsh sunlight.

Protects against major status ailments during strong sunlight.

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