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Seadra

Back to Pokédex

Seadra

Isle of Armor Pokédex #199 • Dragon Pokémon

Seadra sprite

Normal

Shiny Seadra sprite

Shiny

Pokédex entries

Sword

It’s the males that raise the offspring. While Seadra are raising young, the spines on their backs secrete thicker and stronger poison.

Shield

Seadra’s mouth is slender, but its suction power is strong. In an instant, Seadra can suck in food that’s larger than the opening of its mouth.

Details

Type

Water

Category

Dragon Pokémon

Height

1.2 m (3'11")

Weight

25 kg (55.1 lbs)

National Pokédex

#0117

Pokédex

Armor #199

Stats

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

Min

Max

HP

55

220

314

Attack

65

121

251

Defense

95

175

317

Sp. Atk

95

175

317

Sp. Def

45

85

207

Speed

85

157

295

Total

440

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.

It's Super Effective

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

Growth

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Isle of Armor #199
EV yield
1 Def, 1 SpA
Catch rate
75
Base Exp.
154

Eggs

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

Evolution

Evolution requirements shown in a compact table or chain view.

Encounters

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

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

Honeycalm Sea

Max Raid Battles — pool 131 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 131, common 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

Loop Lagoon

Max Raid Battles — pool 131 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 131, common 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

Workout Sea

Max Raid Battles — pool 131 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 131, common 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

Honeycalm Sea

Max Raid Battles — pool 132 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 132, 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

Workout Sea

Max Raid Battles — pool 132 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 132, 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

Honeycalm Sea

Max Raid Battles — pool 132 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 132, 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

Workout Sea

Max Raid Battles — pool 132 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 132, 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

Honeycalm Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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 140 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Stepping-Stone Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Workout Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Honeycalm Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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 140 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Stepping-Stone Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Workout Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Sword
LocationMethodLevelChanceConditions

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering45-

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

Honeycalm Sea

Wild Pokémon

In the Water - Wandering60-

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

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

Honeycalm Sea

Max Raid Battles — pool 131 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 131, common 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

Loop Lagoon

Max Raid Battles — pool 131 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 131, common 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

Workout Sea

Max Raid Battles — pool 131 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 131, common 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

Honeycalm Sea

Max Raid Battles — pool 132 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 132, 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

Workout Sea

Max Raid Battles — pool 132 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 132, 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

Honeycalm Sea

Max Raid Battles — pool 132 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 132, 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

Workout Sea

Max Raid Battles — pool 132 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 132, 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

Honeycalm Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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 140 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Stepping-Stone Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Workout Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Honeycalm Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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 140 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Stepping-Stone Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Workout Sea

Max Raid Battles — pool 140 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 140, 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

Held Items

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

Moves

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
Description
StartLeerNormalStatus-10030

The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.

StartWater GunWaterSpecial4010025

The target is blasted with a forceful shot of water.

StartSmokescreenNormalStatus-10020

The user releases an obscuring cloud of smoke or ink. This lowers the target’s accuracy.

StartTwisterDragonSpecial4010020

The user whips up a vicious tornado to tear at opposing Pokémon. This may also make them flinch.

15Focus EnergyNormalStatus--30

The user takes a deep breath and focuses so that critical hits land more easily.

20Dragon BreathDragonSpecial6010020

The user exhales a mighty gust that inflicts damage. This may also leave the target with paralysis.

25Bubble BeamWaterSpecial6510020

A spray of bubbles is forcefully ejected at the target. This may also lower the target’s Speed stat.

30AgilityPsychicStatus--30

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

37Laser FocusNormalStatus--30

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

44Dragon PulseDragonSpecial8510010

The target is attacked with a shock wave generated by the user’s gaping mouth.

51Hydro PumpWaterSpecial110805

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

58Dragon DanceDragonStatus--20

The user vigorously performs a mystic, powerful dance that raises its Attack and Speed stats.

65Rain DanceWaterStatus--5

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Machines

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
Description
TM08Hyper BeamNormalSpecial150905

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

TM09Giga ImpactNormalPhysical150905

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

TM21RestPsychicStatus--10

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

TM24SnoreNormalSpecial5010015

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

TM25ProtectNormalStatus--10

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

TM27Icy WindIceSpecial559515

The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.

TM31AttractNormalStatus-10015

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

TM33Rain DanceWaterStatus--5

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

TM35HailIceStatus--10

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

TM36WhirlpoolWaterSpecial358515

The user traps the target in a violent swirling whirlpool for four to five turns.

TM39FacadeNormalPhysical7010020

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

TM40SwiftNormalSpecial60-20

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

TM45DiveWaterPhysical8010010

Diving on the first turn, the user floats up and attacks on the next turn.

TM52BounceFlyingPhysical85855

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

TM55BrineWaterSpecial6510010

If the target’s HP is half or less, this attack will hit with double the power.

TM76RoundNormalSpecial6010015

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

TR03Hydro PumpWaterSpecial110805

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

TR04SurfWaterSpecial9010015

The user attacks everything around it by swamping its surroundings with a giant wave.

TR05Ice BeamIceSpecial9010010

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

TR06BlizzardIceSpecial110705

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

TR12AgilityPsychicStatus--30

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

TR13Focus EnergyNormalStatus--30

The user takes a deep breath and focuses so that critical hits land more easily.

TR16WaterfallWaterPhysical8010015

The user charges at the target and may make it flinch.

TR20SubstituteNormalStatus--10

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

TR24OutrageDragonPhysical12010010

The user rampages and attacks for two to three turns. The user then becomes confused.

TR26EndureNormalStatus--10

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

TR27Sleep TalkNormalStatus--10

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

TR45Muddy WaterWaterSpecial908510

The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy.

TR51Dragon DanceDragonStatus--20

The user vigorously performs a mystic, powerful dance that raises its Attack and Speed stats.

TR62Dragon PulseDragonSpecial8510010

The target is attacked with a shock wave generated by the user’s gaping mouth.

TR70Flash CannonSteelSpecial8010010

The user gathers all its light energy and releases it all at once. This may also lower the target’s Sp. Def stat.

TR84ScaldWaterSpecial8010015

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

TR98LiquidationWaterPhysical8510010

The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat.

Tutors

Moves this Pokémon can learn from move tutors in this game.
Class
Description
Flip TurnWaterPhysical6010020

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Scale ShotDragonPhysical259020

The user attacks by shooting scales two to five times in a row. This move boosts the user’s Speed stat but lowers its Defense stat.

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
Description
Aurora Beam

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.

IceSpecial6510020

The target is hit with a rainbow-colored beam. This may also lower the target’s Attack stat.

Aurora Beam

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

IceSpecial6510020

The target is hit with a rainbow-colored beam. This may also lower the target’s Attack stat.

Aurora Beam

Learn as Horsea, then retain through evolution.

IceSpecial6510020

The target is hit with a rainbow-colored beam. This may also lower the target’s Attack stat.

Clear Smog

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.

PoisonSpecial50-15

The user attacks the target by throwing a clump of special mud. All stat changes are returned to normal.

Clear Smog

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

PoisonSpecial50-15

The user attacks the target by throwing a clump of special mud. All stat changes are returned to normal.

Clear Smog

Learn as Horsea, then retain through evolution.

PoisonSpecial50-15

The user attacks the target by throwing a clump of special mud. All stat changes are returned to normal.

Confide

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.

NormalStatus--20

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

Curse

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.

GhostStatus--10

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

Disable

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.

NormalStatus-10020

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

Disable

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

NormalStatus-10020

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

Disable

Learn as Horsea, then retain through evolution.

NormalStatus-10020

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

Double Team

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.

NormalStatus--15

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

Double-Edge

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.

NormalPhysical12010015

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Flail

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.

NormalPhysical-10015

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Flail

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

NormalPhysical-10015

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Flail

Learn as Horsea, then retain through evolution.

NormalPhysical-10015

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Headbutt

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.

NormalPhysical7010015

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

Mimic

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.

NormalStatus--10

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

Octazooka

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.

WaterSpecial658510

The user attacks by spraying ink in the target’s face or eyes. This may also lower the target’s accuracy.

Octazooka

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

WaterSpecial658510

The user attacks by spraying ink in the target’s face or eyes. This may also lower the target’s accuracy.

Octazooka

Learn as Horsea, then retain through evolution.

WaterSpecial658510

The user attacks by spraying ink in the target’s face or eyes. This may also lower the target’s accuracy.

Skull Bash

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.

NormalPhysical13010010

The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.

Splash

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.

NormalStatus--40

The user just flops and splashes around to no effect at all...

Splash

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

NormalStatus--40

The user just flops and splashes around to no effect at all...

Splash

Learn as Horsea, then retain through evolution.

NormalStatus--40

The user just flops and splashes around to no effect at all...

Swagger

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.

NormalStatus-8515

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

Take Down

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.

NormalPhysical908520

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Toxic

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.

PoisonStatus-9010

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

Water Pulse

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.

WaterSpecial6010020

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

Water Pulse

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

WaterSpecial6010020

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

Water Pulse

Learn as Horsea, then retain through evolution.

WaterSpecial6010020

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

Traits

Ability options available to this Pokémon in this game.

Poison Point

Ability Slot 1

Contact with the Pokémon may poison the attacker.

Has a 30% chance of poisoning attacking Pokémon on contact.

Sniper

Ability Slot 2

Powers up moves if they become critical hits when attacking.

Boosts critical-hit damage from 1.5× to 2.25×.

Damp(Hidden Ability)

Prevents the use of explosive moves, such as Self-Destruct, by dampening its surroundings.

Prevents Self-Destruct, Explosion, and Aftermath from working while the Pokémon is in battle.

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