USUM / Pokédex

Alomomola

Back to Pokédex

Alomomola in Pokémon Ultra Sun & Ultra Moon

#191 in the Ultra Sun & Ultra Moon Pokédex • Caring Pokémon

Alomomola in the National Pokédex

Pokédex entries

Ultra Sun

Fishermen take them along on long voyages, because if you have an Alomomola with you, there’ll be no need for a doctor or medicine.

Ultra Moon

The reason it helps Pokémon in a weakened condition is that any Pokémon coming after them may also attack Alomomola.

Pokémon details

Type

Water

Category

Caring Pokémon

Height

1.2 m (3'11")

Weight

31.6 kg (69.7 lbs)

National Pokédex

#0594

Pokédex

#191

Alomomola in Other Games

National Dex page

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

Min

Max

HP

165

440

534

Attack

75

139

273

Defense

80

148

284

Sp. Atk

40

76

196

Sp. Def

45

85

207

Speed

65

121

251

Total

470

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

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

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Alola #191Akala #92
EV yield
2 HP
Catch rate
75
Base Exp.
165

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

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

Alomomola

#191

No evolutions

Known encounter locations for this Pokémon in this game.
Ultra Moon
LocationMethodLevelChanceConditions

Brooklet Hill

Brooklet Hill — Totem's Den

Fishing with the Fishing Rod10-165%

-

Brooklet Hill

Brooklet Hill — Totem's Den

Fishing in a bubbling spot10-2135%

-

Brooklet Hill

Brooklet Hill — Totem's Den

SOS ally encounter10-16-

SOS ally of alomomola; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 100%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Brooklet Hill

Brooklet Hill — Totem's Den

SOS Battle from a bubbling spot10-21-

SOS ally of alomomola; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 100%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Ultra Sun
LocationMethodLevelChanceConditions

Brooklet Hill

Brooklet Hill — Totem's Den

Fishing in a bubbling spot10-2135%

-

Brooklet Hill

Brooklet Hill — Totem's Den

Fishing with the Fishing Rod10-165%

-

Brooklet Hill

Brooklet Hill — Totem's Den

SOS ally encounter10-16-

SOS ally of alomomola; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 100%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Brooklet Hill

Brooklet Hill — Totem's Den

SOS Battle from a bubbling spot10-21-

SOS ally of alomomola; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 100%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

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

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

Normal4010035
StartHydro Pump

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

Water110805
StartHelping Hand

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

Normal--20
StartWater Sport

The user soaks the battlefield with water. This weakens Fire-type moves for five turns.

Water--15
StartHealing Wish

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

Psychic--10
StartWide Guard

The user and its allies are protected from wide-ranging attacks for one turn.

Rock--10
StartPlay Nice

The user and the target become friends, and the target loses its will to fight. This lowers the target’s Attack stat.

Normal--20
5Aqua Ring

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

Water--20
9Aqua Jet

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Water4010020
13Double Slap

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

Normal158510
17Heal Pulse

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

Psychic--10
21Protect

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

Normal--10
25Water Pulse

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

Water6010020
29Wake-Up Slap

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

Fighting7010010
33Soak

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

Water-10020
37Wish

One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.

Normal--10
41Brine

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

Water6510010
45Safeguard

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

Normal--25
49Whirlpool

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

Water358515
53Helping Hand

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

Normal--20
57Healing Wish

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

Psychic--10
61Wide Guard

The user and its allies are protected from wide-ranging attacks for one turn.

Rock--10
65Hydro Pump

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

Water110805

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
Class
TM04Calm Mind

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

Psychic--20
TM06Toxic

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

Poison-9010
TM07Hail

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

Ice--10
TM10Hidden Power

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

Normal6010015
TM13Ice Beam

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

Ice9010010
TM14Blizzard

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

Ice110705
TM16Light Screen

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

Psychic--30
TM17Protect

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. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

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

Normal--25
TM21Frustration

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

Normal-10020
TM27Return

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

Normal-10020
TM29Psychic

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

Psychic9010010
TM30Shadow Ball

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

Ghost8010015
TM32Double Team

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

Normal--15
TM42Facade

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

Normal7010020
TM44Rest

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

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 to increase the power of the attack.

Normal6010015
TM55Scald

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

Water8010015
TM77Psych Up

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

Normal--10
TM87Swagger

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

Normal-8515
TM88Sleep Talk

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

Normal--10
TM90Substitute

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

Normal--10
TM94Surf

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

Water9010015
TM98Waterfall

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

Water8010015
TM100Confide

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

Normal--20

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

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

Flying85855
Helping Hand

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

Normal--20
Icy Wind

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

Ice559515
Knock Off

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.

Dark6510020
Liquidation

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

Water8510010
Magic Coat

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

Psychic--15
Pain Split

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

Normal--20
Snore

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

Normal5010015
Water Pulse

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

Water6010020

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

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

Normal--10
Mirror Coat

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

Psychic-10020
Mist

The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.

Ice--30
Pain Split

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

Normal--20
Refresh

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

Normal--20
Tickle

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

Normal-10020

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Dive

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

Water8010010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Ability options available to this Pokémon in this game.

Healer

Ability Slot 1

Sometimes heals an ally’s status condition.

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

Hydration

Ability Slot 2

Heals status conditions if it’s raining.

Cures any major status ailment after each turn during rain.

Regenerator(Hidden Ability)

Restores a little HP when withdrawn from battle.

Heals for 1/3 max HP upon switching out.

Join Discord

Join a community of 5,000+ Trainers.

discord.gg/dittobase