About
Extremely cautious, one of them will always be on the lookout, but it won’t notice a foe coming from behind.
- Height
- 0.5 m 1′08″
- Weight
- 11.6 kg 25.6 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 45 | 200–294 | |
| Attack | 55 | 103–229 | |
| Defense | 39 | 74–194 | |
| Sp. Atk | 35 | 67–185 | |
| Sp. Def | 39 | 74–194 | |
| Speed | 42 | 80–201 | |
| Total | 255 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- Fighting
- Immune
- Ghost
Same-type attacks
- Not very effective ½×
- RockSteel
- No effect
- Ghost
Evolution
- Level 20
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Tackle STAB Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 3 | Lowers the target’s Defense by one stage. | Normal | Status | — | 100% | 30 |
| 6 | Has a chance to make the target flinch. | Dark | Physical | 60 | 100% | 25 |
| 8 | Bide STAB User waits for two turns, then hits back for twice the damage it took. | Normal | Physical | — | — | 10 |
| 11 | Prevents any moves from hitting the user this turn. | Fighting | Status | — | — | 5 |
| 13 | Lowers the target’s accuracy by one stage. | Ground | Status | — | 100% | 15 |
| 16 | Has a chance to lower the target’s Defense by one stage. | Dark | Physical | 80 | 100% | 15 |
| 18 | Puts the target to sleep. | Psychic | Status | — | 60% | 20 |
| 21 | Super Fang STAB Inflicts damage equal to half the target’s HP. | Normal | Physical | — | 90% | 10 |
| 23 | Makes the target act next this turn. | Normal | Status | — | — | 15 |
| 26 | Increases the user’s chance to score a critical hit. | Normal | Status | — | — | 30 |
| 28 | Raises the user’s Attack and Special Attack by one stage each. | Normal | Status | — | — | 30 |
| 31 | Hyper Fang STAB Has a chance to make the target flinch. | Normal | Physical | 80 | 90% | 15 |
| 33 | Raises the user’s Special Attack by two stages. | Dark | Status | — | — | 20 |
| 36 | Prevents the target from leaving battle. | Normal | Status | — | — | 5 |
| 38 | Allows the trainer to switch out the user and pass effects along to its replacement. | Normal | Status | — | — | 40 |
| 41 | Slam STAB Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 75% | 20 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | Normal | Status | — | 100% | 15 |
| Lowers the target’s Special Attack by one stage. | Normal | Status | — | — | 20 |
| Raises the user’s evasion by one stage. | Normal | Status | — | — | 15 |
Facade STAB Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
Frustration STAB Power increases as happiness decreases, up to a maximum of 102. | Normal | Physical | — | 100% | 20 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
Hidden Power STAB Power and type depend upon user’s IVs. Power can range from 30 to 70. | Normal | Special | 60 | 100% | 15 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
Return STAB Power increases with happiness, up to a maximum of 102. | Normal | Physical | — | 100% | 20 |
Round STAB Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
| Raises the target’s Attack by two stages and confuses the target. | Normal | Status | — | 85% | 15 |
| Raises the user’s Attack by two stages. | Normal | Status | — | — | 20 |
| Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| Badly poisons the target, inflicting more damage every turn. | Poison | Status | — | 90% | 10 |
| Raises the user’s Attack and Special Attack by one stage each. | Normal | Status | — | — | 30 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Power is doubled if the target has already received damage this turn. | Dark | Physical | 60 | 100% | 10 |
| Hits 2-5 times in one turn. | Grass | Physical | 25 | 100% | 30 |
Flail STAB Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Normal | Physical | — | 100% | 15 |
| Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost. | Normal | Status | — | — | 40 |
| Has a chance to lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 15 |
| Has double power against, and can hit, Pokémon attempting to switch out. | Dark | Physical | 40 | 100% | 20 |
| Inflicts double damage if the user takes damage before attacking this turn. | Fighting | Physical | 60 | 100% | 10 |
| Lowers the target’s Defense by two stages. | Normal | Status | — | 85% | 40 |
| Lowers the target’s Attack and Special Attack by one stage. | Normal | Status | — | — | 20 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Makes the target act next this turn. | Normal | Status | — | — | 15 |
| Inflicts regular damage with no additional effect. | Water | Physical | 90 | 90% | 10 |
Covet STAB Takes the target’s item. | Normal | Physical | 60 | 100% | 25 |
Endeavor STAB Lowers the target’s HP to equal the user’s. | Normal | Physical | — | 100% | 5 |
| Has a chance to poison the target. | Poison | Physical | 120 | 80% | 5 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| Has a chance to lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 15 |
| Guarantees a critical hit with the user’s next move. | Normal | Status | — | — | 30 |
Last Resort STAB Can only be used after all of the user’s other moves have been used. | Normal | Physical | 140 | 100% | 5 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Fighting | Physical | — | 100% | 20 |
| Inflicts regular damage with no additional effect. | Grass | Physical | 80 | 100% | 15 |
| Never misses. | Electric | Special | 60 | — | 20 |
Snore STAB Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
Super Fang STAB Inflicts damage equal to half the target’s HP. | Normal | Physical | — | 90% | 10 |
| Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
Training and breeding
Training
- EV yield
- 1 Attack
- Catch rate
- 255
- Base friendship
- 70
- Base experience
- 51
- Growth rate
- Medium
Breeding
- Egg groups
- Ground
- Egg cycles
- 15 (about 3,855 steps)