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Vileplume

Vileplume
GrassPoison

Height 1.2 m·Weight 18.6 kg

Base stats

HP
75
Atk
80
Def
85
SpA
110
SpD
90
Spe
50
Total490

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Chlorophyll

    Speed ×2 in sun (stat, separate from ranks)

  • Effect Spore

    on contact: 30% chance of poison (9%), paralysis (10%), or sleep (11%)

Learnable moves

54 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • must recharge next turn

    Power150Acc.90PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • target's evasiveness −2

    PowerAcc.100PP20
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • confusion

    PowerAcc.100PP20
    Dance
  • type changes with the weather · power ×2 in weather

    Power50Acc.100PP12
    Ball & bomb
  • target's Attack/Defense −1

    PowerAcc.100PP20
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • target acts next this turn

    PowerAcc.Sure-hitPP16
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • sun for 5 turns

    PowerAcc.PP8
  • seeds the target, drains 1/8 max HP each turn

    PowerAcc.90PP12
  • !

    user's Attack/Sp. Atk +1

    PowerAcc.PP20
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • paralysis

    PowerAcc.75PP20
    Powder
  • sleep

    PowerAcc.75PP16
    Powder
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    ContactDance
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
  • restores 1/2 of max HP

    PowerAcc.PP8
  • restores 1/16 of max HP each turn · can't switch out

    PowerAcc.PP20
  • hits 2–5 times

    Power25Acc.100PP20
    Ball & bomb
  • Power80Acc.100PP16
    Ball & bomb
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • Power90Acc.100PP16
    Wind
  • Grassy Terrain for 5 turns · grounded Pokémon heal 1/16 of max HP each turn · Grass-type moves boosted

    PowerAcc.PP12
  • target's Attack −1 · restores HP equal to the target's Attack stat

    PowerAcc.100PP8
  • charges one turn, attacks the next · instant in sun

    Power125Acc.100PP12
    ContactSlicing
  • Priority +1 on Grassy Terrain

    Power55Acc.100PP20
    Contact
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • poison

    PowerAcc.75PP20
    Powder
  • poison · never misses when used by a Poison type

    PowerAcc.90PP12
  • 30% chance: poison

    Power90Acc.100PP12
    Ball & bomb
  • power ×2 vs poisoned target

    Power65Acc.100PP12
  • 10% chance: poison

    Power95Acc.100PP12
  • target's Sp. Def −2

    Power40Acc.100PP20
    Ball & bomb
  • The user surrounds everything around it with highly acidic gas and melts away items they hold.

    PowerAcc.100PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • on an ally: heals 1/2 of max HP instead

    Power90Acc.100PP16
    Ball & bomb
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • target's Attack −2

    PowerAcc.100PP20
  • restores 1/2 of max HP

    PowerAcc.PP8
  • !

    30%→10%↓ chance: target's Sp. Atk −1

    Power95Acc.100PP16
  • Power80Acc.100PP12