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137 - Porygon

Note

This Pokémon can be obtained through a special event. Find out more here.

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4

   
















 

Ability

Version Ability
All Trace / Download

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 65 60 70 85 75 40 395

Evolution

Now able to evolve into Porygon2 by using a Up-Grade.

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Conversion 2 - - 30 Changes the user's type to a random type either resistant or immune to the last move used against it.
1 Conversion - - 30 User's type changes to the type of one of its moves at random.
1 Magnet Rise - - 10 User is immune to Ground moves and effects for five turns.
1 Tackle 40 100% 35 Inflicts regular damage with no additional effect.
1 Sharpen - - 30 Raises the user's Attack by one stage.
7 Psybeam 65 100% 20 Has a 10% chance to confuse the target.
10 Agility - - 30 Raises the user's Speed by two stages.
13 Recover - - 10 Heals the user by half its max HP.
16 Charge Beam 50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
19 Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
22 Recycle - - 10 User recovers the item it last used up.
25 Tri Attack 80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
28 Discharge 80 100% 15 Has a 30% chance to paralyze the target.
31 Lock-On - - 5 Ensures that the user's next move will hit the target.
34 Magic Coat - - 15 Reflects back the first effect move used on the user this turn.
37 Thunderbolt 90 100% 15 Has a 10% chance to paralyze the target.
40 Trick Room - - 5 For five turns, slower Pokémon will act before faster Pokémon.
43 Psychic 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
46 Zap Cannon 120 50% 5 Has a 100% chance to paralyze the target.
49 Hyper Beam 150 90% 5 User foregoes its next turn to recharge.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day - - 5 Changes the weather to sunny for five turns.
TM13 Ice Beam 90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard 110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam 150 90% 5 User foregoes its next turn to recharge.
TM17 Protect - - 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
TM21 Frustration - 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam 120 100% 10 Requires a turn to charge before attacking.
TM23 Iron Tail 100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM24 Thunderbolt 90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder 110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball 80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM33 Reflect - - 20 Reduces damage from physical attacks by half.
TM34 Shock Wave 60 - 20 Never misses.
TM40 Aerial Ace 60 - 20 Never misses.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM46 Thief 60 100% 25 Takes the target's item.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM67 Recycle - - 10 User recovers the item it last used up.
TM68 Giga Impact 150 90% 5 User foregoes its next turn to recharge.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave - 90% 20 Paralyzes the target.
TM77 Psych Up - - 10 Discards the user's stat changes and copies the target's.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute - - 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.
TM92 Trick Room - - 5 For five turns, slower Pokémon will act before faster Pokémon.
Move Tutor Icy Wind 55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Move Tutor Last Resort 140 100% 5 Can only be used after all of the user's other moves have been used.
Move Tutor Magnet Rise - - 10 User is immune to Ground moves and effects for five turns.
Move Tutor Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Swift 60 - 20 Never misses.
Move Tutor Trick - 100% 10 User and target swap items.
Move Tutor Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.

Wild Encounters

Route Method Level Chance
Trophy Garden 🌅 Morning Lv. 24 - 26 10%
Trophy Garden 🌞 Day Lv. 24 - 26 10%
Trophy Garden 🌙 Night Lv. 24 - 26 10%