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224 - Octillery

Type

Version Type
All

Defenses

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

















 

Ability

Version Ability
All Suction Cups / Sniper

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 75 105 75 105 75 45 480

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Rock Blast 25 90% 10 Hits 2-5 times in one turn.
1 Flash Cannon 80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
1 Charge Beam 50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
1 Water Gun 40 100% 25 Inflicts regular damage with no additional effect.
1 Lock-On - - 5 Ensures that the user's next move will hit the target.
6 Bullet Seed 25 100% 30 Hits 2-5 times in one turn.
9 Psybeam 65 100% 20 Has a 10% chance to confuse the target.
12 Aurora Beam 75 100% 15 Has a 10% chance to lower the target's Attack by one stage.
15 Mud Shot 55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
18 Bubble Beam 75 100% 15 Has a 10% chance to lower the target's Speed by one stage.
21 Focus Energy - - 30 Increases the user's chance to score a critical hit.
24 Wring Out - 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
25 Octazooka 65 85% 10 Has a 50% chance to lower the target's accuracy by one stage.
28 Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
32 Ice Beam 90 100% 10 Has a 10% chance to freeze the target.
36 Seed Bomb 80 100% 15 Inflicts regular damage with no additional effect.
40 Flamethrower 90 100% 15 Has a 10% chance to burn the target.
44 Hydro Pump 110 80% 5 Inflicts regular damage with no additional effect.
48 Gunk Shot 120 80% 5 Has a 30% chance to poison the target.
52 Hyper Beam 150 90% 5 User foregoes its next turn to recharge.
56 Water Spout 150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM03 Water Pulse 60 100% 20 Has a 20% chance to confuse the target.
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Bullet Seed 25 100% 30 Hits 2-5 times in one 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.
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.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM35 Flamethrower 90 100% 15 Has a 10% chance to burn the target.
TM36 Sludge Bomb 90 100% 10 Has a 30% chance to poison the target.
TM38 Fire Blast 110 85% 5 Has a 10% chance to burn the target.
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.
TM45 Attract - 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief 60 100% 25 Takes the target's item.
TM53 Energy Ball 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Scald 80 100% 15 Has a 30% chance to burn the target. Does not thaw target.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM66 Payback 50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact 150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave - 90% 20 Paralyzes the target.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
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.
TM91 Flash Cannon 80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
HM03 Surf 90 100% 15 Inflicts regular damage and can hit Dive users.
HM07 Waterfall 80 100% 15 Has a 20% chance to make the target flinch.
Move Tutor Bounce 85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Move Tutor Dive 80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
Move Tutor Gunk Shot 120 80% 5 Has a 30% chance to poison the target.
Move Tutor Helping Hand - - 20 Ally's next move inflicts half more damage.
Move Tutor Icy Wind 55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Move Tutor Mud-Slap 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Move Tutor Seed Bomb 80 100% 15 Inflicts regular damage with no additional effect.
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.

Wild Encounters

Route Method Level Chance
Route 208 Super Rod Lv. 50 10%
Route 212 ~ South Super Rod Lv. 50 10%
Route 213 Super Rod Lv. 50 30%
Route 222 Super Rod Lv. 50 5%
Route 223 Super Rod Lv. 50 5%