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332 - Cacturne

Type

Version Type
All

Defenses

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

 
















Ability

Version Ability
All Water Absorb / Sand Veil

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 70 115 60 115 60 55 475

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Poison Sting 15 100% 35 Has a 30% chance to poison the target.
1 Leer - 100% 30 Lowers the target's Defense by one stage.
4 Absorb 20 100% 25 Drains half the damage inflicted to heal the user.
7 Growth - - 20 Raises the user's Attack and Special Attack by one stage.
10 Leech Seed - 90% 10 Seeds the target, stealing HP from it every turn.
13 Sand Attack - 100% 15 Lowers the target's accuracy by one stage.
16 Bullet Seed 25 100% 30 Hits 2-5 times in one turn.
19 Feint Attack 60 - 20 Never misses.
22 Ingrain - - 20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
25 Needle Arm 90 100% 15 Has a 30% chance to make the target flinch.
28 Payback 50 100% 10 Power is doubled if the target has already moved this turn.
31 Spikes - - 20 Scatters Spikes, hurting opposing Pokémon that switch in.
32 Revenge 60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
35 Sucker Punch 70 100% 5 Only works if the target is about to use a damaging move.
39 Energy Ball 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
43 Nasty Plot - - 20 Raises the user's Special Attack by two stages.
47 Pin Missile 25 95% 20 Hits 2-5 times in one turn.
51 Cotton Spore - 100% 40 Lowers the target's Speed by two stages.
55 Dark Pulse 80 100% 15 Has a 20% chance to make the target flinch.
59 Sandstorm - - 10 Changes the weather to a sandstorm for five turns.
63 Destiny Bond - - 5 If the user faints this turn, the target automatically will, too.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM01 Focus Punch 150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
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.
TM19 Giga Drain 75 100% 10 Drains half the damage inflicted to heal the user.
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.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM31 Brick Break 75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM37 Sandstorm - - 10 Changes the weather to a sandstorm for five turns.
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.
TM52 Focus Blast 120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM53 Energy Ball 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling - 100% 10 Throws held item at the target; power depends on the item.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM60 Drain Punch 75 100% 10 Drains half the damage inflicted to heal the user.
TM63 Embargo - 100% 15 Target cannot use held items.
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.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM75 Swords Dance - - 20 Raises the user's Attack by two stages.
TM78 Captivate - 100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM79 Dark Pulse 80 100% 15 Has a 20% chance to make the target flinch.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM84 Poison Jab 80 100% 20 Has a 30% chance to poison the target.
TM86 Grass Knot - 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
HM01 Cut 60 100% 25 Has an increased chance for a critical hit.
HM04 Strength 100 100% 15 Has a 10% chance to raise the user's Attack by one stage.
Move Tutor Fury Cutter 40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
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 Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Spite - 100% 10 Lowers the PP of the target's last used move by 4.
Move Tutor Sucker Punch 70 100% 5 Only works if the target is about to use a damaging move.
Move Tutor Superpower 120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Move Tutor Synthesis - - 5 Heals the user by half its max HP. Affected by weather.
Move Tutor Thunder Punch 75 100% 15 Has a 10% chance to paralyze the target.

Wild Encounters

Route Method Level Chance
Route 228 🌅 Morning Lv. 65 - 67 20%
Route 228 🌞 Day Lv. 65 - 67 20%
Route 228 🌙 Night Lv. 65 - 67 20%