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474 - Porygon-Z

Type

Version Type
All

Defenses

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

   
















 

Ability

Version Ability
All Adaptability / Download

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 85 80 70 135 75 90 535

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 Nasty Plot - - 20 Raises the user's Special Attack by two stages.
1 Uproar 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
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 Embargo - 100% 15 Target cannot use held items.
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.
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.
TM63 Embargo - 100% 15 Target cannot use held items.
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.
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.
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 Uproar 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Move Tutor Zen Headbutt 80 90% 15 Has a 20% chance to make the target flinch.