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#0045

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

Learnable moves

54 moves
  • Raises own Attack by 2

    Power Acc. PP 20
    Dance
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • More power the less HP the user has left (max 200)

    Power Acc. 100PP 16
    Contact
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • Inflicts infatuation

    Power Acc. 100PP 16
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Lowers target's evasiveness by 2

    Power Acc. 100PP 20
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • [Priority +5] Boosts an ally's next move to 1.5× power

    Power Acc. PP 20
  • Inflicts confusion

    Power Acc. 100PP 20
    Dance
  • Type changes with weather; double power in weather

    Power 50Acc. 100PP 12
    Ball & bomb
  • Lowers target's Attack·Defense by 1

    Power Acc. 100PP 20
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Makes the target act next this turn

    Power Acc. PP 16
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • Plants a seed that drains 1/8 of max HP each turn

    Power Acc. 90PP 12
  • !

    Raises own Attack·Sp. Atk by 1

    Power Acc. PP 20
  • Charges turn 1, hits turn 2 (instant in sun)

    Power 120Acc. 100PP 12
  • Inflicts paralysis

    Power Acc. 75PP 20
    Powder
  • Inflicts sleep

    Power Acc. 75PP 16
    Powder
  • Attacks 2-3 turns, then confuses the user

    Power 120Acc. 100PP 12
    ContactDance
  • Restores 50% of damage dealt

    Power 75Acc. 100PP 12
  • Restores 50% of max HP

    Power Acc. PP 8
  • Roots down: heals 1/16 max HP each turn; can't switch out

    Power Acc. PP 20
  • Hits 2-5 times

    Power 25Acc. 100PP 20
    Ball & bomb
  • Power 80Acc. 100PP 16
    Ball & bomb
  • 10% chance: Lowers target's Sp. Def by 1

    Power 90Acc. 100PP 12
    Ball & bomb
  • Lowers own Sp. Atk by 2

    Power 130Acc. 90PP 8
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • Power 90Acc. 100PP 16
    Wind
  • 5 turns: grounded Pokémon heal each turn; Grass moves boosted

    Power Acc. PP 12
  • Heals by the target's Attack stat, then lowers it by 1

    Power Acc. 100PP 12
  • Charges turn 1, hits turn 2 (instant in sun)

    Power 125Acc. 100PP 12
    ContactSlicing
  • Power 55Acc. 100PP 20
    Contact
  • Raises the user's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • Inflicts poison

    Power Acc. 75PP 20
    Powder
  • Inflicts poison

    Power Acc. 90PP 12
  • 30% chance: poison

    Power 90Acc. 100PP 12
    Ball & bomb
  • Double power vs poisoned targets

    Power 65Acc. 100PP 12
  • 10% chance: poison

    Power 95Acc. 100PP 12
  • Lowers target's Sp. Def by 2

    Power 40Acc. 100PP 20
    Ball & bomb
  • Power Acc. 100PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Damages opponents; heals allies for half their max HP

    Power 90Acc. 100PP 16
    Ball & bomb
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • Lowers target's Attack by 2

    Power Acc. 100PP 20
  • Restores 50% of max HP

    Power Acc. PP 8
  • !

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

    Power 95Acc. 100PP 16
  • Power 80Acc. 100PP 12