#0137:
Porygon
Types:
Normal
Size:
0.79m, 36.51kgGrass Knot: 60
Trace,
Download,
Analytic (H)
Base Stats:
HP:
65
Attack:
60
Defense:
70
Sp.Atk:
85
Sp.Def:
75
Speed:
40
Total:
395
Locations:
Name
Method
Level
Chance
Pokémon Mansion - Lobby
Daily Trophy Garden
26
5%
Eterna City (Galactic Building)
5
100%
Trophy Garden
Morning
26
10%
Trophy Garden
Day
26
10%
Additional Info:
Wild Held Items:
This Pokémon does not hold an item in the wild
Egg Groups:
Mineral
Gender ratio:
100% genderless
Locations:
Name
Method
Level
Chance
Pokémon Mansion - Lobby
Daily Trophy Garden
26
5%
Eterna City (Galactic Building)
5
100%
Trophy Garden
Morning
26
10%
Trophy Garden
Day
26
10%
Moves learnt via level-up
1
Conversion
Normal
Accuracy
--
PP
48
The user changes its type to become the same type as the move at the top of the list of moves it knows.
1
Tackle
Normal
Power
40
Accuracy
100
PP
56
A physical attack in which the user charges and slams into the target with its whole body.
1
Conversion 2
Normal
Accuracy
--
PP
48
The user changes its type to make itself resistant to the type of the attack the target used last.
1
Magnet Rise
Electric
Accuracy
--
PP
16
The user levitates using electrically generated magnetism for five turns.
4
Sharpen
Normal
Accuracy
--
PP
48
The user makes its edges more jagged, which raises its Attack stat.
7
Psybeam
Psychic
Power
65
Accuracy
100
PP
32
The target is attacked with a peculiar ray. This may also leave the target confused.
10
Agility
Psychic
Accuracy
--
PP
48
The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
13
Recover
Normal
Accuracy
--
PP
16
Restoring its own cells, the user restores its own HP by half of its max HP.
15
Thunder Shock
Electric
Power
40
Accuracy
100
PP
48
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
16
Charge Beam
Electric
Power
50
Accuracy
90
PP
16
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
19
Barrier
Psychic
Accuracy
--
PP
32
The user throws up a sturdy wall that sharply raises its Defense stat.
22
Recycle
Normal
Accuracy
--
PP
16
The user recycles a held item that has been used in battle so it can be used again.
25
Tri Attack
Normal
Power
80
Accuracy
100
PP
16
The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.
28
Discharge
Electric
Power
80
Accuracy
100
PP
24
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
29
Signal Beam
Bug
Power
75
Accuracy
100
PP
24
The user attacks with a sinister beam of light. This may also confuse the target.
31
Lock-On
Normal
Accuracy
--
PP
8
The user takes sure aim at the target. This ensures the next attack does not miss the target.
34
Magic Coat
Psychic
Accuracy
--
PP
24
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
37
Thunderbolt
Electric
Power
90
Accuracy
100
PP
24
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
40
Trick Room
Psychic
Accuracy
--
PP
8
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
43
Psychic
Psychic
Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
46
Zap Cannon
Electric
Power
120
Accuracy
50
PP
8
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
49
Hyper Beam
Normal
Power
150
Accuracy
90
PP
8
The target is attacked with a powerful beam. The user can’t move on the next turn.
Moves learnt via Technical Machine
Toxic
Poison
Accuracy
90
PP
16
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Hidden Power
Normal
Power
60
Accuracy
100
PP
24
A unique attack that varies in type depending on the Pokémon using it.
Sunny Day
Fire
Accuracy
--
PP
8
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
Ice Beam
Ice
Power
90
Accuracy
100
PP
16
The target is struck with an icy-cold beam of energy. This may also leave the target frozen.
Blizzard
Ice
Power
110
Accuracy
70
PP
8
A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.
Hyper Beam
Normal
Power
150
Accuracy
90
PP
8
The target is attacked with a powerful beam. The user can’t move on the next turn.
Protect
Normal
Accuracy
--
PP
16
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Rain Dance
Water
Accuracy
--
PP
8
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
Dream Eater
Psychic
Power
100
Accuracy
100
PP
24
The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.
Solar Beam
Grass
Power
120
Accuracy
100
PP
16
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.
Iron Tail
Steel
Power
100
Accuracy
75
PP
24
The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.
Thunderbolt
Electric
Power
90
Accuracy
100
PP
24
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
Thunder
Electric
Power
110
Accuracy
70
PP
16
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
Psychic
Psychic
Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
Shadow Ball
Ghost
Power
80
Accuracy
100
PP
24
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
Double Team
Normal
Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Shock Wave
Electric
Power
60
Accuracy
--
PP
32
The user strikes the target with a quick jolt of electricity. This attack never misses.
Aerial Ace
Flying
Power
60
Accuracy
--
PP
32
The user confounds the target with speed, then slashes. This attack never misses.
Facade
Normal
Power
70
Accuracy
100
PP
32
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
Rest
Psychic
Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
Thief
Dark
Power
60
Accuracy
100
PP
40
The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
Endure
Normal
Accuracy
--
PP
16
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Recycle
Normal
Accuracy
--
PP
16
The user recycles a held item that has been used in battle so it can be used again.
Giga Impact
Normal
Power
150
Accuracy
90
PP
8
The user charges at the target using every bit of its power. The user can’t move on the next turn.
Flash
Normal
Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.
Thunder Wave
Electric
Accuracy
90
PP
32
The user launches a weak jolt of electricity that paralyzes the target.
Psych Up
Normal
Accuracy
--
PP
16
The user hypnotizes itself into copying any stat change made by the target.
Sleep Talk
Normal
Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.
Swagger
Normal
Accuracy
85
PP
24
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
Substitute
Normal
Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.
Trick Room
Psychic
Accuracy
--
PP
8
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Charge Beam
Electric
Power
50
Accuracy
90
PP
16
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
Moves learnt via breeding
There are no moves here.
Moves learnt via Tutor
Snore
Normal
Power
50
Accuracy
100
PP
24
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Ally Switch
Psychic
Accuracy
--
PP
24
The user teleports using a strange power and switches places with one of its allies.
Electroweb
Electric
Power
55
Accuracy
95
PP
24
The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats.
Signal Beam
Bug
Power
75
Accuracy
100
PP
24
The user attacks with a sinister beam of light. This may also confuse the target.
Wonder Room
Psychic
Accuracy
--
PP
16
The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.
Magnet Rise
Electric
Accuracy
--
PP
16
The user levitates using electrically generated magnetism for five turns.
Zen Headbutt
Psychic
Power
80
Accuracy
90
PP
24
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
Magic Coat
Psychic
Accuracy
--
PP
24
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Pain Split
Normal
Accuracy
--
PP
32
The user adds its HP to the target’s HP, then equally shares the combined HP with the target.
Swift
Normal
Power
60
Accuracy
--
PP
32
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
Trick
Psychic
Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
Gravity
Psychic
Accuracy
--
PP
8
This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.
Icy Wind
Ice
Power
55
Accuracy
95
PP
24
The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.
Zap Cannon
Electric
Power
120
Accuracy
50
PP
8
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Last Resort
Normal
Power
140
Accuracy
100
PP
8
This move can be used only after the user has used all the other moves it knows in the battle.
Foul Play
Dark
Power
95
Accuracy
100
PP
24
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.