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Pokemon Information

#442
Spiritomb
Base Power: 485

Level Up
Level up Move Data

Level
Move
Type
Category
Power
Accuracy
Power Points
1 Confuse Ray
0
100
10
Confuses the opponent
1 Curse
0
0
10
Lowers Speed by 1 stage, raises Attack and Defense by 1 stage. For Ghost types: Halves users total HP and damages opponent 1/4 their max HP per turn
1 Pursuit
40
100
20
If the opponent switches the turn this is used, does twice the damage to the switching Pokemon
1 Spite
0
100
10
Lowers PP of opponents last attack by 2-5
1 Shadow Sneak
40
100
30
Causes you to move first in a turn; if opponent uses it too, higher Speed prevails
7 Faint Attack
60
0
20
Negates evasion and accuracy modifiers
13 Hypnosis
0
60
20
Puts the opponent to Sleep
19 Dream Eater
100
100
15
Gains back HP for 1/2 the damage dealt, only works on sleeping Pokemon
25 Ominous Wind
60
100
5
Has a 10% chance of raising Attack, Defense, Special Attack, Special Defense and Speed 1 level
31 Sucker Punch
80
100
5
Causes you to move first in turn when foe selects an attack move
37 Nasty Plot
0
0
20
Raises Special Attack 2 levels
43 Memento
0
100
10
Faints user and lowers opponents Attack and Special Attack by 2 stages each
49 Dark Pulse
80
100
15
Has 20% chance of causing Flinch

TM/HM
TM/HM Move Data

Move
Type
Category
Power
Accuracy
Power Points
Calm Mind
0
0
20
Raises Special Attack and Special Defense by 1 level each
Dream Eater
100
100
15
Gains back HP for 1/2 the damage dealt, only works on sleeping Pokemon
Psychic
90
100
10
10% chance of lowering opponents Special Defense by 1 stage
Rain Dance
0
0
5
Cancels effects of all other weather moves. For 5 turns: Increases power of Water attacks by 50%; halves the power of Fire attacks; makes Thunder 100% accurate; Solarbeams power is halved
Rock Tomb
50
80
10
Lowers opponents Speed by 1 stage
Shock Wave
60
0
20
If opponent is on screen, hits without fail.
Silver Wind
60
100
5
10% chance of raising all of users stats by 1 stage
Taunt
0
100
20
Prevents the opponent from using non-damaging moves
Thief
40
100
10
Steals opponents held item
Torment
0
100
15
Prevents the same move from being used twice in succession
Water Pulse
60
100
20
20% chance of confusing the opponent
Dark Pulse
80
100
15
Has 20% chance of causing Flinch
Embargo
0
100
15
Prevents foe and Trainer from using items for 5 turns
Sunny Day
0
0
5
Cancels effects of all other weather moves. For 5 turns: Increases power of Fire attacks by 50%; halves the power of Water attacks; Solarbeam fires in one turn; Thunder is 50% accurate; Prevents Freezing
Will-O-Wisp
0
75
15
Burns the opponent
Shadow Ball
80
100
15
20% chance of lowering opponents Special Defense by 1 stage
Toxic
0
85
10
Badly Poisons opponent – Poison damage increases each turn
Attract
0
100
15
Attracts Pokemon of opposite gender – 50% chance of their attack failing
Captivate
0
100
20
Lowers opposite-gendered Pokemon Special Attack 2 levels
Double Team
0
0
15
Raises Evasion by 1 stage
Endure
0
0
10
Leaves user with at least 1 HP, always attacks first, success rate halves after consecutive uses
Facade
70
100
20
Attack power is double if user is inflicted with POISON, PARALYZE, or BURN.
Flash
0
70
20
Lowers opponents Hit Ratio ability down one stage.
Frustration
102
100
20
Power is greater when Pokémon is not happy.

Move Tutor
Move Tutor Data

Move
Type
Category
Power
Accuracy
Power Points

Egg
Egg Move Data

Move
Type
Category
Power
Accuracy
Power Points
Imprison
0
100
10
Opponent cannot use any move which the user knows
Detect
0
0
5
Evades attacks that turn, always attacks first, success rate halves if used consecutively
Hi-Jump Kick
85
90
20
If attack misses, user takes 1/8 HP of damage.

Base Stat Information
Stat Data

Hit points
Attack
Defense
Special Attack
Special Defense
Speed
50
92
108
92
108
35