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Alomomola Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Alomomola, a Water type creature first seen in Generation 5. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Alomomola #0594
Caring Pokémon
Pokemon Profile
Pokédex Data
National No. #0594
Type water
Species Caring Pokémon
Height 1.2 m (3'108")
Weight 31.6 kg (69.7 lbs)
Abilities Healer,Hydration,Regenerator
Color Pink
Introduced in Generation 5
Egg Group water1, water2
Shiny
Pokemon Profile

Base Stats

Hp 165 36%
Attack 75 16%
Defense 80 18%
Sp. Atk 40 9%
Sp. Def 45 10%
Speed 65 14%
Total 470
Evolution

Alomomola does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Alomomola learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Pound The target is physically pounded with a long tail, a foreleg, or the like. Physical Normal 40 100 35
13 Double Slap The target is slapped repeatedly, back and forth, two to five times in a row. Physical Normal 15 85 10
61 Hydro Pump The target is blasted by a huge volume of water launched under great pressure. Special Water 110 80 5
21 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
45 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
49 Whirlpool The user traps the target in a violent swirling whirlpool for four to five turns. Special Water 35 85 15
49 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
37 Wish One turn after this move is used, the target’s HP is restored by half the user’s max HP. Status Normal 0 0 10
1 Water Sport The user soaks itself with water. This weakens Fire-type moves for five turns. Status Water 0 0 15
25 Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. Special Water 60 100 20
29 Wake Up Slap This attack inflicts big damage on a sleeping target. This also wakes the target up, however. Physical Fighting 70 100 10
57 Healing Wish The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. Status Psychic 0 0 10
41 Brine If the target’s HP is half or less, this attack will hit with double the power. Special Water 65 100 10
5 Aqua Ring The user envelops itself in a veil made of water. It regains some HP every turn. Status Water 0 0 20
9 Aqua Jet The user lunges at the target at a speed that makes it almost invisible. This move always goes first. Physical Water 40 100 20
53 Wide Guard The user and its allies are protected from wide-ranging attacks for one turn. Status Rock 0 0 10
33 Soak The user shoots a torrent of water at the target and changes the target’s type to Water. Status Water 0 100 20
17 Heal Pulse The user emits a healing pulse which restores the target’s HP by up to half of its max HP. Status Psychic 0 0 10
1 Play Nice The user and the target become friends, and the target loses its will to fight. This lowers the target’s Attack stat. Status Normal 0 0 20

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Mist The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns. Status Ice 0 0 30
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Pain Split The user adds its HP to the target’s HP, then equally shares the combined HP with the target. Status Normal 0 0 20
0 Mirror Coat A retaliation move that counters any special attack, inflicting double the damage taken. Special Psychic 0 100 20
0 Refresh The user rests to cure itself of a poisoning, burn, or paralysis. Status Normal 0 0 20
0 Tickle The user tickles the target into laughing, reducing its Attack and Defense stats. Status Normal 0 100 20

Alomomola Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Surf The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water. Special Water 90 100 15
0 Ice Beam The target is struck with an icy-cold beam of energy. This may also leave the target frozen. Special Ice 90 100 10
0 Blizzard A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. Special Ice 110 70 5
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Waterfall The user charges at the target and may make it flinch. This can also be used to climb a waterfall. Physical Water 80 100 15
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Hail The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. Status Ice 0 0 10
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Dive Diving on the first turn, the user floats up and attacks on the next turn. Physical Water 80 100 10
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Scald The user shoots boiling hot water at its target. This may also leave the target with a burn. Special Water 80 100 15
0 Acrobatics The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. Physical Flying 55 100 15
0 Misty Terrain The user covers the ground under everyone’s feet with mist for five turns. This protects Pokémon on the ground from status conditions. Status Fairy 0 0 10
0 Play Rough The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. Physical Fairy 90 90 10
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Tera Blast Special Normal 80 100 10
0 Snowscape Status Ice 0 0 10
0 Chilling Water Special Water 50 100 20

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