Lillipup | Generation 5

Name:
Lillipup
National Nr:
#0506 (Gen 5)
Type:
Normal
Growth Rate:
Medium Slow
Height:
0.4 Meter
Weight:
4.1 kg
Capture rate:
255
Base Happiness:
70
Gender Ratio:
50% M / 50% F
EV yield:
Attack: 1
Egg Groups
Field
Egg cycles:
15
Lillipup
Lillipup
Level Up
Lv.16
Herdier
Herdier
Level Up
Lv.32
Stoutland
Stoutland

Stats:

HP:
45
Speed:
55
Attack:
60
Defense:
45
SpAttack:
25
SpDefense:
45
Total:
275

Abilities:

Run Away (hidden)
Ensures success fleeing from wild battles.
Picks up other Pokémon's used and Flung held items. May also pick up an item after battle.
Prevents sleep.
A Pokémon's type(s) determine how much damage it takes from attacks. If an attack's type is strong against the Pokémon's type, it deals more damage (super effective). If it's weak, it deals less (not very effective). Some type combinations result in no damage at all. Type matchups are crucial for battle strategy.

Damage Taken:

2X Damage:
Fighting
0X Damage:
Ghost
Your own type(s) have STAB (Same-Type Attack Bonus) which boosts a move's power by 1.5x when the Pokémon's type matches the attack's type. This makes your moves with STAB extra important. This overview shows how your STAB type(s) damages other types (STAB bonus not applied).

Own Type Damage:

Normal
Type Damage:
½X Damage:
Rock
Steel
0X Damage:
Ghost

Moves:

Black White
Black 2 White 2

Learned On Level Up:

Lv. ▲Name Info Pow. Acc. PP Cat. Type
1Tackle
Deals damage.
5010035
Normal
1Leer
Lowers the target's Defense by one stage.
10030
Normal
5Odor Sleuth
Resets the target's evasion to normal and prevents any further boosting until the target leaves the field. A ghost under this effect takes normal damage from normal and fighting moves. This move itself ignores accuracy and evasion modifiers.
40
Normal
8Bite
Deals damage. Has a 30% chance to make the target flinch.
6010025
Dark
12Helping Hand
Boosts the power of the target's moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome.
20
Normal
15Take Down
Deals damage. User takes 1/4 the damage it inflicts in recoil.
908520
Normal
19Work Up
Raises the user's Attack and Special Attack by one stage each.
30
Normal
22Crunch
Deals damage. Has a 20% chance to lower the target's Defense by one stage.
8010015
Dark
26Roar
Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately. Doesn't affect Pokémon with suction cups or under the effect of ingrain.
10020
Normal
29Retaliate
Deals damage. If a friendly Pokémon fainted on the previous turn, this move has double power.
701005
Normal
33Reversal
Deals damage. Power varies inversely with the user's proportional remaining HP. 64 * current HP / max HP | Power : | 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20
10015
Fighting
36Last Resort
Deals damage. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail.
1401005
Normal
40Giga Impact
Deals damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
150905
Normal

Learned By TM:

Nr. ▲Name Info Pow. Acc. PP Cat. Type
TM05Roar
Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately. Doesn't affect Pokémon with suction cups or under the effect of ingrain.
10020
Normal
TM06Toxic
Badly poisons the target. Never misses when used by a poison-type Pokémon.
9010
Poison
TM10Hidden Power
This move deals damage with power and type determined by the user's IVs. Power is calculated using the formula `x * 40 / 63 + 30`, where `x` is derived by arranging bit 1 from the IVs for Special Defense, Special Attack, Speed, Defense, Attack, and HP. Power ranges between 30 and 70, with an average of 49.5. Type is determined by `y * 15 / 63`, where `y` is derived from bit 0 of the IVs. The result corresponds to the following types: 0 - fighting, 1 - flying, 2 - poison, 3 - ground, 4 - rock, 5 - bug, 6 - ghost, 7 - steel, 8 - fire, 9 - water, 10 - grass, 11 - electric, 12 - psychic, 13 - ice, 14 - dragon, 15 - dark. This move cannot be normal. Types have an equal 1/16 chance to be selected, except bug, fighting, and grass appear 5/64 of the time, and dark only 1/64 of the time.
110015
Normal
TM11Sunny Day
Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user's max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.
5
Fire
TM17Protect
No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse's curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move's protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
10
Normal
TM18Rain Dance
Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user's max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.
5
Water
TM21Frustration
Deals damage. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
10020
Normal
TM24Thunderbolt
Deals damage. Has a 10% chance to paralyze the target.
9510015
Electric
TM27Return
Deals damage. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
10020
Normal
TM28Dig
Deals damage. User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be selected by sleep talk.
8010010
Ground
TM30Shadow Ball
Deals damage. Has a 20% chance to lower the target's Special Defense by one stage.
8010015
Ghost
TM32Double Team
Raises the user's evasion by one stage.
15
Normal
TM39Rock Tomb
Deals damage. Has a 100% chance to lower the target's Speed by one stage.
508010
Rock
TM40Aerial Ace
Deals damage. Ignores accuracy and evasion modifiers.
6020
Flying
TM42Facade
Deals damage. If the user is burned, paralyzed, or poisoned, this move has double power.
7010020
Normal
TM44Rest
User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.
10
Psychic
TM45Attract
Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.
10015
Normal
TM48Round
Deals damage. If round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.
6010015
Normal
TM67Retaliate
Deals damage. If a friendly Pokémon fainted on the previous turn, this move has double power.
701005
Normal
TM68Giga Impact
Deals damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
150905
Normal

Learned As Egg Move:

Name ▲Info Pow. Acc. PP Cat. Type
Charm
Lowers the target's Attack by two stages.
10020
Normal
Endure
The user's HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
10
Normal
Fire Fang
Deals damage. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
659515
Fire
Howl
Raises the user's Attack by one stage.
40
Normal
Ice Fang
Deals damage. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
659515
Ice
Lick
Deals damage. Has a 30% chance to paralyze the target.
2010030
Ghost
Mud Slap
Deals damage. Has a 100% chance to lower the target's accuracy by one stage.
2010010
Ground
Pursuit
Deals damage. If the target attempts to switch out this turn before the user acts, this move hits the target before it leaves and has double power. This effect can still hit a Pokémon that switches out when it has a substitute up or when an ally has used follow me.
4010020
Dark
Sand Attack
Lowers the target's accuracy by one stage.
10015
Ground
Thunder Fang
Deals damage. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
659515
Electric
Yawn
Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers. If the target leaves the field, this effect is canceled. If the target has a status effect when this move is used, this move will fail. If the target is protected by safeguard when this move is used, this move will fail. insomnia and vital spirit prevent the sleep if the target has either at the end of the next turn, but will not cause this move to fail on use.
10
Normal

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