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
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 |
---|---|---|---|---|---|---|---|
1 | Tackle | Deals damage. | 50 | 100 | 35 | ![]() | Normal |
1 | Leer | Lowers the target's Defense by one stage. | – | 100 | 30 | ![]() | Normal |
5 | Odor 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 |
8 | Bite | Deals damage. Has a 30% chance to make the target flinch. | 60 | 100 | 25 | ![]() | Dark |
12 | Helping 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 |
15 | Take Down | Deals damage. User takes 1/4 the damage it inflicts in recoil. | 90 | 85 | 20 | ![]() | Normal |
19 | Work Up | Raises the user's Attack and Special Attack by one stage each. | – | – | 30 | ![]() | Normal |
22 | Crunch | Deals damage. Has a 20% chance to lower the target's Defense by one stage. | 80 | 100 | 15 | ![]() | Dark |
26 | Roar | 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. | – | 100 | 20 | ![]() | Normal |
29 | Retaliate | Deals damage. If a friendly Pokémon fainted on the previous turn, this move has double power. | 70 | 100 | 5 | ![]() | Normal |
33 | Reversal | 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 | – | 100 | 15 | ![]() | Fighting |
36 | Last 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. | 140 | 100 | 5 | ![]() | Normal |
40 | Giga Impact | Deals damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | 150 | 90 | 5 | ![]() | Normal |
Learned By TM:
Nr. ▲ | Name | Info | Pow. | Acc. | PP | Cat. | Type |
---|---|---|---|---|---|---|---|
TM05 | Roar | 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. | – | 100 | 20 | ![]() | Normal |
TM06 | Toxic | Badly poisons the target. Never misses when used by a poison-type Pokémon. | – | 90 | 10 | ![]() | Poison |
TM10 | Hidden 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. | 1 | 100 | 15 | ![]() | Normal |
TM11 | Sunny 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 |
TM17 | Protect | 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 |
TM18 | Rain 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 |
TM21 | Frustration | Deals damage. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | – | 100 | 20 | ![]() | Normal |
TM24 | Thunderbolt | Deals damage. Has a 10% chance to paralyze the target. | 95 | 100 | 15 | ![]() | Electric |
TM27 | Return | Deals damage. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | – | 100 | 20 | ![]() | Normal |
TM28 | Dig | 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. | 80 | 100 | 10 | ![]() | Ground |
TM30 | Shadow Ball | Deals damage. Has a 20% chance to lower the target's Special Defense by one stage. | 80 | 100 | 15 | ![]() | Ghost |
TM32 | Double Team | Raises the user's evasion by one stage. | – | – | 15 | ![]() | Normal |
TM39 | Rock Tomb | Deals damage. Has a 100% chance to lower the target's Speed by one stage. | 50 | 80 | 10 | ![]() | Rock |
TM40 | Aerial Ace | Deals damage. Ignores accuracy and evasion modifiers. | 60 | – | 20 | ![]() | Flying |
TM42 | Facade | Deals damage. If the user is burned, paralyzed, or poisoned, this move has double power. | 70 | 100 | 20 | ![]() | Normal |
TM44 | Rest | 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 |
TM45 | Attract | 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. | – | 100 | 15 | ![]() | Normal |
TM48 | Round | 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. | 60 | 100 | 15 | ![]() | Normal |
TM67 | Retaliate | Deals damage. If a friendly Pokémon fainted on the previous turn, this move has double power. | 70 | 100 | 5 | ![]() | Normal |
TM68 | Giga Impact | Deals damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | 150 | 90 | 5 | ![]() | Normal |
Learned As Egg Move:
Name ▲ | Info | Pow. | Acc. | PP | Cat. | Type |
---|---|---|---|---|---|---|
Charm | Lowers the target's Attack by two stages. | – | 100 | 20 | ![]() | 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. | 65 | 95 | 15 | ![]() | 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. | 65 | 95 | 15 | ![]() | Ice |
Lick | Deals damage. Has a 30% chance to paralyze the target. | 20 | 100 | 30 | ![]() | Ghost |
Mud Slap | Deals damage. Has a 100% chance to lower the target's accuracy by one stage. | 20 | 100 | 10 | ![]() | 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. | 40 | 100 | 20 | ![]() | Dark |
Sand Attack | Lowers the target's accuracy by one stage. | – | 100 | 15 | ![]() | Ground |
Thunder Fang | Deals damage. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch. | 65 | 95 | 15 | ![]() | 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 |