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#116 Horsea | |
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Picture |
Name |
Other Names |
No. |
Gender Ratio |
Type |
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Horsea |
Japan: | Tattsu タッツー |
French: | Hypotrempe |
German: | Seeper |
Korean: | 쏘드라 |
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National: | #116 |
Central Kalos: | #--- |
Coastal Kalos: | #039 |
Mountain Kalos: | #--- |
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Classification |
Height |
Weight |
Capture Rate |
Base Egg Steps |
Dragon Pokémon |
1'04"
0.4m |
17.6lbs
8kg | 225 | 5,120 |
Abilities: Swift Swim - Sniper - Damp (Hidden Ability) |
Swift Swim: When rainy, The Pokémon’s Speed doubles. However, Speed will not double on the turn weather becomes Heavy Rain.
Sniper: Power of critical-hit moves is increased to 225% rather than 150%.
Hidden Ability (Available): Damp: Explosion and Selfdestruct will not work while the Pokémon is on the field. |
Experience Growth |
Base Happiness |
Effort Values Earned |
Eligible for Sky Battle? |
1,000,000 Points Medium Fast |
70 | 1 Sp. Attack Point(s)
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Not Eligible/Known
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Locations - In-Depth Details |
X |
Ambrette Town, Cyllage City - Fish | Details |
Y |
Ambrette Town, Cyllage City - Fish | Details |
Omega Ruby |
Route 130, Route 131, Route 132, Route 133, Route 134 | Details |
Alpha Sapphire |
Route 130, Route 131, Route 132, Route 133, Route 134 | Details |
Trainer Locations | |
Details |
X & Y Level Up | |
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Water Gun |
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| Quite an appealing move. |
4 |
Smokescreen |
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| Prevents the user from being startled one time this turn. |
8 |
Leer |
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| Badly startles Pokémon that the audience has high expectations of. |
11 |
Bubble |
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| Quite an appealing move. |
14 |
Focus Energy |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
18 |
Bubble Beam |
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| Badly startles the last Pokémon to act before the user. |
23 |
Agility |
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| Causes the user to move earlier on the next turn. |
26 |
Twister |
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| Quite an appealing move. |
30 |
Brine |
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| Affected by how well the previous Pokémon's move went. |
35 |
Hydro Pump |
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| Works better the more the crowd is excited. |
38 |
Dragon Dance |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
42 |
Dragon Pulse |
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| Quite an appealing move. |
ΩRαS Level Up | |
— |
Bubble |
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| Quite an appealing move. |
5 |
Smokescreen |
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| Prevents the user from being startled one time this turn. |
9 |
Leer |
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| Badly startles Pokémon that the audience has high expectations of. |
13 |
Water Gun |
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| Quite an appealing move. |
17 |
Twister |
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| Quite an appealing move. |
21 |
Bubble Beam |
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| Badly startles the last Pokémon to act before the user. |
26 |
Focus Energy |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
31 |
Brine |
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| Affected by how well the previous Pokémon's move went. |
36 |
Agility |
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| Causes the user to move earlier on the next turn. |
41 |
Dragon Pulse |
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| Quite an appealing move. |
46 |
Dragon Dance |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
52 |
Hydro Pump |
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| Works better the more the crowd is excited. |
TM & HM Attacks | |
TM06 |
Toxic |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
TM07 |
Hail |
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| Badly startles all Pokémon that successfully showed their appeal. |
TM10 |
Hidden Power |
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| An appealing move that can be used repeatedly without boring the audience. |
TM13 |
Ice Beam |
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| Badly startles the last Pokémon to act before the user. |
TM14 |
Blizzard |
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| Badly startles the last Pokémon to act before the user. |
TM17 |
Protect |
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| Prevents the user from being startled one time this turn. |
TM18 |
Rain Dance |
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| Works better the more the crowd is excited. |
TM21 |
Frustration |
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| Badly startles the last Pokémon to act before the user. |
TM27 |
Return |
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| Quite an appealing move. |
TM32 |
Double Team |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
TM42 |
Facade |
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| Works great if the user goes last this turn. |
TM44 |
Rest |
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| Prevents the user from being startled until the turn ends. |
TM45 |
Attract |
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| Makes the remaining Pokémon nervous. |
TM48 |
Round |
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| Works well if it is the same type as the move used by the last Pokémon. |
TM55 |
Scald |
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| Makes the remaining Pokémon nervous. |
TM87 |
Swagger |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
TM88 |
Sleep Talk |
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| Effectiveness varies depending on when it is used. |
TM90 |
Substitute |
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| Prevents the user from being startled one time this turn. |
TM91 |
Flash Cannon |
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| Quite an appealing move. |
TM94 (ΩRαS) |
Secret Power |
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| Works well if the user is pumped up. |
TM100 |
Confide |
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| Brings down the energy of any Pokémon that have already used a move this turn. |
HM03 |
Surf |
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| Startles all of the Pokémon to act before the user. |
HM05 |
Waterfall |
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| Quite an appealing move. |
HM07 (ΩRαS) |
Dive |
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| Prevents the user from being startled one time this turn. |
Omega Ruby/Alpha Sapphire Move Tutor Attacks | |
Bounce |
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| Prevents the user from being startled until the turn ends. |
Dragon Pulse |
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| Quite an appealing move. |
Icy Wind |
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| Makes the audience quickly grow bored when an appeal move has little effect. |
Outrage |
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| A very appealing move, but after using this move, the user is more easily startled. |
Signal Beam |
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| Makes audience expect little of other contestants. |
Snore |
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| Makes the audience quickly grow bored when an appeal move has little effect. |
Water Pulse |
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| Makes audience expect little of other contestants. |
Transfer Only Moves (Details) | |
Dive |
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Gen V HM06 |
Prevents the user from being startled one time this turn. | Endure |
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Gen IV 203 |
Causes the user to move later on the next turn. | Captivate |
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Gen IV 445 |
Makes the audience quickly grow bored when an appeal move has little effect. | Natural Gift |
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Gen IV 363 |
Works better the more the crowd is excited. | Whirlpool |
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Gen IV 250 |
Temporarily stops the crowd from growing excited. | Dive |
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Move Tutor - PtHGSS |
Prevents the user from being startled one time this turn. | Swift |
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Move Tutor - PtHGSS |
Works great if the user goes first this turn. | Headbutt |
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Move Tutor - HGSS |
Quite an appealing move. | Double-edge |
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| Move Tutor - FRLG |
A very appealing move, but after using this move, the user is more easily startled. | Mimic |
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| Move Tutor - FRLG |
Shows off the Pokémon’s appeal about as well as the move used just before it. | Endure |
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Move Tutor - Emerald |
Causes the user to move later on the next turn. | Swift |
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Move Tutor - Emerald |
Works great if the user goes first this turn. |
Stats |
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HP |
Attack |
Defense |
Sp. Attack |
Sp. Defense |
Speed |
Base Stats - Total: 295 |
30 |
40 |
70 |
70 |
25 |
60 |
Max Stats Hindering Nature |
Lv. 50 |
90 - 137 |
40 - 82 |
67 - 109 |
67 - 109 |
27 - 69 |
58 - 100 |
Lv. 100 |
170 - 264 |
76 - 161 |
130 - 215 |
130 - 215 |
49 - 134 |
112 - 197 |
Max Stats Neutral Nature |
Lv. 50 |
90 - 137 |
45 - 92 |
75 - 122 |
75 - 122 |
30 - 77 |
65 - 112 |
Lv. 100 |
170 - 264 |
85 - 179 |
145 - 239 |
145 - 239 |
55 - 149 |
125 - 219 |
Max Stats Beneficial Nature |
Lv. 50 |
90 - 137 |
49 - 101 |
82 - 134 |
82 - 134 |
33 - 84 |
71 - 123 |
Lv. 100 |
170 - 264 |
93 - 196 |
159 - 262 |
159 - 262 |
60 - 163 |
137 - 240 |
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