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 #158 Totodile
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Totodile
Japan: Waninoko
ワニノコ
French: Kaiminus
German: Karnimani
Korean: 리아코
National: #158
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :87.5%
Female :12.5%
Classification Height Weight Capture Rate Base Egg Steps
Big Jaw Pokémon 2'00"
0.6m
20.9lbs
9.5kg
455,120
Abilities: Torrent - Sheer Force (Hidden Ability)
Torrent: When HP is below 1/3rd its maximum, power of Water-type moves is increased by 50%.
Hidden Ability (Available):
Sheer Force: Moves with a secondary effect are increased in power by 33% but lose their secondary effect
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
70 1 Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Monster
Water 1
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby From Professor Birch in, Route 101
Alpha Sapphire From Professor Birch in, Route 101
Generation VI Level Up
LevelAttack NameTypeAppealJam
Scratch  
Quite an appealing move.
Leer
Badly startles Pokémon that the audience has high expectations of.
6 Water Gun  
Quite an appealing move.
8 Rage
Startles all of the Pokémon to act before the user.
13 Bite
Badly startles the last Pokémon to act before the user.
15 Scary Face  
Brings down the energy of any Pokémon that have already used a move this turn.
20 Ice Fang  
Quite an appealing move.
22 Flail  
Works better the later it is used in a turn.
27 Crunch
Badly startles the last Pokémon to act before the user.
29 Chip Away  
Excites the audience in any kind of contest.
34 Slash  
Quite an appealing move.
36 Screech  
Makes audience expect little of other contestants.
41 Thrash  
A very appealing move, but after using this move, the user is more easily startled.
43 Aqua Tail  
Quite an appealing move.
48 Superpower  
A very appealing move, but after using this move, the user is more easily startled.
50 Hydro Pump  
Works better the more the crowd is excited.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM01 Hone Claws  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM02 Dragon Claw  
Quite an appealing move.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM07 Hail
Badly startles all Pokémon that successfully showed their appeal.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM13 Ice Beam
Badly startles the last Pokémon to act before the user.
TM14 Blizzard
Badly startles the last Pokémon to act before the user.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM27 Return  
Quite an appealing move.
TM28 Dig  
Prevents the user from being startled one time this turn.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM55 Scald  
Makes the remaining Pokémon nervous.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM65 Shadow Claw  
Quite an appealing move.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
HM03 Surf
Startles all of the Pokémon to act before the user.
HM05 Waterfall  
Quite an appealing move.
HM07 (ΩRαS) Dive  
Prevents the user from being startled one time this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Ancient Power   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Aqua Jet   Details
Causes the user to move earlier on the next turn.
Block   Details
Makes the remaining Pokémon nervous.
Crunch Details
Badly startles the last Pokémon to act before the user.
Dragon Dance   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Fake Tears   Details
Makes the audience quickly grow bored when an appeal move has little effect.
Flatter   Details
Makes the remaining Pokémon nervous.
Hydro Pump   Details
Works better the more the crowd is excited.
Ice Punch   Details
Quite an appealing move.
Metal Claw   Details
Quite an appealing move.
Mud Sport   Details
Excites the audience in any kind of contest.
Thrash   Details
A very appealing move, but after using this move, the user is more easily startled.
Water Pulse   Details
Makes audience expect little of other contestants.
Water Sport   Details
Excites the audience in any kind of contest.

Move Tutor Attacks
Attack NameTypeAppealJam
Water Pledge  
Excites the audience in any kind of contest.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Aqua Tail  
Quite an appealing move.
Block  
Makes the remaining Pokémon nervous.
Focus Punch  
Works great if the user goes last this turn.
Ice Punch  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Iron Tail  
Quite an appealing move.
Low Kick  
Works better the later it is used in a turn.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Spite
Badly startles all Pokémon that successfully showed their appeal.
Superpower  
A very appealing move, but after using this move, the user is more easily startled.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Water Pulse  
Makes audience expect little of other contestants.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Dive   Gen V HM06
Prevents the user from being startled one time this turn.
Water Pledge   Move Tutor - B2W2
Excites the audience in any kind of contest.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Whirlpool   Gen IV 250
Temporarily stops the crowd from growing excited.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Mega Punch   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mega Kick   Move Tutor - FRLG
Works better the more the crowd is excited.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Counter   Move Tutor - FRLG
Works great if the user goes last this turn.
Seismic Toss   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Dynamic Punch Move Tutor - Emerald
Badly startles Pokémon that the audience has high expectations of.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 314 50 65 64 44 48 43
Max Stats
Hindering Nature
Lv. 50 110 - 157 63 - 105 62 - 104 44 - 86 47 - 90 43 - 85
Lv. 100 210 - 304 121 - 206 119 - 204 83 - 168 90 - 175 81 - 166
Max Stats
Neutral Nature
Lv. 50 110 - 157 70 - 117 69 - 116 49 - 96 53 - 100 48 - 95
Lv. 100 210 - 304 135 - 229 133 - 227 93 - 187 101 - 195 91 - 185
Max Stats
Beneficial Nature
Lv. 50 110 - 157 77 - 128 75 - 127 53 - 105 58 - 110 52 - 104
Lv. 100 210 - 304 148 - 251 146 - 249 102 - 205 111 - 214 100 - 203

<--- #157
Typhlosion
#159
Croconaw
--->

 
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