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 #455 Carnivine
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Carnivine
Japan: Masukippa
マスキッパ
French: Vortente
German: Venuflibis
Korean: 무스틈니
National: #455
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #029
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Bug Catcher Pokémon 4'07"
1.4m
59.5lbs
27kg
2006,400
Abilities: Levitate
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
70 2 Attack Point(s)
Eligible
Wild Hold Item Egg Groups
 
Miracle Seed
- 5%
Grass
Evolutionary Chain
Locations - In-Depth Details
X Route 14, Route 19Details
Y Route 14, Route 19Details
Omega Ruby  
Alpha Sapphire  
Trainer Locations  Details
Generation VI Level Up
LevelAttack NameTypeAppealJam
Bind  
Temporarily stops the crowd from growing excited.
Growth  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
7 Bite
Badly startles the last Pokémon to act before the user.
11 Vine Whip  
Quite an appealing move.
17 Sweet Scent  
Prevents the user from being startled one time this turn.
21 Ingrain  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
27 Feint Attack  
Works great if the user goes first this turn.
31 Leaf Tornado  
An appealing move that can be used repeatedly without boring the audience.
37 Stockpile  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
37 Spit Up  
Works well if the user is pumped up.
37 Swallow  
Prevents the user from being startled one time this turn.
41 Crunch
Badly startles the last Pokémon to act before the user.
47 Wring Out
Badly startles Pokémon that used a move of the same type.
50 Power Whip  
Works better the more the crowd is excited.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM27 Return  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM36 Sludge Bomb
Badly startles Pokémon that the audience has high expectations of.
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.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM53 Energy Ball  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM66 Payback  
Works great if the user goes last this turn.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM83 Infestation  
Temporarily stops the crowd from growing excited.
TM86 Grass Knot  
Works better the later it is used in a turn.
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.
TM96 Nature Power  
Works better the more the crowd is excited.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
Egg Moves (Details)
Attack NameTypeAppealJam  
Giga Drain Details
Badly startles the last Pokémon to act before the user.
Grass Whistle   Details
Prevents the user from being startled one time this turn.
Leech Seed   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Magical Leaf   Details
Works great if the user goes first this turn.
Rage Powder   Details
Temporarily stops the crowd from growing excited.
Razor Leaf   Details
Quite an appealing move.
Slam   Details
Quite an appealing move.
Sleep Powder Details
Startles all of the Pokémon to act before the user.
Stun Spore Details
Badly startles all Pokémon that successfully showed their appeal.
Synthesis   Details
Effectiveness varies depending on when it is used.
Worry Seed   Details
Makes the remaining Pokémon nervous.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Bind  
Temporarily stops the crowd from growing excited.
Bug Bite  
Makes audience expect little of other contestants.
Gastro Acid  
Brings down the energy of any Pokémon that have already used a move this turn.
Giga Drain
Badly startles the last Pokémon to act before the user.
Knock Off
Badly startles all of the Pokémon to act before the user.
Seed Bomb  
Quite an appealing move.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Synthesis  
Effectiveness varies depending on when it is used.
Worry Seed  
Makes the remaining Pokémon nervous.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Bullet Seed   Gen IV 331
Effectiveness varies depending on when it is used.
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.
Fury Cutter   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 454 74 100 72 90 72 46
Max Stats
Hindering Nature
Lv. 50 134 - 181 94 - 136 69 - 111 85 - 127 69 - 111 45 - 88
Lv. 100 258 - 352 184 - 269 134 - 218 166 - 251 134 - 218 87 - 171
Max Stats
Neutral Nature
Lv. 50 134 - 181 105 - 152 77 - 124 95 - 142 77 - 124 51 - 98
Lv. 100 258 - 352 205 - 299 149 - 243 185 - 279 149 - 243 97 - 191
Max Stats
Beneficial Nature
Lv. 50 134 - 181 115 - 167 84 - 136 104 - 156 84 - 136 56 - 107
Lv. 100 258 - 352 225 - 328 163 - 267 203 - 306 163 - 267 106 - 210

<--- #454
Toxicroak
#456
Finneon
--->

 
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