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#594 Alomomola | |
This database deals with Contests ONLY, for the battle version, Click here |
Picture |
Name |
Other Names |
No. |
Gender Ratio |
Type |
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Alomomola |
Japan: | Mamanbou ママンボウ |
French: | Mamanbo |
German: | Mamolida |
Korean: | 맘복치 |
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National: | #594 |
Central Kalos: | #--- |
Coastal Kalos: | #149 |
Mountain Kalos: | #--- |
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Classification |
Height |
Weight |
Capture Rate |
Base Egg Steps |
Caring Pokémon |
3'11"
1.2m |
69.7lbs
31.6kg | 75 | 10,240 |
Abilities: Healer - Hydration - Regenerator (Hidden Ability) |
Healer: At the end of the turn, there is a 30% chance of either Ally being healed from a status condition
Hydration: All status problems: Burn, Paralysis, Sleep, Frozen and Poison, are healed when raining.
Hidden Ability (Available): Regenerator: When the Pokémon switches out of battle, up to 33.3% of its maximum Hit Points are restored |
Experience Growth |
Base Happiness |
Effort Values Earned |
Eligible for Sky Battle? |
800,000 Points Fast |
70 | 2 HP Point(s)
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Not Eligible/Known
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Locations - In-Depth Details |
X |
Azure Bay - Fish | Details |
Y |
Azure Bay - Fish | Details |
Omega Ruby |
Route 122, Route 124, Route 126, Route 127, Route 128, Route 129, Route 130, Route 131, Route 132, Route 133, Route 134 | Details |
Alpha Sapphire |
Route 122, Route 124, Route 126, Route 127, Route 128, Route 129, Route 130, Route 131, Route 132, Route 133, Route 134 | Details |
Trainer Locations | |
Details |
Generation VI Level Up | |
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Hydro Pump |
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| Works better the more the crowd is excited. |
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Wide Guard |
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| Prevents the user from being startled until the turn ends. |
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Healing Wish |
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| A move of huge appeal, but using it prevents the user from taking further contest moves. |
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Pound |
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| Quite an appealing move. |
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Water Sport |
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| Excites the audience in any kind of contest. |
5 |
Aqua Ring |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
9 |
Aqua Jet |
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| Causes the user to move earlier on the next turn. |
13 |
Double Slap |
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| Effectiveness varies depending on when it is used. |
17 |
Heal Pulse |
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| Excites the audience in any kind of contest. |
21 |
Protect |
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| Prevents the user from being startled one time this turn. |
25 |
Water Pulse |
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| Makes audience expect little of other contestants. |
29 |
Wake-Up Slap |
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| Affected by how well the previous Pokémon's move went. |
33 |
Soak |
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| Badly startles Pokémon that the audience has high expectations of. |
37 |
Wish |
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| Excites the audience a lot if used last. |
41 |
Brine |
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| Affected by how well the previous Pokémon's move went. |
45 |
Safeguard |
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| Prevents the user from being startled one time this turn. |
49 |
Helping Hand |
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| Quite an appealing move. |
53 |
Wide Guard |
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| Prevents the user from being startled until the turn ends. |
57 |
Healing Wish |
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| A move of huge appeal, but using it prevents the user from taking further contest moves. |
61 |
Hydro Pump |
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| Works better the more the crowd is excited. |
TM & HM Attacks | |
TM04 |
Calm Mind |
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| Gets the Pokémon pumped up. Helps prevent nervousness, too. |
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. |
TM16 |
Light Screen |
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| Prevents the user from being startled one time this turn. |
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. |
TM20 |
Safeguard |
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| Prevents the user from being startled one time this turn. |
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. |
TM29 |
Psychic |
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| Quite an appealing move. |
TM30 |
Shadow Ball |
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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. |
TM77 |
Psych Up |
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| Works well if it is the same type as the move used by the last Pokémon. |
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. |
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. |
Egg Moves (Details) | Endure |
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Details |
Causes the user to move later on the next turn. | Mirror Coat |
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Details |
Works great if the user goes last this turn. | Mist |
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Details |
Prevents the user from being startled until the turn ends. | Pain Split |
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Details |
Shows off the Pokémon’s appeal about as well as all the moves before it this turn. | Refresh |
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Details |
Prevents the user from being startled one time this turn. | Tickle |
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Details |
Brings down the energy of any Pokémon that have already used a move this turn. |
Omega Ruby/Alpha Sapphire Move Tutor Attacks | |
Bounce |
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| Prevents the user from being startled until the turn ends. |
Helping Hand |
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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. |
Knock Off |
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| Badly startles all of the Pokémon to act before the user. |
Magic Coat |
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| Works great if the user goes last this turn. |
Pain Split |
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| Shows off the Pokémon’s appeal about as well as all the moves before it this turn. |
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. |
Stats |
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HP |
Attack |
Defense |
Sp. Attack |
Sp. Defense |
Speed |
Base Stats - Total: 470 |
165 |
75 |
80 |
40 |
45 |
65 |
Max Stats Hindering Nature |
Lv. 50 |
225 - 272 |
72 - 114 |
76 - 118 |
40 - 82 |
45 - 87 |
63 - 105 |
Lv. 100 |
440 - 534 |
139 - 224 |
148 - 233 |
76 - 161 |
85 - 170 |
121 - 206 |
Max Stats Neutral Nature |
Lv. 50 |
225 - 272 |
80 - 127 |
85 - 132 |
45 - 92 |
50 - 97 |
70 - 117 |
Lv. 100 |
440 - 534 |
155 - 249 |
165 - 259 |
85 - 179 |
95 - 189 |
135 - 229 |
Max Stats Beneficial Nature |
Lv. 50 |
225 - 272 |
88 - 139 |
93 - 145 |
49 - 101 |
55 - 106 |
77 - 128 |
Lv. 100 |
440 - 534 |
170 - 273 |
181 - 284 |
93 - 196 |
104 - 207 |
148 - 251 |
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