Arboliva

Arboliva

Rank #158GrassNormal

HP
153
Atk
89
Def
110
SpA
145
SpD
129
Spe
59
Total685

Usage Format

Arboliva Abilities

Arboliva Type Effectiveness

Weak to

Fighting2×Flying2×Poison2×Bug2×Fire2×Ice2×

Resistant to

Ground½×Water½×Grass½×Electric½×

Immune to

Ghost0×

Damaged normally by

Normal1×Rock1×Steel1×Psychic1×Dragon1×Dark1×Fairy1×

Arboliva Moves

Usage Move Type Category Target Power Acc PP Prio Description
64.5%Giga DrainGrassSpecialSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
54.5%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
49.2%Earth PowerGroundSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
41.6%Strength SapGrassStatusSingle—10080Restores the user’s HP by an amount equal to the target’s Attack stat. Lowers the target’s Attack stat by 1 stage.
38.3%Pollen PuffBugSpecialSingle90100160When used on an ally, this move restores 1/2 of its max HP instead of dealing damage.
25.5%Hyper VoiceNormalSpecialAll Foes90100120—
20.2%Leech SeedGrassStatusSingle—90120Gives the target the Leech Seeded status.
13.3%Dazzling GleamFairySpecialAll Foes80100120—
12.7%Terrain PulseNormalSpecialSingle50100120This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.
12.3%Energy BallGrassSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—GrowthGrassStatusSelf—∞200Boosts the user’s Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
—Solar BeamGrassSpecialSingle120100120The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
—Petal DanceGrassSpecialRandom120100120The user gains the Rampaging status.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—FlailNormalPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—CharmFairyStatusSingle—100200Lowers the target’s Attack stat by 2 stages.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—SafeguardNormalStatusOwn Side—∞200Gives the user’s side the Safeguard status for 5 turns.
—EncoreNormalStatusSingle—10080Gives the target the Encore status.
—Sweet ScentNormalStatusAll Foes—100200Lowers targets’ evasiveness by 2 stages.
—SynthesisGrassStatusSelf—∞80Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Mirror CoatPsychicSpecialVaries—10020-5The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—MementoDarkStatusSingle—100120Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—Weather BallNormalSpecialSingle50100120When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
—Bullet SeedGrassPhysicalSingle25100200The user attacks 2 to 5 times in a row.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Seed BombGrassPhysicalSingle80100160—
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Leaf StormGrassSpecialSingle1309080Lowers the user’s Sp. Atk stat by 2 stages.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Petal BlizzardGrassPhysicalAll90100160—
—Grassy TerrainGrassStatusField—∞120Turns the entire field into Grassy Terrain for 5 turns.
—Solar BladeGrassPhysicalSingle125100120The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Alluring VoiceFairySpecialSingle80100120Confuses the target if its stats were boosted during the turn this move is used.