Rillaboom
Rank #1![]()
HP
175
Atk
145
Def
110
SpA
80
SpD
90
Spe
105
Total705
Usage Format
Rillaboom Abilities
Rillaboom Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Rillaboom Moves
| Usage | Move | Type | Category | Target | Power | Acc | PP | Prio | Description |
|---|
| 97.3% | Grassy Glide | Single | 55 | 100 | 20 | 0 | If the user is under the effect of Grassy Terrain, this move’s priority becomes +1. | ||
| 94.9% | Fake Out | Single | 40 | 100 | 12 | +3 | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. | ||
| 78.4% | Wood Hammer | Single | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| 50.2% | High Horsepower | Single | 95 | 95 | 12 | 0 | — | ||
| 47.5% | U-turn | Single | 70 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| 12.4% | Protect | Self | — | ∞ | 8 | +4 | The 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. | ||
| 7.6% | Knock Off | Single | 65 | 100 | 20 | 0 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | ||
| 2.7% | Drum Beating | Single | 80 | 100 | 12 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| 1.7% | Drain Punch | Single | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| 1.6% | Superpower | Single | 120 | 100 | 8 | 0 | Lowers the user’s Attack and Defense stats by 1 stage. | ||
| — | Swords Dance | Self | — | ∞ | 20 | 0 | Boosts the user’s Attack stat by 2 stages. | ||
| — | Mega Kick | Single | 120 | 75 | 8 | 0 | — | ||
| — | Body Slam | Single | 85 | 100 | 16 | 0 | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. | ||
| — | Double-Edge | Single | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Hyper Beam | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Low Kick | Single | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Leech Seed | Single | — | 90 | 12 | 0 | Gives the target the Leech Seeded status. | ||
| — | Growth | Self | — | ∞ | 20 | 0 | Boosts the user’s Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead. | ||
| — | Solar Beam | Single | 120 | 100 | 12 | 0 | The 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. | ||
| — | Earthquake | All | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Screech | Single | — | 85 | 20 | 0 | Lowers the target’s Defense stat by 2 stages. | ||
| — | Focus Energy | Self | — | ∞ | 20 | 0 | The user gains a 2-stage Critical-Hit Ratio Boost. | ||
| — | Rest | Self | — | ∞ | 8 | 0 | Fully 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. | ||
| — | Substitute | Self | — | ∞ | 12 | 0 | The 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. | ||
| — | Thief | Single | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | Single | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Scary Face | Single | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Giga Drain | Single | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| — | Endure | Self | — | ∞ | 12 | +4 | During 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. | ||
| — | Sleep Talk | Self | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Sunny Day | Field | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Uproar | Random | 90 | 100 | 12 | 0 | The user gains the Uproar status. | ||
| — | Facade | Single | 70 | 100 | 20 | 0 | This 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. | ||
| — | Focus Punch | Single | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Taunt | Single | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Brick Break | Single | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Endeavor | Single | — | 100 | 8 | 0 | Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s. | ||
| — | Hyper Voice | All Foes | 90 | 100 | 12 | 0 | — | ||
| — | Bullet Seed | Single | 25 | 100 | 20 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Frenzy Plant | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Bulk Up | Self | — | ∞ | 20 | 0 | Boosts the user’s Attack and Defense stats by 1 stage. | ||
| — | Mud Shot | Single | 55 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Hammer Arm | Single | 100 | 90 | 12 | 0 | Lowers the user’s Speed stat by 1 stage. | ||
| — | Assurance | Single | 60 | 100 | 12 | 0 | This move’s power is doubled if the target has already taken damage during the turn this move is used. | ||
| — | Fling | Single | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Worry Seed | Single | — | 100 | 12 | 0 | Changes the target’s Ability to Insomnia. | ||
| — | Seed Bomb | Single | 80 | 100 | 16 | 0 | — | ||
| — | Focus Blast | Single | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Energy Ball | Single | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Earth Power | Single | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Giga Impact | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Leaf Storm | Single | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| — | Grass Knot | Single | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Double Hit | Single | 35 | 90 | 12 | 0 | The user attacks twice in a row. | ||
| — | Low Sweep | Single | 65 | 100 | 20 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Round | Single | 60 | 100 | 16 | 0 | If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | ||
| — | Acrobatics | Single | 55 | 100 | 16 | 0 | This move’s power is doubled if the user isn’t holding an item. | ||
| — | Bulldoze | All | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Snarl | All Foes | 55 | 95 | 16 | 0 | Lowers targets’ Sp. Atk stats by 1 stage. | ||
| — | Noble Roar | Single | — | 100 | 20 | 0 | Lowers the target’s Attack and Sp. Atk stats by 1 stage. | ||
| — | Grassy Terrain | Field | — | ∞ | 12 | 0 | Turns the entire field into Grassy Terrain for 5 turns. | ||
| — | Boomburst | All | 140 | 100 | 12 | 0 | — | ||
| — | Solar Blade | Single | 125 | 100 | 12 | 0 | The 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. | ||
| — | Brutal Swing | All | 60 | 100 | 20 | 0 | — | ||
| — | Stomping Tantrum | Single | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | ||
| — | Body Press | Single | 80 | 100 | 12 | 0 | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. | ||
| — | Trailblaze | Single | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. |