Scovillain
Rank #46![]()
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HP
140
Atk
128
Def
85
SpA
128
SpD
85
Spe
95
Total661
Usage Format
Scovillain Abilities
All Scovillain Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 140 | 128 | 85 | 128 | 85 | 95 | 661 | 15 | ||
| 140 | 158 | 105 | 158 | 105 | 95 | 761 | 22 |
Scovillain Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Scovillain Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 94.2% | Rage Powder | — | ∞ | 20 | +2 | The user redirects opponents’ moves toward itself. This effect works only on single-target moves. | ||
| 92.7% | Protect | — | ∞ | 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. | ||
| 60.8% | Giga Drain | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| 58% | Overheat | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| 42.5% | Leech Seed | — | 90 | 12 | 0 | Gives the target the Leech Seeded status. | ||
| 30.6% | Flamethrower | 90 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| 3.1% | Burning Jealousy | 70 | 100 | 8 | 0 | Burns targets if their stats were boosted during the turn this move is used. | ||
| 2.1% | Leaf Storm | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| 1.8% | Spicy Extract | — | ∞ | 16 | 0 | Lowers the target’s Defense stat by 2 stages and boosts its Attack stat by 2 stages. | ||
| 1.7% | Energy Ball | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Bite | 60 | 100 | 20 | 0 | Has a 30% chance of making the target flinch. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Growth | — | ∞ | 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 | 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. | ||
| — | Fire Spin | 35 | 85 | 16 | 0 | Gives the target the Bound status. | ||
| — | Fire Blast | 110 | 85 | 8 | 0 | Has a 10% chance of burning the target. | ||
| — | Rest | — | ∞ | 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. | ||
| — | Super Fang | — | 90 | 12 | 0 | Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left. | ||
| — | Substitute | — | ∞ | 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. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Scary Face | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | Sandstorm | — | ∞ | 8 | 0 | Summons a sandstorm for 5 turns. | ||
| — | Endure | — | ∞ | 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. | ||
| — | Swagger | — | 85 | 16 | 0 | Boosts the target’s Attack stat by 2 stages and confuses it. | ||
| — | Sleep Talk | — | ∞ | 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 | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Crunch | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Will-O-Wisp | — | 85 | 16 | 0 | Burns the target. | ||
| — | Facade | 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. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Ingrain | — | ∞ | 20 | 0 | The user gains the Ingrained status. | ||
| — | Endeavor | — | 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. | ||
| — | Bullet Seed | 25 | 100 | 20 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Worry Seed | — | 100 | 12 | 0 | Changes the target’s Ability to Insomnia. | ||
| — | Flare Blitz | 120 | 100 | 16 | 0 | Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move. | ||
| — | Seed Bomb | 80 | 100 | 16 | 0 | — | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Thunder Fang | 65 | 95 | 16 | 0 | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. | ||
| — | Fire Fang | 65 | 95 | 16 | 0 | Has a 10% chance of burning the target and a 10% chance of making the target flinch. | ||
| — | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Double Hit | 35 | 90 | 12 | 0 | The user attacks twice in a row. | ||
| — | Grassy Terrain | — | ∞ | 12 | 0 | Turns the entire field into Grassy Terrain for 5 turns. | ||
| — | Stomping Tantrum | 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. | ||
| — | Grassy Glide | 55 | 100 | 20 | 0 | If the user is under the effect of Grassy Terrain, this move’s priority becomes +1. | ||
| — | Lash Out | 75 | 100 | 8 | 0 | This move’s power is doubled if the user’s stats were lowered during the turn this move is used. | ||
| — | Trailblaze | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Temper Flare | 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. |