#0952
Scovillain

Scovillain

Fire Grass

Abilities

  • Chlorophyll Doubles the Pokémon's Speed stat in harsh sunlight.
  • Insomnia The Pokémon cannot become drowsy or be put to sleep.
  • Moody Hidden At the end of every turn, one of the Pokémon's stats will be boosted by 2 stages, but another will be lowered by 1 stage.

Stat Points

HP
65
ATK
108
DEF
65
Sp. Atk
108
Sp. Def
65
SPE
75

Weakness and Resistance

2x ⦿ Super Effective
Poison Flying Rock
1x – Normal
Normal Fire Water Ice Fighting Ground Psychic Bug Ghost Dragon Dark
0.5x △ Resists
Electric Steel Fairy
0.25x ▼ Mostly Ineffective
Grass

Learnable Moves (48)

Name Type Category Power PP Description
Bite physical 60 20 Has a 30% chance of making the target flinch.
Bullet Seed physical 25 20 The user attacks 2 to 5 times in a row.
Burning Jealousy special 70 8 Burns targets if their stats were boosted during the turn this move is used.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Double Hit physical 35 12 The user attacks twice in a row.
Endeavor physical - 8 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.
Endure status - 12 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.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Facade physical 70 20 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.
Fire Blast special 110 8 Has a 10% chance of burning the target.
Fire Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Fire Spin special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out.
Flamethrower special 90 16 Has a 10% chance of burning the target.
Flare Blitz physical 120 16 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.
Giga Drain special 75 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Grassy Glide physical 55 20 If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Grassy Terrain status - 12 Turns the entire field into Grassy Terrain for 5 turns.
Growth status - 20 Boosts the user's Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ingrain status - 20 The user gains the Ingrained status, where the Pokémon has 1/16 of its max HP restored at the end of every turn and becomes grounded and cannot be switched out of battle.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Leaf Storm special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Leech Seed status - 12 Gives the target the Leech Seeded status, where Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. Whichever Pokémon is in the spot of the Pokémon that caused the status has its HP restored by the same amount.
Overheat special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Protect status - 8 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.
Rage Powder status - 20 The user redirects opponents' moves toward itself. This effect works only on single-target moves.
Rest status - 8 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.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Seed Bomb physical 80 16 —
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, 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.
Spicy Extract status - 16 Lowers the target's Defense stat by 2 stages and boosts its Attack stat by 2 stages.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Substitute status - 12 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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Super Fang physical - 12 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.
Swagger status - 16 Boosts the target's Attack stat by 2 stages and confuses it.
Temper Flare physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thunder Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Will-O-Wisp status - 16 Burns the target.
Worry Seed status - 12 Changes the target's Ability to Insomnia.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.