Arboliva
Olive Pokémon
- height
- 1.4 m
- weight
- 48.2 kg
This Pokémon drives back enemies by launching its rich, aromatic oil at them with enough force to smash a boulder.
Base stats
Abilities
- Seed Sower
When this Pokemon is hit by an attack, the effect of Grassy Terrain begins.
- Harvest
If last item used is a Berry, 50% chance to restore it each end of turn. 100% in Sun.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves44
100% confuse target that had a stat rise this turn.
Hits 2-5 times in one turn.
Lowers the target's Attack by 2.
No additional effect. Hits adjacent foes.
10% chance to lower the target's Sp. Def by 1.
Target repeats its last move for its next 3 turns.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
More power the less HP the user has left.
Flings the user's item at the target. Power varies.
User recovers 50% of the damage dealt.
User cannot move next turn.
More power the heavier the target.
5 turns. Grounded: +Grass power, +1/16 max HP.
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
No additional effect. Hits adjacent foes.
Lowers the user's Sp. Atk by 2.
1/8 of target's HP is restored to user every turn.
For 5 turns, special damage to allies is halved.
Lowers target's Attack, Sp. Atk by 2. User faints.
If hit by special attack, returns double damage.
No additional effect. Hits adjacent Pokemon.
Lasts 2-3 turns. Confuses the user afterwards.
If the target is an ally, heals 50% of its max HP.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
For 5 turns, protects user's party from status.
No additional effect.
User must be asleep. Uses another known move.
Charges turn 1. Hits turn 2. No charge in sunlight.
Charges turn 1. Hits turn 2. No charge in sunlight.
User heals HP=target's Atk stat. Lowers Atk by 1.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Lowers the foe(s) evasiveness by 2.
Heals the user by a weather-dependent amount.
User on terrain: power doubles, type varies.
100% chance to raise the user's Speed by 1.
Power doubles and type varies in each weather.