Victreebel
Flycatcher Pokémon
- height
- 1.7 m
- weight
- 15.5 kg
Lures prey with the sweet aroma of honey. Swallowed whole, the prey is dissolved in a day, bones and all.
Base stats
Abilities
- Chlorophyll
If Sunny Day is active, this Pokemon's Speed is doubled.
- Gluttony
This Pokemon eats Berries at 1/2 max HP or less instead of their usual 1/4 max HP.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves59
100% chance to lower the target's Sp. Def by 2.
30% chance to paralyze the target.
User steals and eats the target's Berry.
Hits 2-5 times in one turn.
Resets all of the target's stat stages to 0.
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.
Nullifies the target's Ability.
User recovers 50% of the damage dealt.
User cannot move next turn.
More power the heavier the target.
User on Grassy Terrain: +1 priority.
5 turns. Grounded: +Grass power, +1/16 max HP.
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
User cannot move next turn.
Traps/grounds user; heals 1/16 max HP per turn.
1.5x damage if foe holds an item. Removes item.
High critical hit ratio.
Lowers the user's Sp. Atk by 2.
User recovers 50% of the damage dealt.
100% chance to lower the target's Attack by 1.
30% chance to poison the target.
Poisons the target.
100% chance to lower the target's Speed by 1.
No additional effect.
Prevents moves from affecting the user this turn.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Power doubles if others used Round this turn.
Lowers the target's Speed by 2.
No additional effect.
Causes the target to fall asleep.
User must be asleep. Uses another known move.
30% chance to poison the target.
10% chance to poison adjacent Pokemon.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
More power with more uses of Stockpile.
Raises user's Defense, Sp. Def by 1. Max 3 uses.
User heals HP=target's Atk stat. Lowers Atk by 1.
Paralyzes the target.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
For 5 turns, intense sunlight powers Fire moves.
Heals the user based on uses of Stockpile.
Lowers the foe(s) evasiveness by 2.
Raises the user's Attack by 2.
Heals the user by a weather-dependent amount.
If the user has no item, it steals the target's.
Lowers the target's Attack and Defense by 1.
Badly poisons the target. Poison types can't miss.
Poisons grounded foes on switch-in. Max 2 layers.
100% chance to raise the user's Speed by 1.
Power doubles if the target is poisoned.
Power doubles and type varies in each weather.
The target's Ability becomes Insomnia.
Traps and damages the target for 4-5 turns.