Rotom’s Pokédex
#594 Alomomola |
| 1.2 m
(3'11") —
31.6 kg
(69.7 lbs.) |
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Caring Pokémon
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Ability #1
• Healer - Sometimes heals an ally’s status condition. Ability #2
• Hydration - Heals status conditions if it’s raining. Hidden Ability
• Regenerator - Restores a little HP when withdrawn from battle. |
Unova-Dex #100 B W ~ #182 B2 W2
AlolanDex #157 Su Mo ~ #191 Ultra
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#594 Alomomola
• Evolution
#594 Alomomola
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0])
|
Normal |
Fighting |
Flying |
Poison |
Ground |
Rock |
Bug |
Ghost |
Steel |
Fire |
Water |
Grass |
Electric |
Psychic |
Ice |
Dragon |
Dark |
Fairy |
Gen. VI+: |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
½ |
½ |
½ |
2 |
2 |
1 |
½ |
1 |
1 |
1 |
Gen. V: |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
½ |
½ |
½ |
2 |
2 |
1 |
½ |
1 |
1 |
- |
This table ignores the ability. |
#594 Alomomola
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
|
HP |
Attack |
Defense |
Special Attack |
Special Defense |
Speed |
Base Stats |
165 |
75 |
80 |
40 |
45 |
65 |
Level 50 |
225-272 |
72-139 |
76-145 |
40-101 |
45-106 |
63-128 |
Level 100 |
440-534 |
139-273 |
148-284 |
76-196 |
85-207 |
121-251 |
Tot. Base Stats: 470 |
Effort values (2) |
2 |
0 |
0 |
0 |
0 |
0 |
Experience: 165 |
#594 Alomomola
• Pokédex Entries
Black | The special membrane enveloping
Alomomola has the ability to heal wounds. |
White | Floating in the open sea is how they live.
When they find a wounded Pokémon,
they embrace it and bring it to shore. |
Black 2 and White 2 | It gently holds injured and weak
Pokémon in its fins. Its special
membrane heals their wounds. |
X | Floating in the open sea is how they live.
When they find a wounded Pokémon,
they embrace it and bring it to shore. |
Y | It gently holds injured and weak Pokémon in its
fins. Its special membrane heals their wounds. |
Omega Ruby | Floating in the open sea is how they live.
When they find a wounded Pokémon,
they embrace it and bring it to shore. |
Alpha Sapphire | It gently holds injured and weak Pokémon in its
fins. Its special membrane heals their wounds. |
Sun | It uses its special mucus to close the wounds of
injured Pokémon. The reason for this behavior
remains unknown. |
Moon | They float upon the open sea. Many water
Pokémon gather in the area around Alomomola. |
Ultra Sun | Fishermen take them along on long voyages,
because if you have an Alomomola with you,
there’ll be no need for a doctor or medicine. |
Ultra Moon | The reason it helps Pokémon in a weakened
condition is that any Pokémon coming after
them may also attack Alomomola. |
#594 Alomomola
• Locations
Black |
Driftveil City, P2 Laboratory, Route 4, Route 17, Route 18. |
White |
Driftveil City, P2 Laboratory, Route 4, Route 17, Route 18. |
Black 2 |
P2 Laboratory, Route 4, Route 17, Route 18, Route 21, Virbank City, Virbank Complex. |
White 2 |
P2 Laboratory, Route 4, Route 17, Route 18, Route 21, Virbank City, Virbank Complex. |
X |
Azure Bay, Shalour City. |
Y |
Azure Bay, Shalour City. |
#594 Alomomola
Gen. V data
.old
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#594 Alomomola
• Egg Groups
#594 Alomomola
• Moves, Learnset of Alomomola
By leveling up
Sun and Moon
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
-- |
-- |
20 |
0 |
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat. |
|
Water |
110 |
80% |
5 |
0 |
The target is blasted by a huge volume of water
launched under great pressure. |
|
Rock |
-- |
-- |
10 |
3 |
The user and its allies are protected from
wide-ranging attacks for one turn. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Normal |
-- |
-- |
20 |
5 |
The user assists an ally by boosting the power of
that ally’s attack. |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Water |
-- |
-- |
15 |
0 |
The user soaks the battlefield with water. This
weakens Fire-type moves for five turns. |
|
Water |
-- |
-- |
20 |
0 |
The user envelops itself in a veil made of water.
It regains some HP every turn. |
|
Water |
40 |
100% |
20 |
1 |
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first. |
|
Normal |
15 |
85% |
10 |
0 |
The target is slapped repeatedly, back and forth,
two to five times in a row. |
|
Psychic |
-- |
-- |
10 |
0 |
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
60 |
100% |
20 |
0 |
The user attacks the target with a pulsing blast of
water. This may also confuse the target. |
|
Fighting |
70 |
100% |
10 |
0 |
This attack inflicts big damage on a sleeping target.
This also wakes the target up, however. |
|
Water |
-- |
100% |
20 |
0 |
The user shoots a torrent of water at the target and
changes the target’s type to Water. |
|
Normal |
-- |
-- |
10 |
0 |
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP. |
|
Water |
65 |
100% |
10 |
0 |
If the target’s HP is half or less, this attack will hit
with double the power. |
|
Normal |
-- |
-- |
25 |
0 |
The user creates a protective field that prevents
status conditions for five turns. |
|
Water |
35 |
85% |
15 |
0 |
The user traps the target in a violent swirling
whirlpool for four to five turns. |
|
Normal |
-- |
-- |
20 |
5 |
The user assists an ally by boosting the power of
that ally’s attack. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Rock |
-- |
-- |
10 |
3 |
The user and its allies are protected from
wide-ranging attacks for one turn. |
|
Water |
110 |
80% |
5 |
0 |
The target is blasted by a huge volume of water
launched under great pressure. |
By leveling up
Ultra Sun and Ultra Moon
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
-- |
-- |
20 |
0 |
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat. |
|
Water |
110 |
80% |
5 |
0 |
The target is blasted by a huge volume of water
launched under great pressure. |
|
Rock |
-- |
-- |
10 |
3 |
The user and its allies are protected from
wide-ranging attacks for one turn. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Normal |
-- |
-- |
20 |
5 |
The user assists an ally by boosting the power of
that ally’s attack. |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Water |
-- |
-- |
15 |
0 |
The user soaks the battlefield with water. This
weakens Fire-type moves for five turns. |
|
Water |
-- |
-- |
20 |
0 |
The user envelops itself in a veil made of water.
It regains some HP every turn. |
|
Water |
40 |
100% |
20 |
1 |
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first. |
|
Normal |
15 |
85% |
10 |
0 |
The target is slapped repeatedly, back and forth,
two to five times in a row. |
|
Psychic |
-- |
-- |
10 |
0 |
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP. |
|
Normal |
-- |
-- |
10 |
4 |
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession. |
|
Water |
60 |
100% |
20 |
0 |
The user attacks the target with a pulsing blast of
water. This may also confuse the target. |
|
Fighting |
70 |
100% |
10 |
0 |
This attack inflicts big damage on a sleeping target.
This also wakes the target up, however. |
|
Water |
-- |
100% |
20 |
0 |
The user shoots a torrent of water at the target and
changes the target’s type to Water. |
|
Normal |
-- |
-- |
10 |
0 |
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP. |
|
Water |
65 |
100% |
10 |
0 |
If the target’s HP is half or less, this attack will hit
with double the power. |
|
Normal |
-- |
-- |
25 |
0 |
The user creates a protective field that prevents
status conditions for five turns. |
|
Water |
35 |
85% |
15 |
0 |
The user traps the target in a violent swirling
whirlpool for four to five turns. |
|
Normal |
-- |
-- |
20 |
5 |
The user assists an ally by boosting the power of
that ally’s attack. |
|
Psychic |
-- |
-- |
10 |
0 |
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured. |
|
Rock |
-- |
-- |
10 |
3 |
The user and its allies are protected from
wide-ranging attacks for one turn. |
|
Water |
110 |
80% |
5 |
0 |
The target is blasted by a huge volume of water
launched under great pressure. |
#594 Alomomola
• Sprites & extra info…
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