Pokédex Entry: #527 Woobat

#527 Woobat

コロモリ ()
Bat Pokémon
Psychic / Flying
Ability: Unaware
Alt. Ability: Klutz
Hidden Ability: Simple
Height: 0.4m
Weight: 2.1kg
Male: 50%
Female: 50%
Egg Groups: Flying / Ground
Steps required to hatch: 3825

Family:


Woobat

Level up when very happy

Swoobat

Movesets:

Attack Level Power Accuracy PP Type Damage Effect
Confusion 1 50 100 25 Has a 10% chance to confuse the target.
Odor Sleuth 4 0 -- 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
Gust 8 40 100 35 Inflicts regular damage and can hit Pokémon in the air.
Assurance 12 50 100 10 Power is doubled if the target has already received damage this turn.
Heart Stamp 15 60 100 25 Has a 30% chance to make the target flinch.
Imprison 19 0 -- 10 Prevents the target from using any moves that the user also knows.
Air Cutter 21 55 95 25 Has an increased chance for a critical hit.
Attract 25 0 100 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Amnesia 29 0 -- 20 Raises the user's Special Defense by two stages.
Calm Mind 29 0 -- 20 Raises the user's Special Attack and Special Defense by one stage.
Air Slash 32 75 95 20 Has a 30% chance to make the target flinch.
Future Sight 36 100 100 10 Hits the target two turns later.
Psychic 41 90 100 10 Has a 10% chance to lower the target's Special Defense by one stage.
Endeavor 47 1 100 5 Lowers the target's HP to equal the user's.
Attack Power Accuracy PP Type Damage Effect
Supersonic 0 55 20 Confuses the target.
Charm 0 100 20 Lowers the target's Attack by two stages.
Flatter 0 100 15 Raises the target's Special Attack by one stage and confuses the target.
Helping Hand 0 -- 20 Ally's next move inflicts half more damage.
Knock Off 20 100 20 Target drops its held item.
Fake Tears 0 100 20 Lowers the target's Special Defense by two stages.
Synchronoise 70 100 15 Hits any Pokémon that shares a type with the user.
Stored Power 20 100 10 Power is higher the more the user's stats have been raised, to a maximum of 31×.
Machine Number Attack Power Accuracy PP Type Damage Effect
TM03 Psyshock 80 100 10 Inflicts damage based on the target's Defense, not Special Defense.
TM04 Calm Mind 0 -- 20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic 0 90 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 1 100 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM12 Taunt 0 100 20 For the next few turns, the target can only use damaging moves.
TM16 Light Screen 0 -- 30 Reduces damage from special attacks by 50% for five turns..
TM17 Protect 0 -- 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance 0 -- 5 Changes the weather to rain for five turns.
TM19 Telekinesis 0 -- 15 Moves have 100% accuracy against the target for three turns.
TM20 Safeguard 0 -- 25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration 1 100 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return 1 100 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic 90 100 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball 80 100 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team 0 -- 15 Raises the user's evasion by one stage.
TM33 Reflect 0 -- 20 Reduces damage from physical attacks by half.
TM40 Aerial Ace 60 -- 20 Never misses.
TM41 Torment 0 100 15 Prevents the target from using the same move twice in a row.
TM42 Facade 70 100 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest 0 -- 10 User sleeps for two turns, completely healing itself.
TM45 Attract 0 100 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief 40 100 10 Takes the target's item.
TM48 Round 60 100 15 Has double power if it's used more than once per turn.
TM53 Energy Ball 80 100 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM57 Charge Beam 50 90 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM62 Acrobatics 55 100 15 Has double power if the user has no held item.
TM63 Embargo 0 100 15 Target cannot use held items.
TM70 Flash 0 100 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave 0 100 20 Paralyzes the target.
TM74 Gyro Ball 1 100 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up 0 -- 10 Discards the user's stat changes and copies the target's.
TM85 Dream Eater 100 100 15 Only works on sleeping Pokémon. Heals the user by half the damage inflicted.
TM87 Swagger 0 90 15 Raises the target's Attack by two stages and confuses the target.
TM88 Pluck 60 100 20 If target has a berry, inflicts double damage and uses the berry.
TM89 U-turn 70 100 20 User must switch out after attacking.
TM90 Substitute 0 -- 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room 0 -- 5 For five turns, slower Pokémon will act before faster Pokémon.
HM02 Fly 90 95 15 User flies high into the air, dodging all attacks, and hits next turn.

Stats:

Base Stats: IV EV Actual at Lv. EV Yield
HP: 55
 
314 0
Top Average: 80
 
Attack: 45
 
189 0
Top Average: 90
 
Defense: 43
 
185 0
Top Average: 83
 
Sp Attack: 55
 
209 0
Top Average: 83
 
Sp Defense: 43
 
185 0
Top Average: 83
 
Speed: 72
 
243 1
Top Average: 78
 
Base Stat Total: 313
 
Top Average: 500
 
(Note: Some stat changes will not display any effect if the level is very low, the IV hasn't changed enough or if the EV is not divisible by 4.)
Averages reflect the average stats for fully evolved Pokémon. Red stats mean below average, green stats mean above average.
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