Litwick #607 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Candle Pokémon

Litwick in Pokémon Sword & Shield Litwick in SW/SH
Litwick's shiny sprite in Pokémon Sword & Shield Shiny Litwick in SW/SH

Abilities

1: Flash Fire

2: Flame Body

Infiltrator (hidden)

Abilities

Breeding

Egg groups : Amorphous

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Medium slow

Gender ratio : 50%, 50%


In the Wild

Catch rate : 190 (25% with Poké Ball & full HP)

Held item : None

EVs given : 1 Sp. Atk EVs (Effort Values) gained when fainting Litwick

Exp. given : 55 Exp. points Experience points gained in battle when fainting Litwick


Species

Height : 0.3 m / 1'00" Litwick's height in meters / feet'inches"

Weight : 3.1 kg / 6.84 lbs. Litwick's weight in kilograms / pounds

Japanese : ヒトモシ Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 275


Competitive

Introduced in : Black & White / Unova / Generation 5 {{ activeForm.introducedIn }}


Litwick's Type Defenses

Weaknesses

Immunities

Resistances

This does not currently take into effect changes in type defenses caused by abilities like Flash Fire, Volt Absorb and Thick Fat. Just a heads up!

Litwick's Evolutions
Litwick

Litwick #607

Level 41

Lampent

Lampent #608

Use item: Dusk Stone

Chandelure

Chandelure #609


Litwick's Level Up Moves
Lvl Move Type Pow/Acc
1 Astonish Physical 30 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

1 Smog Special 30 70

Inflicts regular damage. Has a 40% chance to poison the target.

20 PP

4 Ember Special 40 100

Inflicts regular damage. Has a 10% chance to burn the target.

25 PP

8 Minimize Status - -

Raises the user's evasion by two stages.
Stomp and Steamroller have double power against Pokémon that have used this move since entering the field.

10 PP

12 Confuse Ray Status - 100

Confuses the target.

10 PP

16 Hex Special 65 100

Inflicts regular damage. If the target has a major status ailment, this move has double power.

10 PP

20 Will-O-Wisp Status - 85

Burns the target.

15 PP

24 Fire Spin Special 35 85

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
Rapid Spin cancels this effect.

15 PP

28 Night Shade Special - 100

Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored.

15 PP

32 Curse Status - -

All Pokémon that use this move, if they are not a Ghost-type Pokémon, lower their speed by one stage, and in return also boost their attack and defense stat by one stage each.
If the user however is a Ghost-type Pokémon, it loses half of its max HP to place a curse on the target that damages it for 1/4 its max HP every turn.
The type of this move used to be ???-type until Pokémon Black/White.

10 PP

36 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

40 Inferno Special 100 50

Inflicts regular damage. Has a 100% chance to burn the target.

5 PP

44 Imprison Status - -

Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. If no opposing Pokémon knows any of the user's moves when this move is used, this move will fail.

10 PP

48 Pain Split Status - -

Changes the user's and target's remaining HP to the average of their current remaining HP. Ignores accuracy and evasion modifiers. This effect does not count as inflicting damage for other moves and effects that respond to damage taken.
This effect fails against a Substitute.

20 PP

52 Overheat Special 130 90

Overheat attacks for regular damage and then lowers the user's special attack stat by -2 stages.

5 PP

56 Memento Status - 100

Lowers the target's Attack and Special Attack by two stages. User faints.

10 PP


Litwick's Breeding Moves
Move Type Pow/Acc
Haze Status - -

Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
This does not count as a stat reduction for the purposes of Clear Body or White Smoke.

30 PP

Acid Armor Status - -

Raises the user's Defense by two stages.

20 PP

Power Split Status - -

Averages the user's unmodified Attack with the target's unmodified Attack; the value becomes the unmodified Attack for both Pokémon. Unmodified Special Attack is averaged the same way.
This effect applies before any other persistent changes to unmodified Attack or Special Attack, such as Flower Gift during Sunny Day.

10 PP

Clear Smog Special 50 -

Inflicts regular damage. All of the target's stat modifiers are reset to zero.

15 PP


Litwick's TM Moves
TM Move Type Pow/Acc
11 Solar Beam Special 120 100

Inflicts regular damage. User charges for one turn before attacking.
During Sunny Day, the charge turn is skipped.
During Hail, Rain Dance, or Sandstorm, power is halved.
This move cannot be selected by Sleep Talk.

10 PP

13 Fire Spin Special 35 85

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
Rapid Spin cancels this effect.

15 PP

19 Safeguard Status - -

Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments. This effect remains even if the user leaves the field.
If Yawn is used while this move is in effect, it will immediately fail.
Defog used by an opponent will end this effect.
This effect does not prevent the confusion caused by Outrage, Petal Dance, or Thrash.

25 PP

21 Rest Status - -

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with Early Bird.
This move fails if the Pokémon cannot fall asleep due to Uproar, Insomnia, or Vital Spirit. It also fails if the Pokémon is at full health or is already asleep.

10 PP

23 Thief Physical 60 100

Inflicts regular damage. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.
Pokémon with Sticky Hold or Multitype are immune to the item theft effect.
The target cannot recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

25 PP

24 Snore Special 50 100

Only usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

25 Protect Status - -

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

31 Attract Status - 100

Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.

15 PP

34 Sunny Day Status - -

Changes the weather to sunshine for five turns, during which Fire moves inflict 50% extra damage, and Water moves inflict half damage.
If the user is holding Heat Rock, this effect lasts for eight turns.
Pokémon cannot become frozen.
Thunder has 50% accuracy.
Solar Beam skips its charge turn.
Moonlight, Morning Sun, and Synthesis heal 2/3 of the user's max HP.
Pokémon with Chlorophyll have doubled original Speed.
Pokémon with Forecast become Fire.
Pokémon with Leaf Guard are not affected by major status effects.
Pokémon with Flower Gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%.
Pokémon with Dry Skin lose 1/8 max HP at the end of each turn.
Pokémon with Solar Power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.

5 PP

38 Will-O-Wisp Status - 85

Burns the target.

15 PP

39 Facade Physical 70 100

Inflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.

20 PP

44 Imprison Status - -

Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. If no opposing Pokémon knows any of the user's moves when this move is used, this move will fail.

10 PP

57 Payback Physical 50 100

Inflicts regular damage. If the target uses a move or switches out this turn before this move is used, this move has double power.

10 PP

70 Trick Room Status - -

For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect.
Pokémon holding Full Incense, Lagging Tail, or Quick Claw and Pokémon with Stall ignore this effect.

-7 Priority

5 PP

76 Round Special 60 100

Inflicts regular damage. If Round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.

15 PP

77 Hex Special 65 100

Inflicts regular damage. If the target has a major status ailment, this move has double power.

10 PP

92 Mystical Fire Special 75 100

Inflicts regular damage, and also lowers the target's Special Attack stat by one stage (100% chance).

10 PP


Litwick's TR Moves
TR Move Type Pow/Acc
2 Flamethrower Special 90 100

Inflicts regular damage. Has a 10% chance to burn the target.

15 PP

11 Psychic Special 90 100

Psychic attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

15 Fire Blast Special 110 85

Inflicts regular damage. Has a 10% chance to burn the target.

5 PP

20 Substitute Status - -

Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail.
The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move.
The doll will block major status effects, confusion, and flinching. The effects of Smelling Salts and Wake Up Slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like Wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate.
Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., Avalanche, Counter, or a Rowap Berry. Magic Coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like Absorb are healed as normal.
It will also block Acupressure, Block, the curse effect of Curse, Dream Eater, Embargo, Flatter, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Swagger, Switcheroo, Trick, Worry Seed, and Yawn. A Pokémon affected by Yawn before summoning the doll will still fall to sleep.
The doll blocks Intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as Volt Absorb absorbing Thunder Wave), such moves will not be blocked.
Life Orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll.
The user is still vulnerable to damage inflicted when entering or leaving the field, such as by Pursuit or Spikes; however, the doll will block the poison effect of Toxic Spikes.
The doll is passed on by Baton Pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation.
All other effects work as normal.

10 PP

26 Endure Status - -

The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Sleep Talk Status - -

Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
This move will not select Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Sleep Talk, Solar Beam, Razor Wind, or Uproar.
If the selected move requires a recharge turn—i.e., one of Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar Of Time, or Rock Wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

33 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

36 Heat Wave Special 95 90

Inflicts regular damage. Has a 10% chance to burn the target.

10 PP

37 Taunt Status - 100

Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging.
Assist, Copycat, Me First, Metronome, Mirror Move, and Sleep Talk do not directly inflict damage and thus may not be used.
Bide, Counter, Endeavor, Metal Burst, and Mirror Coat are allowed.

20 PP

38 Trick Status - 100

User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.
If either Pokémon has Multitype or Sticky Hold, this move will fail.
If this move results in a Pokémon obtaining Choice Band, Choice Scarf, or Choice Specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.
Neither the user nor the target can recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

10 PP

43 Overheat Special 130 90

Overheat attacks for regular damage and then lowers the user's special attack stat by -2 stages.

5 PP

49 Calm Mind Status - -

Raises the user's Special Attack and Special Defense by one stage each.

20 PP

58 Dark Pulse Special 80 100

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 PP

65 Energy Ball Special 90 100

Energy Ball attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

83 Ally Switch Status - -

User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.

+2 Priority

15 PP


Locations

Locations are under development and will be available in pokeforest.io 2.0.