Palpitoad #536 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Vibration Pokémon

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

Abilities

1: Swift Swim

2: Hydration

Water Absorb (hidden)

Abilities

Breeding

Egg groups : Water 1

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Medium slow

Gender ratio : 50%, 50%


In the Wild

Catch rate : 120 (15.8% with Poké Ball & full HP)

Held item : None

EVs given : 2 HP EVs (Effort Values) gained when fainting Palpitoad

Exp. given : 134 Exp. points Experience points gained in battle when fainting Palpitoad


Species

Height : 0.8 m / 2'07" Palpitoad's height in meters / feet'inches"

Weight : 17 kg / 37.49 lbs. Palpitoad's weight in kilograms / pounds

Japanese : ガマガル (Gamagaru) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 384


Competitive

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


Palpitoad'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!

Palpitoad's Evolutions
Tympole

Tympole #535

Level 25

Palpitoad

Palpitoad #536

Level 36

Seismitoad

Seismitoad #537


Palpitoad's Level Up Moves
Lvl Move Type Pow/Acc
1 Growl Status - 100

The user growls at the opponent, lowering their attack by one stage.

40 PP

1 Supersonic Status - 55

Confuses the target.

20 PP

1 Acid Special 40 100

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

30 PP

1 Echoed Voice Special 40 100

Inflicts regular damage. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200.

15 PP

12 Mud Shot Special 55 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

16 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

20 Bubble Beam Special 65 100

Attacks for regular damage and may also lower the opponent's speed by one stage (10% chance).

20 PP

24 Flail Physical - 100

Inflicts regular damage. Power varies inversely with the user's proportional remaining HP.
64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20

15 PP

30 Uproar Special 90 100

Inflicts regular damage. User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends.
Pokémon cannot use Rest during this effect.
This move cannot be selected by Sleep Talk.

10 PP

37 Aqua Ring Status - -

Restores 1/16 of the user's max HP at the end of each turn. If the user leaves the field, this effect ends.
This effect is passed on by Baton Pass.

20 PP

42 Hyper Voice Special 90 100

Hyper Voice attacks for regular damage.

10 PP

48 Muddy Water Special 90 85

Inflicts regular damage. Has a 30% chance to lower the target's accuracy by one stage.

10 PP

54 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

60 Hydro Pump Special 110 80

Hydro Pump attacks for regular damage.

5 PP


Palpitoad's Breeding Moves
Move Type Pow/Acc
Mist Status - -

Pokémon on the user's side of the field are immune to stat-lowering effects for five turns.
Guard Swap, Heart Swap, and Power Swap may still be used.
Defog used by an opponent will end this effect.

30 PP

Toxic Status - 90

Toxic badly poisons the target. The poison from this move will do more damage for each turn the opponent stays in battle.
From X & Y and onwards, this move never misses when used by a Poison-type Pokémon, and also hits through the semi-vulnerable turn in moves such as Fly or Dive. Poison-types, Steel-types, and Pokémon with the ability Immunity cannot be poisoned.

10 PP

Mud-Slap Special 20 100

Inflicts regular damage. Has a 100% chance to lower the target's accuracy by one stage.

10 PP

Water Pulse Special 60 100

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

20 PP


Palpitoad's TM Moves
TM Move Type Pow/Acc
16 Screech Status - 85

Lowers the target's Defense by two stages.

40 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

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

27 Icy Wind Special 55 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 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

33 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

35 Hail Status - -

Changes the weather to hail for five turns, during which non-Ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
If the user is holding Icy Rock, this effect lasts for eight turns.
Blizzard has 100% accuracy. If the target has used Detect or Protect, Blizzard has a (100 - accuracy)% chance to break through the protection.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Snow Cloak are exempt from this effect's damage.

10 PP

39 Facade Physical 70 100

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

20 PP

46 Weather Ball Special 50 100

Inflicts regular damage. If a weather move is active, this move has double power, and its type becomes the type of the weather move. Shadow Sky is typeless for the purposes of this move.

10 PP

52 Bounce Physical 85 85

Inflicts regular damage. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.
During the immune turn, Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, and Twister still hit the user normally. Gust and Twister also have double power against the user.
The damage from Hail and Sandstorm still applies during the immune turn.
The user may be hit during its immune turn if under the effect of Lock On, Mind Reader, or No Guard.
This move cannot be used while Gravity is in effect.
This move cannot be selected by Sleep Talk.

5 PP

53 Mud Shot Special 55 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 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

81 Bulldoze Physical 60 100

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

20 PP


Palpitoad's TR Moves
TR Move Type Pow/Acc
3 Hydro Pump Special 110 80

Hydro Pump attacks for regular damage.

5 PP

4 Surf Special 90 100

Inflicts regular damage.
If the target is in the first turn of Dive, this move will hit with double power.

15 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

22 Sludge Bomb Special 90 100

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

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

35 Uproar Special 90 100

Inflicts regular damage. User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends.
Pokémon cannot use Rest during this effect.
This move cannot be selected by Sleep Talk.

10 PP

42 Hyper Voice Special 90 100

Hyper Voice attacks for regular damage.

10 PP

45 Muddy Water Special 90 85

Inflicts regular damage. Has a 30% chance to lower the target's accuracy by one stage.

10 PP

67 Earth Power Special 90 100

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

10 PP

72 Power Whip Physical 120 85

Power Whip attacks for regular damage.

10 PP

76 Stealth Rock Status - -

Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon's susceptibility to Rock moves.
Rapid Spin removes this effect from its user's side of the field.

20 PP

78 Sludge Wave Special 95 100

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

10 PP

84 Scald Special 80 100

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

15 PP

91 Venom Drench Status - 100

Lowers the target's Attack, Special Attack, and Speed by one stage if it is poisoned.

20 PP


Locations

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