Roserade #407 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Bouquet Pokémon

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

Abilities

1: Natural Cure

2: Poison Point

Technician (hidden)

Abilities

Breeding

Egg groups : Fairy and Grass

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Medium slow

Gender ratio : 50%, 50%


In the Wild

Catch rate : 75 (9.9% with Poké Ball & full HP)

Held item : None

EVs given : 3 Sp. Atk EVs (Effort Values) gained when fainting Roserade

Exp. given : 232 Exp. points Experience points gained in battle when fainting Roserade


Species

Height : 0.9 m / 2'11" Roserade's height in meters / feet'inches"

Weight : 14.5 kg / 31.97 lbs. Roserade's weight in kilograms / pounds

Japanese : ロズレイド (Roserade) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 515


Competitive

Introduced in : Diamond & Pearl / Sinnoh / Generation 4 {{ activeForm.introducedIn }}


Roserade's Type Defenses

Weaknesses

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!

Roserade's Evolutions
Budew

Budew #406

Level up at day with high Friendship

Roselia

Roselia #315

Use item: Shiny Stone

Roserade

Roserade #407


Roserade's Level Up Moves
Lvl Move Type Pow/Acc
1 Leech Seed Status - 90

Plants a seed on the target that drains 1/8 of its max HP at the end of every turn and heals the user for the amount taken. Has no effect on Grass Pokémon. The seed remains until the target leaves the field.
The user takes damage instead of being healed if the target has Liquid Ooze.
Rapid Spin will remove this effect.
This effect is passed on by Baton Pass.

10 PP

1 Growth Status - -

Raises the user's Attack and Special Attack by one stage each. During Sunny Day, raises both stats by two stages.

20 PP

1 Stun Spore Status - 75

Paralyzes the target.

30 PP

1 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

1 Sweet Scent Status - 100

Lowers the target's evasion by one stage.

20 PP

1 Synthesis Status - -

Heals the user for half its max HP.
During Sunny Day, the healing is increased to 2/3 max HP.
During Hail, Rain Dance, or Sandstorm, the healing is decreased to 1/4 max HP.

5 PP

1 Ingrain Status - -

Prevents the user from switching out. User regains 1/16 of its max HP at the end of every turn. If the user was immune to Ground attacks, it will now take normal damage from them.
Roar and Whirlwind will not affect the user. The user cannot use Magnet Rise.
The user may still use U Turn to leave the field.
This effect can be passed with Baton Pass.

20 PP

1 Aromatherapy Status - -

Removes major status effects and confusion from every Pokémon in the user's party.

5 PP

1 Worry Seed Status - 100

Changes the target's ability to Insomnia.
If the target's ability is Truant or Multitype, this move will fail.

10 PP

1 Toxic Spikes Status - -

Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either Ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to Ground moves are affected during Gravity.
If a Poison Pokémon not immune to Ground moves enters a field covered with poisoned spikes, the spikes are removed.
Rapid Spin will remove this effect from its user's side of the field. Defog will remove this effect from its target's side of the field.
This move does not trigger Synchronize, unless the Pokémon with Synchronize was forced to enter the field by another effect such as Roar.
Pokémon entering the field due to Baton Pass are not affected by this effect.

20 PP

1 Grassy Terrain Status - -

For five turns, heals all Pokémon on the ground for 1/16 their max HP each turn and strengthens their Grass moves to 1.5× their power.
Changes Nature Power to Energy Ball.

10 PP

1 Venom Drench Status - 100

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

20 PP

1 Poison Sting Physical 15 100

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

35 PP

1 Petal Blizzard Physical 90 100

Inflicts regular damage.

15 PP

1 Absorb Special 20 100

Absorb attacks for regular damage and heals the user's HP 50% of the damage inflicted on the target.

25 PP

1 Mega Drain Special 40 100

Mega Drain attacks for regular damage and heals the user's HP 50% of the damage inflicted on the target.

15 PP

1 Petal Dance Special 120 100

Inflicts regular damage. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
Safeguard does not protect against the confusion from this move.

10 PP

1 Giga Drain Special 75 100

Giga Drain attacks for regular damage and heals the user's HP 50% of the damage inflicted on the target.

10 PP

1 Magical Leaf Special 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP


Roserade's Breeding Moves
Move Type Pow/Acc
Sleep Powder Status - 75

Puts the target to sleep, if it hits.

15 PP

Cotton Spore Status - 100

Lowers the target's Speed by two stages.

40 PP

Synthesis Status - -

Heals the user for half its max HP.
During Sunny Day, the healing is increased to 2/3 max HP.
During Hail, Rain Dance, or Sandstorm, the healing is decreased to 1/4 max HP.

5 PP

Life Dew Status - 100

The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.

10 PP

Razor Leaf Physical 55 95

Razor Leaf attacks for regular damage and has a high critical hit rate, 1/8 chance instead of the regular 1/16 chance.

25 PP

Extrasensory Special 80 100

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

20 PP


Roserade's TM Moves
TM Move Type Pow/Acc
7 Pin Missile Physical 25 95

Inflicts regular damage. Hits 2–5 times in one turn.
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.

20 PP

8 Hyper Beam Special 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

9 Giga Impact Physical 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

10 Magical Leaf Special 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

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

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

28 Giga Drain Special 75 100

Giga Drain attacks for regular damage and heals the user's HP 50% of the damage inflicted on the target.

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

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

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

39 Facade Physical 70 100

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

20 PP

40 Swift Special 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

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

50 Bullet Seed Physical 25 100

Inflicts regular damage. Hits 2–5 times in one turn.
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.

30 PP

74 Venoshock Special 65 100

Inflicts regular damage. If the target is poisoned, this move has double power.

10 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

88 Grassy Terrain Status - -

For five turns, heals all Pokémon on the ground for 1/16 their max HP each turn and strengthens their Grass moves to 1.5× their power.
Changes Nature Power to Energy Ball.

10 PP


Roserade's TR Moves
TR Move Type Pow/Acc
0 Swords Dance Status - -

Raises the user's Attack by two stages.

20 PP

1 Body Slam Physical 85 100

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

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

23 Spikes Status - -

Scatters spikes around the opposing field, which damage opposing Pokémon that enter the field for 1/8 of their max HP. Pokémon immune to Ground moves are immune to this damage, except during Gravity. Up to three layers of spikes may be laid down, adding 1/16 to the damage done: two layers of spikes damage for 3/16 max HP, and three layers damage for 1/4 max HP.
Wonder Guard does not block damage from this effect.
Rapid Spin removes this effect from its user's side of the field. Defog removes this effect from its target's side of the field.

20 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

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

54 Toxic Spikes Status - -

Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either Ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to Ground moves are affected during Gravity.
If a Poison Pokémon not immune to Ground moves enters a field covered with poisoned spikes, the spikes are removed.
Rapid Spin will remove this effect from its user's side of the field. Defog will remove this effect from its target's side of the field.
This move does not trigger Synchronize, unless the Pokémon with Synchronize was forced to enter the field by another effect such as Roar.
Pokémon entering the field due to Baton Pass are not affected by this effect.

20 PP

57 Poison Jab Physical 80 100

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

20 PP

59 Seed Bomb Physical 80 100

Seed Bomb attacks for regular damage.

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

71 Leaf Storm Special 130 90

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

5 PP

72 Power Whip Physical 120 85

Power Whip attacks for regular damage.

10 PP

77 Grass Knot Special - 100

Inflicts regular damage. Power increases with the target's weight in kilograms, to a maximum of 120.
Target's weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120

20 PP

91 Venom Drench Status - 100

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

20 PP

92 Dazzling Gleam Special 80 100

Dazzling Gleam attacks for regular damage.

10 PP


Locations

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