Vullaby #629 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Diapered Pokémon

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

Abilities

1: Big Pecks

2: Overcoat

Weak Armor (hidden)

Abilities

Breeding

Egg groups : Flying

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Slow

Gender ratio : 0%, 100%


In the Wild

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

Held item : None

EVs given : 1 Defense EVs (Effort Values) gained when fainting Vullaby

Exp. given : 74 Exp. points Experience points gained in battle when fainting Vullaby


Species

Height : 0.5 m / 1'08" Vullaby's height in meters / feet'inches"

Weight : 9 kg / 19.85 lbs. Vullaby's weight in kilograms / pounds

Japanese : バルチャイ Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 370


Competitive

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


Vullaby'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!

Vullaby's Evolutions
Vullaby

Vullaby #629

Level 54

Mandibuzz

Mandibuzz #630


Vullaby's Level Up Moves
Lvl Move Type Pow/Acc
1 Leer Status - 100

Lowers the target's Defense by one stage.

30 PP

1 Gust Special 40 100

Inflicts regular damage.
If the target is under the effect of Bounce, Fly, or Sky Drop, this move will hit with double power.

35 PP

6 Flatter Status - 100

Raises the target's Special Attack by one stage, then confuses it.

15 PP

12 Pluck Physical 60 100

Inflicts regular damage. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.
If the target is holding a Jaboca Berry or Rowap Berry, the berry is still removed, but has no effect.
If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.

20 PP

18 Tailwind Status - -

For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.

15 PP

24 Knock Off Physical 65 100

Inflicts regular damage. Target loses its held item.
Neither the user nor the target can recover its item with Recycle.
If the target has Multitype or Sticky Hold, it will take damage but not lose its item.

20 PP

30 Iron Defense Status - -

Raises the user's Defense by two stages.

15 PP

36 Whirlwind Status - -

Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
Doesn't affect Pokémon with Suction Cups or under the effect of Ingrain.

-6 Priority

20 PP

42 Air Slash Special 75 95

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

15 PP

48 Dark Pulse Special 80 100

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

15 PP

54 Nasty Plot Status - -

Raises the user's Special Attack by two stages.

20 PP

60 Defog Status - -

Lowers the target's evasion by one stage. Clears away fog. Removes the effects of Mist, Light Screen, Reflect, Safeguard, Spikes, Stealth Rock, and Toxic Spikes from the target's side of the field.
If the target is protected by Mist, it will prevent the evasion change, then be removed by this move.

15 PP

66 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

72 Brave Bird Physical 120 100

Brave Bird attacks for regular damage and the user takes 1/3 of the damage it inflicts in recoil.

15 PP


Vullaby's Breeding Moves
Move Type Pow/Acc
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

Mean Look Status - -

The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field.
The target may still escape by using Baton Pass, U Turn, or a Shed Shell.
Both the user and the target pass on this effect with Baton Pass.

5 PP

Roost Status - -

Heals the user for half its max HP. If the user is Flying, its Flying type is ignored until the end of this turn.

10 PP


Vullaby's TM Moves
TM Move Type Pow/Acc
6 Fly Physical 90 95

Inflicts regular damage. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.
During the immune turn, Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind 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.

15 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

26 Scary Face Status - 100

Lowers the target's Speed by two stages.

10 PP

30 Steel Wing Physical 70 90

Inflicts regular damage. Has a 10% chance to raise the user's Defense one stage.

25 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

47 Fake Tears Status - 100

Lowers the target's Special Defense by two stages.

20 PP

48 Rock Tomb Physical 60 95

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

15 PP

56 U-turn Physical 70 100

Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.
The user may be hit by Pursuit when it switches out, if it has been targeted and Pursuit has not yet been used.
This move may be used even if the user is under the effect of Ingrain. Ingrain's effect will end.

20 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

58 Assurance Physical 60 100

Inflicts regular damage. If the target takes damage this turn for any reason before this move is used, 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

79 Retaliate Physical 70 100

Inflicts regular damage. If a friendly Pokémon fainted on the previous turn, this move has double power.

5 PP

85 Snarl Special 55 95

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

15 PP

95 Air Slash Special 75 95

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

15 PP


Vullaby's TR Moves
TR Move Type Pow/Acc
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

46 Iron Defense Status - -

Raises the user's Defense by two stages.

15 PP

58 Dark Pulse Special 80 100

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

15 PP

66 Brave Bird Physical 120 100

Brave Bird attacks for regular damage and the user takes 1/3 of the damage it inflicts in recoil.

15 PP

68 Nasty Plot Status - -

Raises the user's Special Attack by two stages.

20 PP

81 Foul Play Physical 95 100

Inflicts regular damage. Damage is calculated using the target's attacking stat rather than the user's.

15 PP


Locations

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