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Drowzee

    Jump to Gen IV Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Drowzee's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Fallarbor Town (Hoenn) or Two Island (Kanto).

    Ruby/Sapphire/Emerald Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    PoundNormal4010035--Tough40
    No effect.
    A highly appealing move.
    HypnosisPsychic--6020--Smart13
    Induces sleep.
    Badly startles those that have made appeals.
    Disable10Normal--5520--Smart20
    Disables opponent's last move.
    Makes all POKéMON after the user nervous.
    Confusion18Psychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    Headbutt25Normal701001530Tough23
    May cause opponent to flinch.
    Startles the POKéMON that appealed before the user.
    Poison Gas31Poison--5540--Smart30
    Induces poison.
    Worsens the condition of those that made appeals.
    Meditate36Psychic----40--Beauty10
    Raises user's ATTACK one stage.
    Ups the user's condition. Helps prevent nervousness.
    Psychic40Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Psych Up43Normal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    Future Sight45Psychic809015--Smart30
    Damage delays 2 turns.
    Temporarily stops the crowd from growing excited.
    Fire Red/Leaf Green Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    PoundNormal4010035--Tough40
    No effect.
    A highly appealing move.
    HypnosisPsychic--6020--Smart13
    Induces sleep.
    Badly startles those that have made appeals.
    Disable7Normal--5520--Smart20
    Disables opponent's last move.
    Makes all POKéMON after the user nervous.
    Confusion11Psychic501002510Smart23
    May induce CONFUSION.
    Startles the POKéMON that appealed before the user.
    Headbutt17Normal701001530Tough23
    May cause opponent to flinch.
    Startles the POKéMON that appealed before the user.
    Poison Gas21Poison--5540--Smart30
    Induces poison.
    Worsens the condition of those that made appeals.
    Meditate27Psychic----40--Beauty10
    Raises user's ATTACK one stage.
    Ups the user's condition. Helps prevent nervousness.
    Psychic31Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Psych Up37Normal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    Swagger41Normal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Future Sight47Psychic809015--Smart30
    Damage delays 2 turns.
    Temporarily stops the crowd from growing excited.
    Machine Moves
    Move NameMachineTypePw.Acc.PPEff.%C.TypeAppealJam
    Focus PunchTM01Fighting15010020--Tough30
    User flinches if hit before attacking.
    The next appeal can be made later next turn.
    Calm MindTM04Psychic----20--Smart20
    Raises user's SP. ATK and SP. DEF one stage.
    Can avoid being startled by others once.
    ToxicTM06Poison--8510100Smart30
    Induces severe poison.
    Worsens the condition of those that made appeals.
    Hidden PowerTM10Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Sunny DayTM11Fire----5--Beauty10
    Causes Sunshine for 5 rounds.
    The appeal works best the more the crowd is excited.
    TauntTM12Dark--10020--Smart20
    Opponent can only use attack moves.
    Makes all POKéMON after the user nervous.
    Light ScreenTM16Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    ProtectTM17Normal----10--Cute10
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others.
    Rain DanceTM18Water----5--Tough10
    Causes Rain for 5 rounds.
    The appeal works best the more the crowd is excited.
    SafeguardTM20Normal----25--Beauty10
    Prevents all status problems.
    Can avoid being startled by others.
    FrustrationTM21Normal??10020--Cute10
    The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25.
    An appeal that excites the audience in any CONTEST.
    ReturnTM27Normal??10020--Cute10
    The happier the user, the stronger the attack. Power is Tameness*10/25.
    An appeal that excites the audience in any CONTEST.
    PsychicTM29Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Shadow BallTM30Ghost801001520Smart30
    May lower opponent's SP. DEF one stage.
    Shifts the JUDGE's attention from others.
    Brick BreakTM31Fighting7510015--Cool14
    Destroys protective barriers.
    Badly startles the POKéMON in front.
    Double TeamTM32Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    ReflectTM33Psychic----20--Smart10
    Halves ATTACK damage inflicted on user.
    Can avoid being startled by others.
    TormentTM41Dark--10015--Tough20
    Opponent cannot use the same move in a row.
    Makes all POKéMON after the user nervous.
    FacadeTM42Normal7010020--Cute20
    ATTACK is doubled when burned, paralyzed, or poisoned.
    The appeal works great if performed last.
    Secret PowerTM43Normal701002030Smart10
    Depends on battle location.
    The appeal works well if the user's condition is good.
    RestTM44Psychic----10--Cute20
    User restores health, then sleeps.
    Can avoid being startled by others once.
    AttractTM45Normal--10015--Cute20
    Induces ATTRACT.
    Makes all POKéMON after the user nervous.
    ThiefTM46Dark4010010100Tough10
    May steal opponent's item (temporarily in trainer battles).
    Makes the appeal as good as those before it.
    Skill SwapTM48Psychic--10010--Smart10
    Use and target trade abilities.
    Makes the appeal as good as those before it.
    SnatchTM49Dark--10010--Smart21
    Steals the effects of opponent's next move.
    Badly startles all POKéMON that made good appeals.
    FlashHM05Normal--7020--Beauty30
    Lowers opponent's ACCURACY one stage.
    Shifts the JUDGE's attention from others.
    Fire Red/Leaf Green/Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Mega PunchNormal808520--Tough40
    No effect.
    A highly appealing move.
    Mega KickNormal120755--Cool40
    No effect.
    A highly appealing move.
    Body SlamNormal851001530Tough14
    May induce paralysis.
    Badly startles the POKéMON in front.
    Double-edgeNormal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    CounterFighting??10020--Tough20
    If hit by a physical attack, deals double the damage received.
    Can avoid being startled by others once.
    Seismic TossFighting??10020--Tough21
    Inflicts damage equal to the user's level.
    Startles POKéMON that made a same-type appeal.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    MetronomeNormal----10--Cute30
    Uses a random move.
    Can be repeatedly used without boring the JUDGE.
    Dream EaterPsychic10010015--Smart22
    User recovers half the damage inflicted on a sleeping opponent.
    Startles all POKéMON that have done their appeals.
    Thunder WaveElectric--10020--Cool21
    Induces paralysis
    Badly startles all POKéMON that made good appeals.
    SubstituteNormal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    DynamicpunchFighting100505100Cool21
    May induce CONFUSION.
    Startles the POKéMON that has the JUDGE's attention.
    Psych UpNormal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    SnoreNormal401001530Cute40
    Can only be used while asleep.
    A highly appealing move.
    EndureNormal----10--Tough20
    Survives any attack for one turn leaving at least 1 HP but move's accuracy drops.
    Can avoid being startled by others once.
    Ice PunchIce751001510Beauty40
    May induce freeze.
    A highly appealing move.
    SwaggerNormal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Sleep TalkNormal----10--Cute30
    Uses an own random move while asleep.
    Can be repeatedly used without boring the JUDGE.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Fire PunchFire751001510Beauty40
    May induce burn.
    A highly appealing move.
    Egg Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    BarrierPsychic----30--Cool10
    Raises user's DEFENSE two stages.
    Can avoid being startled by others.
    AssistNormal--10020--Cute10
    Uses a random move from another Pokémon in the team.
    The appeal's quality varies depending on its timing.
    Role PlayPsychic--10010--Cute10
    Copies target's ability.
    Makes the appeal as good as those before it.
    Fire PunchFire751001510Beauty40
    May induce burn.
    A highly appealing move.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Ice PunchIce751001510Beauty40
    May induce freeze.
    A highly appealing move.
    Special Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Belly DrumNormal----10--Cute10
    Pokémon Center (New York)
    WishNormal--10010--Cute30
    Pokémon Center (New York)

    Generated in 0.361 seconds | Last modified on 07/09/3 10:54 | Cached: always

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