Exeggcute
National: #102· Kanto: #102· Johto: #105· Kalos (Coastal): #136· Alola: #355· Blueberry: #3· Poni: #102· Letsgo Kanto: #102· Isle Of Armor: #205
Evolution chain
Evolution method (Scarlet & Violet). Methods may differ in earlier games.
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 60 | 40 | 80 | 60 | 45 | 40 | 325 |
Abilities
Moves
Raises the user’s Attack by two stages.
Drains half the damage inflicted to heal the user.
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.
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.
Poisons the target.
Puts the target to sleep.
Erects a barrier around the user’s side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.
Erects a barrier around the user’s side of the field that reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.
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.
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.
If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn. Otherwise: Lowers the user’s Speed by one stage, and raises its Attack and Defense by one stage each. The curse effect is passed on by baton pass. This move cannot be copied by mirror move.
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.
Drains half the damage inflicted to heal the user.
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.
Has a 30% chance to poison the target.
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.
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.
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.
If the user is burned, paralyzed, or poisoned, this move has double power.
Boosts the power of the target’s moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome.
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.
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.
Changes the target’s ability to insomnia. If the target’s ability is truant or multitype, this move will fail.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
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
Has a 10% chance to lower the target’s Special Defense by one stage.
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.
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
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.
Has a 10% chance to confuse the target.
Has a 20% chance to make the target flinch.
Paralyzes the target.
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.
Has a 10% chance to confuse the target.
Has a 10% chance to lower the target’s Special Defense by one stage.
Discards the user’s stat changes and copies the target’s. This move cannot be copied by mirror move.
User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail.
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.
Damage calculation always uses the target’s Defense, regardless of this move’s damage class.
Power is increased by 100% its original value for every stage any of the user’s stats have been raised. Accuracy, evasion, and lowered stats do not affect this move’s power. For a Pokémon with all five stats modified to +6, this move’s power is 31×.
The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items.
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.
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.
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.
Puts the target to sleep.
Has a 10% chance to make the target flinch.
Drains half the damage inflicted to heal the user.
Has a 10% chance to raise all of the user’s stats one stage.
