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Cacnea

Cacnea

National: #331 Hoenn: #124 Paldea: #252

Grass

Evolution chain

Evolution method (Scarlet & Violet). Methods may differ in earlier games.

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
508540854035335

Abilities

Moves

Target
Base Power
Accuracy
Power Points 20

Raises the user’s Attack by two stages.

Base Power 90
Accuracy 85%
Power Points 20

User takes 1/4 the damage it inflicts in recoil.

Base Power
Accuracy 90%
Power Points 10

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.

Base Power
Accuracy
Power Points 20

Raises the user’s Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages.

Base Power 120
Accuracy 100%
Power Points 10

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.

Base Power 85
Accuracy 100%
Power Points 15

Has a 30% chance to paralyze the target.

Base Power
Accuracy
Power Points 5

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.

Base Power
Accuracy
Power Points 10

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.

Base Power
Accuracy
Power Points 10

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.

Base Power
Accuracy
Power Points 10

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
Base Power 75
Accuracy 100%
Power Points 10

Drains half the damage inflicted to heal the user.

Base Power
Accuracy
Power Points 10

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
Base Power
Accuracy
Power Points 10

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.

Base Power
Accuracy
Power Points 5

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.

Base Power 70
Accuracy 100%
Power Points 20

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

Base Power
Accuracy
Power Points 20

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.

+5
Base Power
Accuracy
Power Points 20

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.

Base Power 25
Accuracy 100%
Power Points 30

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.

Base Power 60
Accuracy
Power Points 20

Ignores accuracy and evasion modifiers.

Base Power 80
Accuracy 100%
Power Points 15
Base Power 130
Accuracy 90%
Power Points 5

Inflicts regular damage, then lowers the user’s Special Attack by two stages.

Base Power
Accuracy 100%
Power Points 20

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

Base Power 65
Accuracy 100%
Power Points 10

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

Base Power 90
Accuracy 100%
Power Points 10

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power
Accuracy
Power Points 10

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.

Base Power 55
Accuracy 100%
Power Points 20
Base Power 80
Accuracy 100%
Power Points 10

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.

Base Power 50
Accuracy 100%
Power Points 20

The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.

Base Power
Accuracy 100%
Power Points 10

Lowers the target’s Speed by two stages.

Base Power
Accuracy
Power Points 5

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.

Base Power
Accuracy 100%
Power Points 30

Lowers the target’s Defense by one stage.

Base Power 60
Accuracy 100%
Power Points 20

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 75
Accuracy 100%
Power Points 15

Has a 10% chance to paralyze the target.

Base Power
Accuracy 100%
Power Points 20

Targets the last opposing Pokémon to hit the user with a physical move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored. This move cannot be copied by mirror move, nor selected by assist or metronome.

-5
Base Power 80
Accuracy 100%
Power Points 10

User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate. 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 selected by sleep talk.

Base Power 60
Accuracy
Power Points 20

Ignores accuracy and evasion modifiers.

Base Power 150
Accuracy 100%
Power Points 20

If the user takes damage this turn before hitting, this move will fail. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.

-3
Base Power 75
Accuracy 100%
Power Points 15

Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.

Base Power
Accuracy 100%
Power Points 10

Power and type are determined by the user’s held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail. This move ignores sticky hold. If the user is under the effect of embargo, this move will fail.

Base Power
Accuracy
Power Points 10

Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon’s original Special Defense is raised by 50% for the duration of this effect. solar beam’s power is halved. moonlight, morning sun, and synthesis only heal 1/4 the user’s max HP.

Base Power
Accuracy
Power Points 5

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.

Base Power 60
Accuracy 100%
Power Points 25

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.

Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to make the target flinch.

Base Power 25
Accuracy 95%
Power Points 20

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.

Base Power 15
Accuracy 100%
Power Points 35

Has a 30% chance to poison the target.

Base Power
Accuracy 100%
Power Points 5

Inflicts exactly enough damage to lower the target’s HP to equal the user’s. If the target’s HP is not higher than the user’s, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.

Base Power 50
Accuracy 100%
Power Points 10

If the target uses a move or switches out this turn before this move is used, this move has double power.

Base Power
Accuracy
Power Points 20

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.

Base Power 50
Accuracy 100%
Power Points 25

Raises the user’s Attack by two stages if it KOs the target.

Base Power 80
Accuracy 100%
Power Points 15

Silences the target for two turns, preventing it from using any sound-based moves.

Base Power
Accuracy 100%
Power Points 15

Lowers the target’s accuracy by one stage.

Base Power 70
Accuracy 100%
Power Points 5

If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail. This move is not affected by iron fist.

+1
Base Power
Accuracy 100%
Power Points 20

Disables the target’s last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, if its last used move has 0 PP remaining, or if it already has a move disabled, this move will fail.

Base Power
Accuracy 100%
Power Points 10

Lowers the PP of the target’s last used move by 4. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.

Base Power 40
Accuracy 100%
Power Points 30

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power
Accuracy 100%
Power Points 10

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.

Base Power 120
Accuracy 90%
Power Points 10

Can only be used if the user has eaten a berry since the beginning of the battle. After the user eats a berry, it may use this move any number of times until the end of the battle, even if it switches out. Eating a held berry, eating a berry via bug bite or pluck, or being the target of a Flung berry will enable this move. Feeding a Pokémon a berry from the bag or using natural gift will not. If the trainer chooses this move when it cannot be used, the choice is rejected outright and the trainer must choose another move.

Base Power 70
Accuracy 90%
Power Points 10
Base Power
Accuracy 100%
Power Points 5

The next 4–8 times (selected at random) the target attempts to move, it is forced to repeat its last used move. If the selected move allows the trainer to select a target, an opponent will be selected at random each turn. If the target is prevented from using the selected move by some other effect, struggle will be used instead. This effect ends if the selected move runs out of PP. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, if it does not know the selected move, or if the selected move has 0 PP remaining, this move will fail. If the target’s last used move was encore, mimic, mirror move, sketch, struggle, or transform, this move will fail.

Base Power
Accuracy
Power Points 20

Raises the user’s Special Attack by two stages.

Base Power
Accuracy 100%
Power Points 20

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

Base Power
Accuracy
Power Points 20

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.

Base Power 75
Accuracy 100%
Power Points 10

Drains half the damage inflicted to heal the user.

Base Power 95
Accuracy 100%
Power Points 15

Damage is calculated using the target’s attacking stat rather than the user’s.

Base Power 20
Accuracy 100%
Power Points 25

Drains half the damage inflicted to heal the user.

Base Power
Accuracy 100%
Power Points 20

Confuses all targets.

Base Power 20
Accuracy 100%
Power Points 10

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×.

Base Power
Accuracy
Power Points 5

If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored. This move cannot be selected by assist or metronome.

Base Power
Accuracy 100%
Power Points 40

Lowers the target’s Speed by two stages.

Base Power 80
Accuracy 100%
Power Points 20

Has a 30% chance to poison the target.