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Grookey

Grookey

National: #810 Galar: #1 Blueberry: #227

Grass

Evolution chain

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

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
506550404065310

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 100%
Power Points 40

Lowers the target’s Attack by one stage.

Base Power 80
Accuracy 100%
Power Points 15
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 55
Accuracy 95%
Power Points 25

User’s critical hit rate is one level higher when using this move.

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

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 40
Accuracy 100%
Power Points 40

Will not reduce the target’s HP below 1.

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 65
Accuracy 100%
Power Points 20

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.

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
Accuracy 100%
Power Points 10

Changes the target’s ability to insomnia. If the target’s ability is truant or multitype, this move will fail.

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 80
Accuracy 100%
Power Points 10

If a friendly Pokémon used fire pledge earlier this turn, all opposing Pokémon will take 1/8 their max HP in damage at the end of every turn for four turns (including this one).

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 40
Accuracy 100%
Power Points 35
Base Power 60
Accuracy
Power Points 20

Ignores accuracy and evasion modifiers.

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 55
Accuracy 100%
Power Points 15

If the user has no held item, this move has double power.

Base Power 40
Accuracy 100%
Power Points 10

Causes the target to flinch. Can only be used on the user’s first turn after entering the field.

+3
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 70
Accuracy 100%
Power Points 20

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.

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 90
Accuracy 100%
Power Points 10

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.

Base Power
Accuracy 85%
Power Points 40

Lowers the target’s Defense by two stages.

Base Power
Accuracy 100%
Power Points 20

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.

Base Power 80
Accuracy 75%
Power Points 20
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 75
Accuracy 100%
Power Points 10

Drains half the damage inflicted to heal the user.

Base Power 125
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 100
Accuracy 90%
Power Points 10

Inflicts regular damage, then lowers the user’s Speed by one stage.

Base Power 120
Accuracy 100%
Power Points 15

User takes 1/3 the damage it inflicts in recoil.

Base Power 40
Accuracy 100%
Power Points 40