The Cave of Dragonflies ASB Database

Cacturne

GrassDark
Speed
55
Gender
Female or male
Population
0

Abilities

Sand Veil

Lowers incoming moves' accuracy by a flat 10% during a sandstorm, and protects against the sandstorm's effects.

Water Absorb

(Hidden ability.) Absorbs Water moves, restoring health equal to 0.1× the move's base power, or 1% for non-damaging moves. Restores 5% health with the use of an action in water.

Type matchups

Very weak to (2×)
Bug
Weak to (1.5×)
FireIceFightingPoisonFlyingFairy
Resistant to (0.67×)
WaterGrassElectricGroundGhostDark
Very resistant to (0.5×)
None
Immune to (0×)
Psychic

Evolution

Cacnea
Cacturne

3 EXP

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Absorb Grass Special 20 1% 100%

Drains half the damage dealt to heal the user.

Acid Poison Special 40 2% 100%

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

Attract Normal 4% 100%

Infatuates the target if it is the opposite gender.

Belch Poison Special 120 7% 90%

Only works if the user has eaten a berry.

Block Normal 3%

Blocks the target's path, preventing it from switching or using moves that require a lot of movement.

Body Slam Normal Physical 85 6% 100%

Has a 30% chance to paralyze the target.

Brick Break Fighting Physical 75 4% 100%

Breaks through Reflect and Light Screen.

Bullet Seed Grass Physical 25 * 100%

Hits 2-5 times in one action. Base power is 25 times the number of hits.

Captivate Normal 2% 100%

Lowers the target's Special Attack by two stages if it is the opposite gender.

Confide Normal 1%

Lowers the target's Special Attack by one stage.

Cotton Spore Grass 2% 100%

Lowers each target's Speed by two stages.

Counter Fighting Physical * * 100% −5

Counters a physical move, dealing twice as much damage as the user took.

Cut Normal Physical 50 3% 95%

Deals damage. No other effect.

Dark Pulse Dark Special 80 4% 100%

Has a 20% chance to make the target flinch.

Destiny Bond Ghost *

Severely damages any Pokémon that knocks out the user before its next action.

Disable Normal 4% 100%

Prevents the target from using its last move for four actions.

Double-Edge Normal Physical 120 7% 100%

Deals recoil damage to the user equal to 1/3 the damage dealt.

Double Team Normal *

Produces a number of illusory clones which act as decoys for single-target moves.

Drain Punch Fighting Physical 75 4% 100%

Drains half the damage dealt to heal the user.

Dynamic Punch Fighting Physical 100 7% 50%

Has a 100% chance to confuse the target.

Embargo Dark 4% 100%

Prevents the target from using its held item for five actions.

Endure Normal * +4

Prevents direct damage from lowering the user's health below 1% this action.

Energy Ball Grass Special 90 5% 100%

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

Facade Normal Physical 70 4% 100%

Base power is doubled if the user has a major status ailment, excluding sleep.

Feint Attack Dark Physical 60 3%

Never misses.

Fell Stinger Bug Physical 50 3% 100%

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

Flash Normal 1% 100%

Lowers the target's Accuracy by one stage if it relies on sight.

Fling Dark Physical * * 100%

Throws the user's held item at the target. Base power and energy cost depend on the item.

Focus Blast Fighting Special 120 7% 70%

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

Focus Punch Fighting Physical 150 9% 100% −3

Fails if the user takes damage before using this move.

Foul Play Dark Physical 95 5% 100%

Does damage using the target's Attack stat.

Frustration Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Fury Cutter Bug Physical 40 2% 95%

Base power doubles with each successful consecutive use, up to 160.

Giga Drain Grass Special 75 4% 100%

Drains half the damage dealt to heal the user.

Giga Impact Normal Physical 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Grass Knot Grass Special * * 100%

Base power and energy cost depend on the target's weight.

Grass Whistle Grass 1% 55%

Puts the target to sleep.

Growth Normal 2%

Raises the user's Attack and Special Attack by one stage.

Headbutt Normal Physical 70 5% 100%

Has a 30% chance to make the target flinch.

Hidden Power Normal Special 60 3% 100%

Type is randomized per Pokémon per battle.

Hyper Beam Normal Special 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Ingrain Grass 5%

Heals 1% of the user's health after each action, but roots it in place.

Leech Seed Grass 5% 90%

Drains 1% of the target's health to heal the user after each action.

Leer Normal 1% 100%

Lowers each target's Defense by one stage.

Low Kick Fighting Physical * * 100%

Base power and energy cost vary with the target's weight.

Magical Leaf Grass Special 60 3%

Never misses.

Mega Kick Normal Physical 120 7% 75%

Deals damage. No other effect.

Mega Punch Normal Physical 80 4% 85%

Deals damage. No other effect.

Mimic Normal 1%

Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.

Mud-Slap Ground Special 20 2% 100%

Has a 100% chance to lower the target's Accuracy by one stage.

Nasty Plot Dark 2%

Raises the user's Special Attack by two stages.

Natural Gift Normal Physical * * 100%

Varies based on the user's signature move.

Nature Power Normal *

Uses another move depending on the arena.

Needle Arm Grass Physical 60 4% 100%

Has a 30% chance to make the target flinch.

Payback Dark Physical 50 3% 100%

Has double base power if the target has already acted this action.

Pin Missile Bug Physical 25 * 95%

Hits 2-5 times in one action. Base power is 25 times the number of hits.

Poison Jab Poison Physical 80 5% 100%

Has a 30% chance to poison the target.

Poison Sting Poison Physical 15 2% 100%

Has a 30% chance to poison the target.

Power-Up Punch Fighting Physical 40 3% 100%

Has a 100% chance to raise the user's Attack.

Protect Normal * +4

Protects the user against all moves this action.

Rest Psychic *

Puts the user to sleep and fully heals it over three actions.

Retaliate Normal Physical 70 4% 100%

Base power is doubled if an ally fainted this action or last action.

Return Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Revenge Fighting Physical 60 3% 100% −4

Base power is doubled if the user has already taken damage this action.

Role Play Psychic 3%

Copies the target's ability.

Rototiller Ground *

Raises the Attack and Special Attack of all Grass Pokémon in battle by one stage.

Round Normal Special 60 3% 100%

Has double power if used by multiple Pokémon in one action.

Sand Attack Ground 1% 100%

Lowers the target's Accuracy by one stage.

Sandstorm Rock 5%

Changes the weather to a sandstorm for nine actions.

Secret Power Normal Physical 70 5% 100%

Has a 30% chance of inflicting an extra effect that depends on the terrain.

Seed Bomb Grass Physical 80 4% 100%

Deals damage. No other effect.

Seismic Toss Fighting Physical * * 100%

Base power and energy cost vary based on the user and target's weights.

Sleep Talk Normal *

Randomly uses any move the user has used since entering battle. Only works while asleep.

Smelling Salts Normal Physical 70 4% 100%

Base power rises if the target is paralyzed, depending on the severity. Heals the target's paralysis.

Snore Normal Special 50 4% 100%

Has a 30% chance to make the target flinch. Only works while asleep.

Solar Beam Grass Special 120 7% 100%

Requires an action to charge. Can be used in one action for 3% extra energy.

Spikes Ground 2%

Scatters spikes which deal 2% damage to any Pokémon who steps on them.

Spiky Shield Grass * +4

Protects the user against damaging moves this action and damages attackers who make contact with the user.

Spite Ghost 5% 100%

Raises the energy cost of the target's last move by 4% until it leaves battle.

Stomping Tantrum Ground Physical 75 4% 100%

Has double power if the user's previous move failed.

Strength Normal Physical 80 4% 100%

Deals damage. No other effect.

Substitute Normal *

Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.

Sucker Punch Dark Physical 70 5% 100% +1

Only works if the target is about to use a damaging move.

Sunny Day Fire 5%

Changes the weather to strong sunlight for nine actions.

Superpower Fighting Physical 120 7% 100%

Lowers the user's Attack and Defense by one stage.

Swagger Normal 3% 85%

Confuses the target and raises its Attack by two stages.

Switcheroo Dark 3% 100%

Swaps the user and target's held items.

Swords Dance Normal 2%

Raises the user's Attack by two stages.

Synthesis Grass *

Restores 50% of the user's health usually, 66% during strong sunlight, or 25% during rain, sandstorm, or hail.

Teeter Dance Normal 4% 100%

Confuses all other Pokémon who see the user's dance.

Thunder Punch Electric Physical 75 4% 100%

Has a 10% chance to paralyze the target.

Toxic Poison 4% 90%

Badly poisons the target. Never misses if the user is Poison-type.

Venoshock Poison Special 65 4% 100%

Base power is doubled if the target is poisoned.

Worry Seed Grass 3% 100%

Changes the target's ability to Insomnia.