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 #191 Sunkern
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Sunkern
Japan: Himanattsu
ヒマナッツ
French: Tournegrin
German: Sonnkern
Korean: 해너츠
National: #191
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Seed Pokémon 1'00"
0.3m
4.0lbs
1.8kg
2355,120
Abilities: Chlorophyll - Solar Power - Early Bird (Hidden Ability)
Chlorophyll: When sunny, the Pokémon’s Speed doubles. However, Speed will not double on the turn weather becomes Strong Sunlight.
Solar Power: During sunshine, the Pokémon’s Special Attack raises to 1.5 times but HP decreases by 1/8th the maximum HP every turn.
Hidden Ability (Available):
Early Bird: Sleep conditions lasts for half as long, rounding down. For example, half of three turns is 1.5, which rounds down to one turn. When the number of turns to sleep is one, half of this rounded down is zero, and the Pokémon wakes up instantly.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
70 1 Sp. Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Grass
Evolutionary Chain
Locations
X Friend Safari
Y Friend Safari
Omega Ruby Mirage ForestDetails
Alpha Sapphire Mirage ForestDetails
Generation VI Level Up
LevelAttack NameTypeAppealJam
Absorb  
Quite an appealing move.
Growth  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
4 Ingrain  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
7 Grass Whistle  
Prevents the user from being startled one time this turn.
10 Mega Drain
Startles the last Pokémon to act before the user.
13 Leech Seed  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
16 Razor Leaf  
Quite an appealing move.
19 Worry Seed  
Makes the remaining Pokémon nervous.
22 Giga Drain
Badly startles the last Pokémon to act before the user.
25 Endeavor  
Works great if the user goes last this turn.
28 Synthesis  
Effectiveness varies depending on when it is used.
31 Natural Gift  
Works better the more the crowd is excited.
34 Solar Beam  
Affected by how well the previous Pokémon's move went.
37 Double-Edge  
A very appealing move, but after using this move, the user is more easily startled.
40 Sunny Day  
Works better the more the crowd is excited.
43 Seed Bomb  
Quite an appealing move.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM27 Return  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM36 Sludge Bomb
Badly startles Pokémon that the audience has high expectations of.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM53 Energy Ball  
Quite an appealing move.
TM70 Flash  
Makes audience expect little of other contestants.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM96 Nature Power  
Works better the more the crowd is excited.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
Egg Moves (Details)
Attack NameTypeAppealJam  
Bide   Details
Causes the user to move later on the next turn.
Curse   Details
Causes the user to move later on the next turn.
Encore   Details
Makes the remaining Pokémon nervous.
Endure   Details
Causes the user to move later on the next turn.
Grass Whistle   Details
Prevents the user from being startled one time this turn.
Grassy Terrain   Details
Excites the audience a lot if used first.
Helping Hand   Details
Quite an appealing move.
Ingrain   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Leech Seed   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Morning Sun   Details
Effectiveness varies depending on when it is used.
Natural Gift   Details
Works better the more the crowd is excited.
Nature Power   Details
Works better the more the crowd is excited.
Sweet Scent   Details
Prevents the user from being startled one time this turn.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
After You  
Causes the user to move later on the next turn.
Earth Power  
Quite an appealing move.
Endeavor  
Works great if the user goes last this turn.
Giga Drain
Badly startles the last Pokémon to act before the user.
Helping Hand  
Quite an appealing move.
Seed Bomb  
Quite an appealing move.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Synthesis  
Effectiveness varies depending on when it is used.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Worry Seed  
Makes the remaining Pokémon nervous.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Bullet Seed   Gen IV 331
Effectiveness varies depending on when it is used.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 180 30 30 30 30 30 30
Max Stats
Hindering Nature
Lv. 50 90 - 137 31 - 73 31 - 73 31 - 73 31 - 73 31 - 73
Lv. 100 170 - 264 58 - 143 58 - 143 58 - 143 58 - 143 58 - 143
Max Stats
Neutral Nature
Lv. 50 90 - 137 35 - 82 35 - 82 35 - 82 35 - 82 35 - 82
Lv. 100 170 - 264 65 - 159 65 - 159 65 - 159 65 - 159 65 - 159
Max Stats
Beneficial Nature
Lv. 50 90 - 137 38 - 90 38 - 90 38 - 90 38 - 90 38 - 90
Lv. 100 170 - 264 71 - 174 71 - 174 71 - 174 71 - 174 71 - 174

<--- #190
Aipom
#192
Sunflora
--->

 
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