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 #273 Seedot
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Seedot
Japan: Taneboo
タネボー
French: Grainipiot
German: Samurzel
Korean: 도토링
National: #273
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Acorn Pokémon 1'08"
0.5m
8.8lbs
4kg
2553,840
Abilities: Chlorophyll - Early Bird - Pickpocket (Hidden Ability)
Chlorophyll: When sunny, the Pokémon’s Speed doubles. However, Speed will not double on the turn weather becomes Strong Sunlight.
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.
Hidden Ability (Available):
Pickpocket: When a Pokémon makes physical contact with the Pokémon, the item of the opponent is stolen.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
70 1 Defense Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
DexNav

Power Herb
%
Field
Grass
Evolutionary Chain
Locations
X Breed Nuzleaf/Shiftry
Y Breed Nuzleaf/Shiftry
Omega Ruby Route 102Details
Alpha Sapphire Trade from Omega Ruby
X & Y Level Up
LevelAttack NameTypeAppealJam
Bide  
Causes the user to move later on the next turn.
3 Harden  
Prevents the user from being startled one time this turn.
7 Growth  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
13 Nature Power  
Works better the more the crowd is excited.
21 Synthesis  
Effectiveness varies depending on when it is used.
31 Sunny Day  
Works better the more the crowd is excited.
43 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Bide  
Causes the user to move later on the next turn.
3 Harden  
Prevents the user from being startled one time this turn.
9 Growth  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
15 Nature Power  
Works better the more the crowd is excited.
21 Synthesis  
Effectiveness varies depending on when it is used.
27 Sunny Day  
Works better the more the crowd is excited.
33 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
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.
TM17 Protect  
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.
TM28 Dig  
Prevents the user from being startled one time this turn.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
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.
TM54 False Swipe  
Makes the audience quickly grow bored when an appeal move has little effect.
TM64 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
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 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
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.
Egg Moves (Details)
Attack NameTypeAppealJam  
Amnesia   Details
Prevents the user from being startled until the turn ends.
Beat Up   Details
Works well if the user is pumped up.
Bullet Seed   Details
Effectiveness varies depending on when it is used.
Defog   Details
Works great if the user goes first this turn.
Foul Play   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Grassy Terrain   Details
Excites the audience a lot if used first.
Leech Seed   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Nasty Plot   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Power Swap   Details
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Quick Attack   Details
Causes the user to move earlier on the next turn.
Razor Wind   Details
Affected by how well the previous Pokémon's move went.
Take Down   Details
A very appealing move, but after using this move, the user is more easily startled.
Worry Seed   Details
Makes the remaining Pokémon nervous.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Foul Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Giga Drain
Badly startles the last Pokémon to act before the user.
Seed Bomb  
Quite an appealing move.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Spite
Badly startles all Pokémon that successfully showed their appeal.
Synthesis  
Effectiveness varies depending on when it is used.
Worry Seed  
Makes the remaining Pokémon nervous.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Rollout   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Rollout   Move Tutor - Emerald
An appealing move that can be used repeatedly without boring the audience.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Defense Curl   Move Tutor - Emerald
Prevents the user from being startled one time this turn.
Self-destruct   Move Tutor - XD
A move of huge appeal, but using it prevents the user from taking further contest moves.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 220 40 40 50 30 30 30
Max Stats
Hindering Nature
Lv. 50 100 - 147 40 - 82 49 - 91 31 - 73 31 - 73 31 - 73
Lv. 100 190 - 284 76 - 161 94 - 179 58 - 143 58 - 143 58 - 143
Max Stats
Neutral Nature
Lv. 50 100 - 147 45 - 92 55 - 102 35 - 82 35 - 82 35 - 82
Lv. 100 190 - 284 85 - 179 105 - 199 65 - 159 65 - 159 65 - 159
Max Stats
Beneficial Nature
Lv. 50 100 - 147 49 - 101 60 - 112 38 - 90 38 - 90 38 - 90
Lv. 100 190 - 284 93 - 196 115 - 218 71 - 174 71 - 174 71 - 174

<--- #272
Ludicolo
#274
Nuzleaf
--->

 
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