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 #332 Cacturne
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Cacturne
Japan: Nokutasu
ノクタス
French: Cacturne
German: Noktuska
Korean: 밤선인
National: #332
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Scarecrow Pokémon 4'03"
1.3m
170.6lbs
77.4kg
605,120
Abilities: Sand Veil - Water Absorb (Hidden Ability)
Sand Veil: Raises the Pokémon’s evasion during a sandstorm by one level.
Hidden Ability (Available):
Water Absorb: The Pokémon heals up to 1/4 of its maximum Hit Points when hit with Water-type moves.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
35 1 Attack Point(s)
1 Sp. Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Grass
Human-like
Evolutionary Chain
Gender Differences
MaleFemale
Locations
X Friend Safari
Y Friend Safari
Omega Ruby Evolve Cacnea
Alpha Sapphire Evolve Cacnea
X & Y Level Up
LevelAttack NameTypeAppealJam
Destiny Bond  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Revenge  
Works great if the user goes last this turn.
Poison Sting
Startles the last Pokémon to act before the user.
Leer
Badly startles Pokémon that the audience has high expectations of.
Absorb  
Quite an appealing move.
Growth  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
5 Absorb  
Quite an appealing move.
9 Growth  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
13 Leech Seed  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
17 Sand Attack  
Makes audience expect little of other contestants.
21 Pin Missile  
Effectiveness varies depending on when it is used.
25 Ingrain  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
29 Feint Attack  
Works great if the user goes first this turn.
35 Spikes  
Makes the remaining Pokémon nervous.
41 Sucker Punch  
Excites the audience a lot if used first.
47 Payback  
Works great if the user goes last this turn.
53 Needle Arm  
Quite an appealing move.
59 Cotton Spore
Badly startles Pokémon that the audience has high expectations of.
65 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
71 Destiny Bond  
A move of huge appeal, but using it prevents the user from taking further contest moves.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Destiny Bond  
A move of huge appeal, but using it prevents the user from taking further contest moves.
Revenge  
Works great if the user goes last this turn.
Poison Sting
Startles the last Pokémon to act before the user.
Leer
Badly startles Pokémon that the audience has high expectations of.
Absorb  
Quite an appealing move.
Growth  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
4 Absorb  
Quite an appealing move.
7 Growth  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
10 Leech Seed  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
13 Sand Attack  
Makes audience expect little of other contestants.
16 Needle Arm  
Quite an appealing move.
19 Feint Attack  
Works great if the user goes first this turn.
22 Ingrain  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
26 Payback  
Works great if the user goes last this turn.
30 Spikes  
Makes the remaining Pokémon nervous.
32 Spiky Shield  
Prevents the user from being startled until the turn ends.
35 Sucker Punch  
Excites the audience a lot if used first.
38 Pin Missile  
Effectiveness varies depending on when it is used.
44 Energy Ball  
Quite an appealing move.
49 Cotton Spore
Badly startles Pokémon that the audience has high expectations of.
54 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
59 Destiny Bond  
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.
TM09 Venoshock  
Works well if it is the same type as the move used by the last Pokémon.
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.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
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.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM37 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
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.
TM52 Focus Blast  
Quite an appealing move.
TM53 Energy Ball  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM63 Embargo  
Brings down the energy of any Pokémon that have already used a move this turn.
TM66 Payback  
Works great if the user goes last this turn.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM75 Swords Dance  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM84 Poison Jab  
Quite an appealing move.
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.
TM97 Dark Pulse  
Quite an appealing move.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
HM04 Strength  
Quite an appealing move.
Egg Moves (Details)
Attack NameTypeAppealJam  
Acid   Details
Badly startles Pokémon that the audience has high expectations of.
Belch   Details
Works well if the user is pumped up.
Block   Details
Makes the remaining Pokémon nervous.
Counter   Details
Works great if the user goes last this turn.
Disable   Details
Makes the remaining Pokémon nervous.
Dynamic Punch Details
Badly startles Pokémon that the audience has high expectations of.
Fell Stinger   Details
Works better the more the crowd is excited.
Grass Whistle   Details
Prevents the user from being startled one time this turn.
Low Kick   Details
Works better the later it is used in a turn.
Magical Leaf   Details
Works great if the user goes first this turn.
Nasty Plot   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Rototiller   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Seed Bomb   Details
Quite an appealing move.
Smelling Salts   Details
Affected by how well the previous Pokémon's move went.
Switcheroo Details
Badly startles Pokémon that used a move of the same type.
Teeter Dance Details
Startles all other Pokémon. User cannot act in the next turn.
Worry Seed   Details
Makes the remaining Pokémon nervous.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Block  
Makes the remaining Pokémon nervous.
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Focus Punch  
Works great if the user goes last this turn.
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.
Low Kick  
Works better the later it is used in a turn.
Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
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.
Superpower  
A very appealing move, but after using this move, the user is more easily startled.
Synthesis  
Effectiveness varies depending on when it is used.
Thunder Punch  
Quite an appealing move.
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.
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.
Fury Cutter   Move Tutor - PtHGSS
An appealing move that can be used repeatedly without boring the audience.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Mega Punch   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mega Kick   Move Tutor - FRLG
Works better the more the crowd is excited.
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.
Seismic Toss   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Mud-slap   Move Tutor - Emerald
Makes audience expect little of other contestants.
Fury Cutter   Move Tutor - Emerald
An appealing move that can be used repeatedly without boring the audience.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 475 70 115 60 115 60 55
Max Stats
Hindering Nature
Lv. 50 130 - 177 108 - 150 58 - 100 108 - 150 58 - 100 54 - 96
Lv. 100 250 - 344 211 - 296 112 - 197 211 - 296 112 - 197 103 - 188
Max Stats
Neutral Nature
Lv. 50 130 - 177 120 - 167 65 - 112 120 - 167 65 - 112 60 - 107
Lv. 100 250 - 344 235 - 329 125 - 219 235 - 329 125 - 219 115 - 209
Max Stats
Beneficial Nature
Lv. 50 130 - 177 132 - 183 71 - 123 132 - 183 71 - 123 66 - 117
Lv. 100 250 - 344 258 - 361 137 - 240 258 - 361 137 - 240 126 - 229

<--- #331
Cacnea
#333
Swablu
--->

 
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