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Pokedex

Gorebyss Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Gorebyss, a Water type creature first seen in Generation 3. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Gorebyss #0368
South Sea Pokémon
Pokemon Profile
Pokédex Data
National No. #0368
Type water
Species South Sea Pokémon
Height 1.8 m (5'108")
Weight 22.6 kg (49.8 lbs)
Abilities Swift swim,Hydration
Color Pink
Introduced in Generation 3
Egg Group water1
Shiny
Pokemon Profile

Base Stats

Hp 55 12%
Attack 84 18%
Defense 105 22%
Sp. Atk 114 24%
Sp. Def 75 16%
Speed 52 11%
Total 485
Evolution
Pokemon 1
#0366
Clamperl
Pokemon 1
#0368
Gorebyss

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Gorebyss learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Water Gun The target is blasted with a forceful shot of water. Special Water 40 100 25
50 Hydro Pump The target is blasted by a huge volume of water launched under great pressure. Special Water 110 80 5
8 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
36 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
15 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
29 Amnesia The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat. Status Psychic 0 0 20
43 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
1 Whirlpool The user traps the target in a violent swirling whirlpool for four to five turns. Special Water 35 85 15
1 Iron Defense The user hardens its body’s surface like iron, sharply raising its Defense stat. Status Steel 0 0 15
5 Water Sport The user soaks itself with water. This weakens Fire-type moves for five turns. Status Water 0 0 15
22 Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. Special Water 60 100 20
24 Aqua Ring The user envelops itself in a veil made of water. It regains some HP every turn. Status Water 0 0 20
46 Aqua Tail The user attacks by swinging its tail as if it were a vicious wave in a raging storm. Physical Water 90 90 10
28 Captivate If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. Status Normal 0 100 20
45 Coil The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy. Status Poison 0 0 20
1 Shell Smash The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats. Status Normal 0 0 15
11 Draining Kiss The user steals the target’s energy with a kiss. The user’s HP is restored by over half of the damage taken by the target. Special Fairy 50 100 10

Gorebyss Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Surf The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water. Special Water 90 100 15
0 Ice Beam The target is struck with an icy-cold beam of energy. This may also leave the target frozen. Special Ice 90 100 10
0 Blizzard A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. Special Ice 110 70 5
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Waterfall The user charges at the target and may make it flinch. This can also be used to climb a waterfall. Physical Water 80 100 15
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Hail The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. Status Ice 0 0 10
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Dive Diving on the first turn, the user floats up and attacks on the next turn. Physical Water 80 100 10
0 Brine If the target’s HP is half or less, this attack will hit with double the power. Special Water 65 100 10
0 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Scald The user shoots boiling hot water at its target. This may also leave the target with a burn. Special Water 80 100 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Infestation The target is infested and attacked for four to five turns. The target can’t flee during this time. Special Bug 20 100 20

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