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Pumpkaboo SUPER Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Pumpkaboo, a Ghost/Grass type creature first seen in Generation 6. Pumpkaboo are said to carry wandering spirits to the place where they belong so they can move on. 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.

Pumpkaboo SUPER #0710
Pumpkin Pokémon
Pokemon Profile
Pokédex Data
National No. #0710
Type ghost grass
Species Pumpkin Pokémon
Height 0.8 m (2'72")
Weight 15.0 kg (33.1 lbs)
Abilities Pickup,Frisk,Insomnia
Color Brown
Introduced in Generation 6
Egg Group indeterminate
Shiny
Pokemon Profile
Alternate Forms
Pokemon Image 1 Pokemon Image 2 Pokemon Image 3

Base Stats

Hp 59 18%
Attack 66 20%
Defense 70 21%
Sp. Atk 44 14%
Sp. Def 55 17%
Speed 41 13%
Total 335
Evolution
Pokemon 1
#0710
Pumpkaboo Average
Pokemon 1
#0711
Gourgeist Average

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Pumpkaboo SUPER learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
20 Leech Seed A seed is planted on the target. It steals some HP from the target every turn. Status Grass 0 90 10
16 Razor Leaf Sharp-edged leaves are launched to slash at the opposing Pokémon. Critical hits land more easily. Physical Grass 55 95 25
1 Confuse Ray The target is exposed to a sinister ray that triggers confusion. Status Ghost 0 100 10
4 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 10
42 Pain Split The user adds its HP to the target’s HP, then equally shares the combined HP with the target. Status Normal 0 0 20
36 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
1 Trick The user catches the target off guard and swaps its held item with its own. Status Psychic 0 100 10
1 Astonish The user attacks the target while shouting in a startling fashion. This may also make the target flinch. Physical Ghost 30 100 15
26 Bullet Seed The user forcefully shoots seeds at the target two to five times in a row. Physical Grass 25 100 30
11 Worry Seed A seed that causes worry is planted on the target. It prevents sleep by making the target’s Ability Insomnia. Status Grass 0 100 10
48 Seed Bomb The user slams a barrage of hard-shelled seeds down on the target from above. Physical Grass 80 100 15
30 Shadow Sneak The user extends its shadow and attacks the target from behind. This move always goes first. Physical Ghost 40 100 30
6 Trick Or Treat The user takes the target trick-or-treating. This adds Ghost type to the target’s type. Status Ghost 0 100 20

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Disable For four turns, this move prevents the target from using the move it last used. Status Normal 0 100 20
0 Curse A move that works differently for the Ghost type than for all other types. Status Ghost 0 0 10
0 Destiny Bond When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints. Status Ghost 0 0 5
0 Bestow The user passes its held item to the target when the target isn’t holding an item. Status Normal 0 0 15

Pumpkaboo SUPER Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Flamethrower The target is scorched with an intense blast of fire. This may also leave the target with a burn. Special Fire 90 100 15
0 Solar Beam A two-turn attack. The user gathers light, then blasts a bundled beam on the next turn. Special Grass 120 100 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 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
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Fire Blast The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn. Special Fire 110 85 5
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Explosion The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. Physical Normal 250 100 5
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 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
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 Sludge Bomb Unsanitary sludge is hurled at the target. This may also poison the target. Special Poison 90 100 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
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 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
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 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Rock Smash The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. Physical Fighting 40 100 15
0 Will O Wisp The user shoots a sinister, bluish-white flame at the target to inflict a burn. Status Fire 0 85 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Nature Power An attack that makes use of nature’s power. Its effects vary depending on the user’s environment. Status Normal 0 0 20
0 Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. Status Psychic 0 0 10
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 Gyro Ball The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power. Physical Steel 0 100 5
0 Dark Pulse The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. Special Dark 80 100 15
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Flame Charge Cloaking itself in flame, the user attacks. Then, building up more power, the user raises its Speed stat. Physical Fire 50 100 20
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 Hex This relentless attack does massive damage to a target affected by status conditions. Special Ghost 65 100 10
0 Incinerate The user attacks opposing Pokémon with fire. If a Pokémon is holding a certain item, such as a Berry, the item becomes burned up and unusable. Special Fire 60 100 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 Mystical Fire The user attacks by breathing a special, hot fire. This also lowers the target’s Sp. Atk stat. Special Fire 75 100 10

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