Orbeetle

Pokemon Data

Generation: 8

Height: 14m

Weight: 40.8kg

Starter Cost: 2

Base Stats:

MaxHP

75

Atk

50

Def

140

SpAtk

90

SpDef

150

Spd

100

Sum

605

Type Defence:

NORFIRWATELEGRAICEFIGPOIGRO
12110.510.2510.5
FLYPSYBUGROCGHODRADARSTEFAI
20.52221211

Evolution Chart:

Lv 10

Lv 30

Orbeetle Moves learned by level:

1
PSY
501002510
The target is hit by a weak telekinetic force. This may also confuse the target.
1
PSY
--30-
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
1
PSY
--20-
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
1
BUG
5010020100
While resisting, the user attacks opposing Pokémon. This lowers the Sp. Atk stats of those hit.
4
GHO
-10010-
The target is exposed to a sinister ray that triggers confusion.
8
PSY
--15-
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
12
PSY
--30-
The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
16
PSY
651002010
The target is attacked with a peculiar ray. This may also leave the target confused.
20
PSY
-6020-
The user employs hypnotic suggestion to make the target fall into a deep sleep.
24
PSY
--15-
The user teleports using a strange power and switches places with one of its allies.
28
BUG
901001010
The user generates a damaging sound wave by vibration. This may also lower the target's Sp. Def stat.
32
PSY
-10020-
A retaliation move that counters any special attack, inflicting double the damage taken.
36
PSY
901001010
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
40
NOR
--15-
The user helps the target and makes it use its move right after the user.
44
PSY
--20-
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
48
PSY
--10-
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

Orbeetle moves learned via TM:

BUG
5010020100
While resisting, the user attacks opposing Pokémon. This lowers the Sp. Atk stats of those hit.
PSY
--10-
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
GRA
7510010-
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target.
NOR
--10-
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
PSY
8010010-
The user attacks the target with its psychic power. This move's power goes up and damages all opposing Pokémon on Psychic Terrain.
FIG
8010010-
The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target.
BUG
901001010
The user generates a damaging sound wave by vibration. This may also lower the target's Sp. Def stat.
PSY
--15-
The user teleports using a strange power and switches places with one of its allies.
PSY
651002010
The target is attacked with a peculiar ray. This may also leave the target confused.
NOR
150905-
The target is attacked with a powerful beam. The user can't move on the next turn.
GRA
12010010-
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.
PSY
901001010
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
PSY
--30-
The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
NOR
--15-
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
GHO
-10010-
The target is exposed to a sinister ray that triggers confusion.
PSY
--30-
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
PSY
--20-
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
BUG
8010010-
The user drains the target's blood. The user's HP is restored by half the damage taken by the target.
PSY
--5-
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
NOR
--10-
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.
NOR
501001530
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
NOR
--10-
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
NOR
-10015-
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
NOR
--10-
While it is asleep, the user randomly uses one of the moves it knows.
NOR
-10020-
This full-power attack grows more powerful the more the user likes its Trainer.
NOR
-10020-
This full-power attack grows more powerful the less the user likes its Trainer.
NOR
--25-
The user creates a protective field that prevents status conditions for five turns.
NOR
--40-
The user switches places with a party Pokémon in waiting and passes along any stat changes.
NOR
6010015-
A unique attack that varies in type depending on the Pokémon using it.
GHO
801001520
The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.
PSY
12010010-
Two turns after this move is used, a hunk of psychic energy attacks the target.
NOR
7010020-
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
NOR
--20-
The user assists an ally by boosting the power of that ally's attack.
PSY
-10010-
The user catches the target off guard and swaps its held item with its own.
PSY
--10-
The user employs its psychic power to exchange Abilities with the target.
PSY
--10-
If opposing Pokémon know any move also known by the user, they are prevented from using it.
STE
--15-
The user hardens its body's surface like iron, sharply raising its Defense stat.
PSY
--20-
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
BUG
7010020-
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
DAR
5010010-
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
PSY
--10100
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
PSY
--10100
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
GRA
901001010
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
NOR
150905-
The user charges at the target using every bit of its power. The user can't move on the next turn.
PSY
7010020-
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
PSY
80901520
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
PSY
--5-
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
PSY
--10-
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
PSY
8010010-
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
PSY
--10-
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
NOR
6010015-
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
PSY
2010010-
The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power.