#0649
Genesect
bugsteel1.5 m · 82.5 kg
Base stats — 600 total
- HP
- 71
- Atk
- 120
- Def
- 95
- SpA
- 120
- SpD
- 95
- Spe
- 99
Abilities
- Download
Learnset
What Genesect learns in Black 2 / White 2. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games. Hacks rebalance individual moves — Blaze Black 2 / Volt White 2's docs are the authority on exact numbers.
Level19
- 1Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
- 1Metal ClawsteelPhysical50 BP95% acc35 PPHas a chance to raise the user’s Attack by one stage.
- 1Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
- 1ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
- 1Techno BlastnormalSpecial120 BP100% acc5 PPIf the user is holding a appropriate plate or drive, the damage inflicted will match it.
- 7Fury CutterbugPhysical40 BP95% acc20 PPPower doubles every turn this move is used in succession after the first, maxing out after five turns.
- 11Lock OnnormalStatus5 PPEnsures that the user’s next move will hit the target.
- 18Flame ChargefirePhysical50 BP100% acc20 PPInflicts regular damage. Raises the user’s Speed by one stage.
- 22Magnet BombsteelPhysical60 BP20 PPNever misses.
- 29SlashnormalPhysical70 BP100% acc20 PPHas an increased chance for a critical hit.
- 33Metal SoundsteelStatus85% acc40 PPLowers the target’s Special Defense by two stages.
- 40Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
- 44Tri AttacknormalSpecial80 BP100% acc10 PPHas a chance to burn, freeze, or paralyze the target.
- 51X ScissorbugPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
- 55Bug BuzzbugSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- 62Simple BeamnormalStatus100% acc15 PPChanges the target’s ability to Simple.
- 66Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
- 73Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
- 77Self DestructnormalPhysical200 BP100% acc5 PPUser faints.
TM/HM37
- Aerial AceflyingPhysical60 BP20 PPNever misses.
- BlizzardiceSpecial110 BP70% acc5 PPHas a chance to freeze the target.
- Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
- Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- ExplosionnormalPhysical250 BP100% acc5 PPUser faints.
- FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
- Flame ChargefirePhysical50 BP100% acc20 PPInflicts regular damage. Raises the user’s Speed by one stage.
- FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
- FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
- Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- FlyflyingPhysical90 BP95% acc15 PPUser flies high into the air, dodging all attacks, and hits next turn.
- FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
- Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
- Hone ClawsdarkStatus15 PPRaises the user’s Attack and accuracy by one stage.
- Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
- Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
- Rock PolishrockStatus20 PPRaises the user’s Speed by two stages.
- RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
- Shadow ClawghostPhysical70 BP100% acc15 PPHas an increased chance for a critical hit.
- Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
- Struggle BugbugSpecial50 BP100% acc20 PPHas a chance to lower the target’s Special Attack by one stage.
- SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
- SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
- ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
- Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
- ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
- ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
- U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
- X ScissorbugPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
Tutor16
- Bug BitebugPhysical60 BP100% acc20 PPIf target has a berry, inflicts double damage and uses the berry.
- Dark PulsedarkSpecial80 BP100% acc15 PPHas a chance to make the target flinch.
- ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
- Giga DraingrassSpecial75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
- GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
- Gunk ShotpoisonPhysical120 BP80% acc5 PPHas a chance to poison the target.
- Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
- Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
- Last ResortnormalPhysical140 BP100% acc5 PPCan only be used after all of the user’s other moves have been used.
- Magic CoatpsychicStatus15 PPReflects back the first effect move used on the user this turn.
- Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
- RecyclenormalStatus10 PPUser recovers the item it last used up.
- Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
- Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
- SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
- Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
Appears in — 7 games
- Black / White
- Black 2 / White 2
- X / Y
- Omega Ruby / Alpha Sapphire
- Sun / Moon
- Ultra Sun / Ultra Moon
- Sword / Shield