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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Rillaboom sprite

#0812

Rillaboom

grass2.1 m · 90.0 kg

Base stats 530 total

HP
100
Atk
125
Def
90
SpA
60
SpD
70
Spe
85

Abilities

  • Overgrow
  • Grassy Surge hidden

Learnset

Showing Sword / ShieldRillaboom doesn't appear in Let's Go Pikachu / Eevee.

Level17

  • Drum BeatinggrassPhysical80 BP100% acc10 PPHas a chance to lower the target’s Speed by one stage.
  • 1Branch PokegrassPhysical40 BP100% acc40 PPInflicts regular damage with no additional effect.
  • 1Double HitnormalPhysical35 BP90% acc10 PPHits twice in one turn.
  • 1Drum BeatinggrassPhysical80 BP100% acc10 PPHas a chance to lower the target’s Speed by one stage.
  • 1Grassy TerraingrassStatus10 PPFor five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their Grass moves to 1.5× their power.
  • 1GrowlnormalStatus100% acc40 PPLowers the target’s Attack by one stage.
  • 1Noble RoarnormalStatus100% acc30 PPLowers the target’s Attack and Special Attack by one stage.
  • 1ScratchnormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • 12Razor LeafgrassPhysical55 BP95% acc25 PPHas an increased chance for a critical hit.
  • 19ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • 24Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • 30SlamnormalPhysical80 BP75% acc20 PPInflicts regular damage with no additional effect.
  • 38UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • 46Wood HammergrassPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • 54EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • 62BoomburstnormalSpecial140 BP100% acc10 PPInflicts regular damage.

TM/HM54

  • AcrobaticsflyingPhysical55 BP100% acc15 PPHas double power if the user has no held item.
  • AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • Bullet SeedgrassPhysical25 BP100% acc30 PPHits 2-5 times in one turn.
  • Darkest LariatdarkPhysical85 BP100% acc10 PPIgnores the target’s stat modifiers.
  • Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • Earth PowergroundSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • False SwipenormalPhysical40 BP100% acc40 PPCannot lower the target’s HP below 1.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus EnergynormalStatus30 PPIncreases the user’s chance to score a critical hit.
  • Giga DraingrassSpecial75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Grassy TerraingrassStatus10 PPFor five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their Grass moves to 1.5× their power.
  • High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hyper VoicenormalSpecial90 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Leaf StormgrassSpecial130 BP90% acc5 PPLowers the user’s Special Attack by two stages after inflicting damage.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Magical LeafgrassSpecial60 BP20 PPNever misses.
  • Mega KicknormalPhysical120 BP75% acc5 PPInflicts regular damage with no additional effect.
  • Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
  • Mud ShotgroundSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Scary FacenormalStatus100% acc10 PPLowers the target’s Speed by two stages.
  • ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnarldarkSpecial55 BP95% acc15 PPHas a chance to lower the target’s Special Attack by one stage.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Solar BladegrassPhysical125 BP100% acc10 PPRequires a turn to charge before attacking.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • 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.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • Swords DancenormalStatus20 PPRaises the user’s Attack by two stages.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.

Tutor3

  • Frenzy PlantgrassSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Grass PledgegrassSpecial80 BP100% acc10 PPWith Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
  • Grassy GlidegrassPhysical55 BP100% acc20 PPIf Grassy Terrain is active and the user is grounded, this move has has its priority increased by 1.

Appears in 2 games

  • Sword / Shield
  • Scarlet / Violet