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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).

Greedent sprite

#0820

Greedent

normal0.6 m · 6.0 kg

Base stats 460 total

HP
120
Atk
95
Def
95
SpA
55
SpD
75
Spe
20

Abilities

  • Cheek Pouch
  • Gluttony hidden

Learnset

What Greedent learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level14

  • CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • 1BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • 1Stuff CheeksnormalStatus10 PPCures the entire party of major status effects after inflicting damage.
  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 15Spit UpnormalSpecial100% acc10 PPPower is 100 times the amount of energy Stockpiled.
  • 15StockpilenormalStatus20 PPStores energy up to three times for use with Spit Up and Swallow.
  • 15SwallownormalStatus10 PPRecovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
  • 20Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • 27RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • 34CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
  • 41Bullet SeedgrassPhysical25 BP100% acc30 PPHits 2-5 times in one turn.
  • 48Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
  • 55BelchpoisonSpecial120 BP90% acc10 PPCan only be used after the user has eaten a berry.

TM/HM40

  • AmnesiapsychicStatus20 PPRaises the user’s Special Defense by two stages.
  • 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.
  • 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.
  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire FangfirePhysical65 BP95% acc15 PPHas a chance to burn the target and a chance to make the target flinch.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • 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.
  • Ice FangicePhysical65 BP95% acc15 PPHas a chance to freeze the target and a chance to make the target flinch.
  • Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • Mud ShotgroundSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Mud SlapgroundSpecial20 BP100% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Psychic FangspsychicPhysical85 BP100% acc10 PPDestroys Reflect and Light Screen.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Seed BombgrassPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • 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.
  • Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
  • Swords DancenormalStatus20 PPRaises the user’s Attack by two stages.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Appears in 2 games

  • Sword / Shield
  • Scarlet / Violet