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#413 - Wormadam

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Forms | grass || ground || steel |
Wormadam
Wormadam Wormadam
NormalShiny
Japanese Name:
ミノマダム/Minomadamu
Dex Numbers:
National: 413
Johto: ---
Hoenn: ---
Sinnoh: 046
<-Burmy #412 Burmy bug steel #414 Mothim Mothim->

Wormadam's Stats
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Pokemon Base Stats



Max Med Min
HP:
60
324 324 324
Attack:
69
260 237 213
Defense:
95
317 289 260
Special Attack:
69
260 237 213
Special Defense:
95
317 289 260
Speed:
36
188 171 153
Average:
70.7
Base Stat Total: 424
Pokemon Abilities
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Anticipation Senses the foe's dangerous moves.
This Pokemon will be aware when an opposing Pokemon with a move that would do super-effective damage against it switches in.
Flavor
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Species:Bagworm Color:Gray
Height:0.5 m or 1' 7" Weight:6.5 kg or 14.33 lbs
Habitat: Unknown Pawprint: Wormadam's Footprint
Diamond: When BURMY evolved, its cloak became a part of this Pokémon's body. The cloak is never shed.
Pearl: Its appearance changes depending on where it evolved. The materials on hand become a part of its body.
Platinum: When evolving, its body takes in surrounding materials. As a result, there are many body variations.
As a Wild Pokemon
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Pal Park Location: --
Capture Rate: 45
Wild Held Items: SilverPowder - 5%
Base Happiness: 70
Base Experience: 159
Effort Points: 1 Defense 1 Sp. Defense
Evolution Chain
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Breeding
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Gender Ratio: 100% Fem., 0% Male
Steps to Hatch: 3,840
Exp to Level 100: 1,000,000 Points
Breeding Group: 3: Bug
Compatible With:
Level Up Moves
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DP PT Attack Type Class Pwr. PP Acc. Description
1 1 Tackle normal physical 35 35 95% A physical attack in which the user charges and slams into the foe with its whole body.
10 10 Protect normal none -- 10 -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
-- 15 Bug Bite bug physical 60 20 100% The user bites the foe. If the foe is holding a Berry, the user eats it and gains its effect.
20 20 Hidden Power normal special 1 15 100% A unique attack that varies in type and intensity depending on the Pokémon using it.
23 23 Confusion psychic special 50 25 100% The foe is hit by a weak telekinetic force. It may also leave the foe confused.
26 26 Mirror Shot steel special 65 10 85% The user looses a flash of energy from its polished body. It may also lower the target's accuracy.
29 29 Metal Sound steel none -- 40 85% A horrible sound like scraping metal is emitted to sharply reduce the foe's Sp. Def stat.
32 32 Psybeam psychic special 65 20 100% The foe is attacked with a peculiar ray. It may also leave the target confused.
35 35 Captivate normal none -- 20 100% If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
38 38 Flail normal physical 1 15 100% The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
41 41 Attract normal none -- 15 100% If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
44 44 Psychic psychic special 90 10 100% The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
47 47 Iron Head steel physical 80 15 100% The foe slams the target with its steel-hard head. It may also make the target flinch.
TM/HM Moves
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Item Attack Type Class Pwr. PP Acc. Description
TM06 Toxic poison none -- 10 85% A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power normal special 1 15 100% A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day fire none -- 5 -- The user intensifies the sun for five turns, powering up Fire-type moves.
TM15 Hyper Beam normal special 150 5 90% The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM17 Protect normal none -- 10 -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance water none -- 5 -- The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM20 Safeguard normal none -- 25 100% The user creates a protective field that prevents status problems for five turns.
TM21 Frustration normal physical 1 20 100% A full-power attack that grows more powerful the less the user likes its Trainer.
TM27 Return normal physical 1 20 100% A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic psychic special 90 10 100% The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30 Shadow Ball ghost special 80 15 100% The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
TM32 Double Team normal none -- 15 100% By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM42 Facade normal physical 70 20 100% An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power normal physical 70 20 100% The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest psychic none -- 10 100% The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract normal none -- 15 100% If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM46 Thief dark physical 40 10 100% The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.
TM48 Skill Swap psychic none -- 10 100% The user employs its psychic power to exchange abilities with the foe.
TM58 Endure normal none -- 10 100% The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM68 Giga Impact normal physical 150 5 90% The user charges at the foe using every bit of its power. The user must rest on the next turn.
TM70 Flash normal none -- 20 100% The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM74 Gyro Ball steel physical 1 5 100% The user tackles the foe with a high-speed spin. The slower the user, the greater the damage.
TM76 Stealth Rock rock none -- 20 -- The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle.
TM77 Psych Up normal none -- 10 100% The user hypnotizes itself into copying any stat change made by the foe.
TM78 Captivate normal none -- 20 100% If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM82 Sleep Talk normal none -- 10 100% While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift normal physical 1 15 100% The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM85 Dream Eater psychic special 100 15 100% An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM87 Swagger normal none -- 15 90% The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute normal none -- 10 100% The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM91 Flash Cannon steel special 80 10 100% The user gathers all its light energy and releases it at once. It may also lower the foe's Sp. Def stat.
Egg Moves
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Attack Type Class Pwr. PP Acc. Description
Wormadam doesn't learn any egg moves!
Move Tutor Moves
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Attack Type Class Pwr. PP Acc. Description
Snore normal special 40 15 100% An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
Uproar normal special 50 10 100% The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.
Endeavor normal physical 1 5 100% An attack move that cuts down the foe's HP to equal the user's HP.
Signal Beam bug special 75 15 100% The user attacks with a sinister beam of light. It may also confuse the target.
Iron Defense steel none -- 15 100% The user hardens its body's surface like iron, sharply raising its Defense stat.
Sucker Punch dark physical 80 5 100% This move enables the user to attack first. It fails if the foe is not readying an attack, however.
Magnet Rise electric none -- 10 -- The user levitates using electrically generated magnetism for five turns.
Gunk Shot poison physical 120 5 70% The user shoots filthy garbage at the foe to attack. It may also poison the target.
Iron Head steel physical 80 15 100% The foe slams the target with its steel-hard head. It may also make the target flinch.

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