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Aipom


Main Pokédex page | Flavor text and images

General

Aipom
normal

Abilities

Run Away
This Pokémon can always run from wild battles.
Pickup
After battle, this Pokémon will sometimes be holding an item if it was not already.

Damage Taken

Dex Numbers

Generation
Gold/Silver/Crystal GSC
Red/Blue/Yellow Kanto
190
Gold/Silver/Crystal Johto
122
Ruby/Sapphire/Emerald Hoenn
n/a
Diamond/Pearl Sinnoh
63

Names

Japanese
エイパム
Romaji
Eipamu

Flavor

Height
2'7.5" or 0.8 m
Weight
25.4 lb or 11.5 kg
Species
Long Tail
Color
purple
Cry
mp3 here
Fire Red/Leaf Green Habitat
Forest
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
5: Ground
Steps to hatch
5,120
Compatible with
63 families; 131 total Pokémon

In the Wild

Base EXP
94 or 0x5e
Capture rate
45 or 0x2d
Base happiness
70 or 0x46
Growth rate
fast
Effort points
1 Speed
Wild held items
n/a

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1
190 Aipom Base form 424 Ambipom Level up while knowing Double Hit

Stats

Stat Base Max Stat %ile
L50 L100
HP
55
162 314 30.2
Attack
70
122 239 44.4
Defense
55
107 209 32.9
Special Attack
40
92 179 13.8
Special Defense
55
107 209 31.4
Speed
85
137 269 71.6
Average
60
- - 35.5

Flavor

See also: All versions' flavor text and sprites

Diamond It uses its tail to pluck fruits that are out of reach. Its tail is more adept than its real hands.

Pearl It lives atop giant trees. It wraps its tail around a branch so it won't fall off while asleep.

Locations

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method

Move List

See also: This list in the move search

See also: Contest list

Aipom's Attack is higher, so it will inflict more damage with physical () moves.

Aipom gets the STAB from normal moves.

Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- -- -- Scratch normal physical 35 40 100% Inflicts regular damage.
-- -- -- Tail Whip normal none 30 -- 100% Lowers the target's Defense.
6 6 4 Sand-Attack ground none 15 -- 100% Lowers the target's Accuracy.
13 8 Astonish ghost physical 15 30 100% Has a 30% chance to make the target Flinch.
12 18 11 Baton Pass normal none 40 -- 100% Allows the trainer to switch out the user and pass effects along to its replacement.
25 15 Tickle normal none 20 -- 100% Lowers the target's Attack and Defense.
19 31 18 Fury Swipes normal physical 15 18 80% Hits 2-5 times in one turn.
27 38 22 Swift normal special 20 60 100% Never misses.
36 43 25 Screech normal none 40 -- 85% Lowers the target's Defense by two levels.
46 50 29 Agility psychic none 30 -- 100% Raises the user's Speed by two levels.
32 Double Hit normal physical 10 35 90% Hits twice in one turn.
36 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
39 Nasty Plot dark none 20 -- 0% Raises the user's Special Attack by two levels.
43 Last Resort normal physical 5 130 100% Can only be used after all of the user's other moves have been used.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Egg moves (Pokémon can also inherit any TMs they are compatible with)
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Agility psychic none 30 -- 100% Raises the user's Speed by two levels.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Beat Up dark physical 10 10 100% Hits once for every conscious Pokemon the user's trainer has.
Chains Diamond/Pearl Bounce flying physical 5 85 85% User bounces high into the air, dodging all attacks, and hits next turn.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
Chains Diamond/Pearl Covet normal physical 40 40 100% Takes the target's item.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl DoubleSlap normal physical 10 15 85% Hits 2-5 times in one turn.
Chains Diamond/Pearl Fake Out normal physical 10 40 100% 1 Goes first. Can only be used as the first move after the user enters battle. Causes the target to Flinch.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Pursuit dark physical 20 40 100% If the target leaves battle this turn, user will hit the target with double power and then hit its replacement normally.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Screech normal none 40 -- 85% Lowers the target's Defense by two levels.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Slam normal physical 20 80 75% Inflicts regular damage.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Spite ghost none 10 -- 100% Lowers the PP of the target's last used move by 2 to 5 points.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Emerald ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
Crystal Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Thunder Wave electric none 20 -- 100% Paralyzes the target.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
EmeraldFire Red/Leaf Green Metronome normal none 10 -- 100% Randomly selects and uses any move in the game.
Emerald Swift normal special 20 60 100% Never misses.
EmeraldFire Red/Leaf Green Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Fury Cutter bug physical 20 10 95% Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Miscellaneous moves
pokecenter Mimic normal none 10 -- 100% Copies the target's last used move.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl TMs and HMs
Chains 40 40 Aerial Ace flying physical 20 60 100% Never misses.
Chains 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains H1 H1 H1 Cut normal physical 30 50 95% Inflicts regular damage.
Chains 40 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Chains 43 Detect fighting none 5 -- 100% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 42 85 Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
Chains 01 DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 48 Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 49 Fury Cutter bug physical 20 10 95% Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Chains 86 Grass Knot grass special 20 varies 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 33 Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Chains 23 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 31 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 50 Nightmare ghost none 15 -- 100% Target loses 1/4 its max HP every turn as long as it continues Sleeping.
Chains 66 Payback dark physical 10 50 100% Inflicts double damage if the user receives damage before using this move.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 08 H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 30 30 30 Shadow Ball ghost special 15 80 100% Has a 20% chance to lower the target's Special Defense.
Chains 65 Shadow Claw ghost physical 15 70 100% Has an increased chance for a critical hit.
Chains 34 34 Shock Wave electric special 20 60 100% Never misses.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 49 49 Snatch dark none 10 -- 100% 4 Goes first. Steals the target's move, if it is self-targeted.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains 22 22 SolarBeam grass special 10 120 100% Requires a turn to charge before attacking.
Chains H4 H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 39 Swift normal special 20 60 100% Never misses.
Chains 12 12 Taunt dark none 20 -- 100% For the next two turns, the target can only use moves that inflict damage.
Chains 46 46 46 Thief dark physical 10 40 100% Takes the target's item.
Chains 25 25 25 Thunder electric special 10 120 70% Has a 30% chance to Paralyze the target.
Chains 73 Thunder Wave electric none 20 -- 100% Paralyzes the target.
Chains 41 ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
Chains 24 24 Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
Chains 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 89 U-Turn bug physical 20 70 100% User must switch out after attacking.
Chains 03 03 Water Pulse water special 20 60 100% Has a 20% chance to Confuse the target.
Chains 07 Zap Cannon electric special 5 120 50% Has a 100% chance to Paralyze the target.

Aipom in other Pokédexes