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Venusaur


Main Pokédex page | Flavor text and images

General

Venusaur
grass poison

Abilities

Overgrow
When this Pokémon's HP is 1/3 its max or lower, its Grass moves do 50% more damage.

Damage Taken

Dex Numbers

Generation
Red/Blue/Yellow RBY
Red/Blue/Yellow Kanto
3
Gold/Silver/Crystal Johto
228
Ruby/Sapphire/Emerald Hoenn
n/a
Diamond/Pearl Sinnoh
n/a

Names

Japanese
フシギバナ
Romaji
Fushigibana

Flavor

Height
6'6.7" or 2 m
Weight
220.5 lb or 100 kg
Species
Seed
Color
green
Cry
mp3 here
Fire Red/Leaf Green Habitat
Grassland
Pawprint

Misc

R/B/Y code
154 or 0x9a

Breeding

Gender
⅞ male; ⅛ female (code: 31 or 0x1f)
Breeding groups
1: Monster
7: Plant
Steps to hatch
5,120
Compatible with
43 families; 108 total Pokémon

In the Wild

Base EXP
208 or 0xd0
Capture rate
45 or 0x2d
Base happiness
70 or 0x46
Growth rate
poly
Effort points
2 Special Attack
1 Special Defense
Wild held items
n/a

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1Stage 2
1 Bulbasaur Base form 2 Ivysaur Raise to level 16 3 Venusaur Raise to level 32

Stats

Stat Base Max Stat %ile
L50 L100
HP
80
187 364 71.8
Attack
82
134 263 62.9
Defense
83
135 265 71.4
Special Attack
100
152 299 83.8
Special Defense
100
152 299 85
Speed
80
132 259 65.1
Average
87.5
- - 83.4

Flavor

See also: All versions' flavor text and sprites

Diamond/Pearl After a rainy day, the flower on its back smells stronger. The scent attracts other Pokémon.

Locations

Note: this ONLY shows Diamond locations for the moment. (New Pokédex with all three games' encounters is in the works.)

Area Section Level Method

Move List

See also: This list in the move search

See also: Contest list

Venusaur's Special Attack is higher, so it will inflict more damage with special () moves.

Venusaur gets the STAB from grass and poison moves.

Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Move Type Dmg PP Power Acc.* Pri. Description
-- -- -- -- Leech Seed grass none 10 -- 90% Seeds the target, stealing HP from it every turn.
-- -- -- -- Tackle normal physical 35 35 95% Inflicts regular damage.
-- -- -- -- Vine Whip grass physical 15 35 100% Inflicts regular damage.
-- -- Growl normal none 40 -- 100% Lowers the target's Attack.
-- -- 4 3 Growl normal none 40 -- 100% Lowers the target's Attack.
7 7 Leech Seed grass none 10 -- 90% Seeds the target, stealing HP from it every turn.
10 9 Vine Whip grass physical 15 35 100% Inflicts regular damage.
22 15 15 13 PoisonPowder poison none 35 -- 75% Poisons the target.
15 15 13 Sleep Powder grass none 15 -- 75% Puts the target to Sleep.
15 Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
30 22 22 20 Razor Leaf grass physical 25 55 95% Has an increased chance for a critical hit.
29 29 23 Sweet Scent normal none 20 -- 100% Lowers the target's Evasion.
43 41 41 28 Growth normal none 40 -- 100% Raises the user's Special Attack.
31 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
32 Petal Dance grass special 20 90 100% Hits every turn for 2-3 turns, then Confuses the user.
39 Worry Seed grass none 10 -- 100% Changes the target's ability to Insomnia.
53 53 45 Synthesis grass none 5 -- 100% Heals the user by half its max HP at the right time of day, or 1/4 otherwise.
55 Sleep Powder grass none 15 -- 75% Puts the target to Sleep.
65 65 65 53 SolarBeam grass special 10 120 100% Requires a turn to charge before attacking.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Tutored moves
EmeraldFire Red/Leaf Green Swords Dance normal none 30 -- 100% Raises the user's Attack by two levels.
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 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 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.
Platinum 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.
Platinum Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Platinum Outrage dragon physical 15 120 100% Hits every turn for 2-3 turns, then Confuses the user.
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.
Platinum 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.
Platinum Synthesis grass none 5 -- 100% Heals the user by half its max HP at the right time of day, or 1/4 otherwise.
Platinum Knock Off dark physical 20 20 100% Target drops its held item.
Fire Red/Leaf Green Frenzy Plant grass special 5 150 90% User foregoes its next turn to recharge.
Diamond/PearlPlatinum Frenzy Plant grass special 5 150 90% User foregoes its next turn to recharge.
Platinum Seed Bomb grass physical 15 80 100% Inflicts regular damage.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum TMs and HMs
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 34 Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts typeless damage equal to twice the HP it lost while waiting.
Chains 08 Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
Chains 09 09 Bullet Seed grass physical 30 10 100% Hits 2-5 times in one turn.
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 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 32 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 10 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Chains 26 26 Earthquake ground physical 10 100 100% Inflicts regular damage.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 53 Energy Ball grass special 10 80 100% Has a 10% chance to lower the target's Special Defense.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains H5 H5 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
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 19 19 19 Giga Drain grass special 10 60 100% Heals the user by half the damage the target receives.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
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 15 15 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 21 Mega Drain grass special 15 40 100% Heals the user by half the damage the target receives.
Chains 31 Mimic normal none 10 -- 100% Copies the target's last used move.
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 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 20 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
Chains 33 Reflect psychic none 20 -- 100% Reduces damage from physical attacks by 50%.
Chains 44 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 05 05 05 Roar normal none 20 -- 100% -6 Goes last. Immediately ends wild battles. Forces trainers to switch Pokemon.
Chains H8 Rock Climb normal physical 20 90 85% Has a 20% chance to Confuse the target.
Chains 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 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 36 36 Sludge Bomb poison special 10 90 100% Has a 30% chance to Poison the target.
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 22 22 SolarBeam grass special 10 120 100% Requires a turn to charge before attacking.
Chains H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 50 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 12 Sweet Scent normal none 20 -- 100% Lowers the target's Evasion.
Chains 03 75 Swords Dance normal none 30 -- 100% Raises the user's Attack by two levels.
Chains 09 Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
Chains 06 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.

Venusaur in other Pokédexes