Essentials

Ambipom

Ambipom

Normal

Abilities

Technician

Strengthens moves of 60 base power or less to inflict 1.5× damage.

Pickup

Picks up other Pokémon's used and Flung held items. May also pick up an item after battle.

Dream Ability

Skill Link

Extends two-to-five-hit moves to a full five hits every time.

Damage Taken

  • Bug 1
  • Dark 1
  • Dragon 1
  • Electric 1
  • Fighting 2
  • Fire 1
  • Flying 1
  • Ghost 0
  • Grass 1
  • Ground 1
  • Ice 1
  • Normal 1
  • Poison 1
  • Psychic 1
  • Rock 1
  • Steel 1
  • Water 1

Pokédex Numbers

Introduced in
Generation 4
National
424
Original Sinnoh
64 Diamond, Pearl
Extended Sinnoh
64 Platinum
Updated Johto
124 HeartGold, SoulSilver

Names

German
Ambidiffel
Korean
겟핸보숭
Chinese
雙尾怪手
French
Capidextre
Japanese
エテボース (eteboosu)
Official Roomaji
Eteboth

Breeding

Gender
½ male, ½ female Search:
Egg groups
  • Ground
Hatch counter
20 Search:
Steps to hatch
5355 / 2805

Compatibility

Training

Base EXP
186 Search:
2657 EXP at level
Effort points
  • 2 Speed
Capture rate
45 Search:
Base happiness
100 Search:
Growth rate
fast Search:

Wild held items

Generation 4 nothing
Generation 5 nothing

Evolution

Baby Basic Stage 1 Stage 2
Aipom Ambipom Level up, knowing Double Hit

Stats

Pctile Min IVs Max IVs
HP
75
67.4 323 354
Attack
100
80.6 268 299
Defense
66
49.8 200 231
Special Attack
60
43.0 188 219
Special Defense
66
52.5 200 231
Speed
115
96.3 298 329
Total
482
67.1

HeartGold, SoulSilver Pokéathlon Performance

★ Minimum; ✯ Base; ☆ Maximum

Speed
★✯✯☆
Power
★✯☆☆
Skill
★★★✯✯
Stamina
★★✯☆
Jump
★★✯☆
Total
9/16/21

Flavor

Flavor Text

Generation 4
Diamond

To eat, it deftly shucks nuts with its two tails. It rarely uses its arms now.

Pearl

They work in large colonies and make rings by linking their tails, apparently in friendship.

Platinum

Split into two, the tails are so adept at handling and doing things, AMBIPOM rarely uses its hands.

HeartGold

They live on large trees. They are said to communicate by connecting their tails to those of others.

SoulSilver

It is very difficult to dodge the consecutive strikes of its two tails.

Generation 5
Black, White

Split into two, the tails are so adept at handling and doing things, Ambipom rarely uses its hands.

Sprites

Ambipom Ambipom Ambipom Ambipom
Ambipom Ambipom Ambipom Ambipom

Miscellany

Species
Long Tail Search:
Color
Purple Search:
Cry
Footprint
Ambipom
Shape
Sciurine Search:

Height

${_("Trainer dude")}

Ambipom
12

3'11.2"
1.2 m

Weight

${_("Trainer dudette")}

Ambipom
203

44.8 lb
20.3 kg

Locations

Moves

Normal moves get STAB, and have their type highlighted in green.

Physical moves better suit Ambipom's higher Attack, and have their class highlighted in green.

Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Scratch Normal physical 35 40 100%

Inflicts regular damage with no additional effect.

Tail Whip Normal non-damaging 30 100%

Lowers the target's Defense by one stage.

Sand-Attack Ground non-damaging 15 100%

Lowers the target's accuracy by one stage.

Astonish Ghost physical 15 30 100%

Has a 30% chance to make the target flinch.

4 4 Sand-Attack Ground non-damaging 15 100%

Lowers the target's accuracy by one stage.

8 8 Astonish Ghost physical 15 30 100%

Has a 30% chance to make the target flinch.

11 11 Baton Pass Normal non-damaging 40

Allows the trainer to switch out the user and pass effects along to its replacement.

15 15 Tickle Normal non-damaging 20 100%

Lowers the target's Attack and Defense by one stage.

18 18 Fury Swipes Normal physical 15 18 80%

Hits 2-5 times in one turn.

22 22 Swift Normal special 20 60

Never misses.

25 25 Screech Normal non-damaging 40 85%

Lowers the target's Defense by two stages.

29 29 Agility Psychic non-damaging 30

Raises the user's Speed by two stages.

32 32 Double Hit Normal physical 10 35 90%

Hits twice in one turn.

36 36 Fling Dark physical 10 * 100%

Throws held item at the target; power depends on the item.

39 39 Nasty Plot Dark non-damaging 20

Raises the user's Special Attack by two stages.

43 43 Last Resort Normal physical 5 140 100%

Can only be used after all of the user's other moves have been used.

Level up, learned by Aipom but not Ambipom
Scratch Normal physical 35 40 100%

Inflicts regular damage with no additional effect.

Tail Whip Normal non-damaging 30 100%

Lowers the target's Defense by one stage.

Sand-Attack Ground non-damaging 15 100%

Lowers the target's accuracy by one stage.

Astonish Ghost physical 15 30 100%

Has a 30% chance to make the target flinch.

Baton Pass Normal non-damaging 40

Allows the trainer to switch out the user and pass effects along to its replacement.

Tickle Normal non-damaging 20 100%

Lowers the target's Attack and Defense by one stage.

Fury Swipes Normal physical 15 18 80%

Hits 2-5 times in one turn.

Swift Normal special 20 60

Never misses.

Screech Normal non-damaging 40 85%

Lowers the target's Defense by two stages.

Agility Psychic non-damaging 30

Raises the user's Speed by two stages.

Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
Egg, learned by Aipom but not Ambipom
• • Agility Psychic non-damaging 30

Raises the user's Speed by two stages.

• • Beat Up Dark physical 10 * 100%

Hits once for every conscious Pokémon the trainer has.

• • Bounce Flying physical 5 85 85%

User bounces high into the air, dodging all attacks, and hits next turn.

• • Counter Fighting physical 20 * 100% -5

Inflicts twice the damage the user received from the last physical hit it took.

• • Covet Normal physical 40 60 100%

Takes the target's item.

• • DoubleSlap Normal physical 10 15 85%

Hits 2-5 times in one turn.

• • Fake Out Normal physical 10 40 100% 3

Can only be used as the first move after the user enters battle. Causes the target to flinch.

• • Pursuit Dark physical 20 40 100%

Has double power against, and can hit, Pokémon attempting to switch out.

• Revenge Fighting physical 10 60 100% -4

Inflicts double damage if the user takes damage before attacking this turn.

• • Screech Normal non-damaging 40 85%

Lowers the target's Defense by two stages.

• • Slam Normal physical 20 80 75%

Inflicts regular damage with no additional effect.

• • Spite Ghost non-damaging 10 100%

Lowers the PP of the target's last used move by 4.

• Switcheroo Dark non-damaging 10 100%

User and target swap items.

Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Platinum HeartGold, SoulSilver Bounce Flying physical 5 85 85%

User bounces high into the air, dodging all attacks, and hits next turn.

Platinum HeartGold, SoulSilver Fire Punch Fire physical 15 75 100%

Has a 10% chance to burn the target.

Platinum HeartGold, SoulSilver Fury Cutter Bug physical 20 20 95%

Power doubles every turn this move is used in succession after the first, maxing out after five turns.

Platinum HeartGold, SoulSilver Gunk Shot Poison physical 5 120 70%

Has a 30% chance to poison the target.

Platinum HeartGold, SoulSilver Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Platinum HeartGold, SoulSilver Ice Punch Ice physical 15 75 100%

Has a 10% chance to freeze the target.

Platinum HeartGold, SoulSilver Knock Off Dark physical 20 20 100%

Target drops its held item.

Platinum HeartGold, SoulSilver Last Resort Normal physical 5 140 100%

Can only be used after all of the user's other moves have been used.

Platinum HeartGold, SoulSilver Low Kick Fighting physical 20 * 100%

Inflicts more damage to heavier targets, with a maximum of 120 power.

Platinum HeartGold, SoulSilver Magic Coat Psychic non-damaging 15 4

Reflects back the first effect move used on the user this turn.

Platinum HeartGold, SoulSilver Mud-Slap Ground special 10 20 100%

Has a 100% chance to lower the target's accuracy by one stage.

Platinum HeartGold, SoulSilver Seed Bomb Grass physical 15 80 100%

Inflicts regular damage with no additional effect.

Platinum HeartGold, SoulSilver Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Platinum HeartGold, SoulSilver Spite Ghost non-damaging 10 100%

Lowers the PP of the target's last used move by 4.

Platinum HeartGold, SoulSilver Swift Normal special 20 60

Never misses.

Platinum HeartGold, SoulSilver ThunderPunch Electric physical 15 75 100%

Has a 10% chance to paralyze the target.

Platinum HeartGold, SoulSilver Uproar Normal special 10 90 100%

Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Tutor, learned by Aipom but not Ambipom
Platinum HeartGold, SoulSilver Body Slam Normal physical 15 85 100%

Has a 30% chance to paralyze the target.

Platinum HeartGold, SoulSilver Counter Fighting physical 20 * 100% -5

Inflicts twice the damage the user received from the last physical hit it took.

Platinum HeartGold, SoulSilver Defense Curl Normal non-damaging 40

Raises user's Defense by one stage.

Platinum HeartGold, SoulSilver Double-Edge Normal physical 15 120 100%

User receives 1/3 the damage inflicted in recoil.

Platinum HeartGold, SoulSilver Dream Eater Psychic special 15 100 100%

Only works on sleeping Pokémon. Heals the user by half the damage inflicted.

Platinum HeartGold, SoulSilver DynamicPunch Fighting physical 5 100 50%

Has a 100% chance to confuse the target.

Platinum HeartGold, SoulSilver Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

Platinum HeartGold, SoulSilver Fire Punch Fire physical 15 75 100%

Has a 10% chance to burn the target.

Platinum HeartGold, SoulSilver Fury Cutter Bug physical 20 20 95%

Power doubles every turn this move is used in succession after the first, maxing out after five turns.

Platinum HeartGold, SoulSilver Ice Punch Ice physical 15 75 100%

Has a 10% chance to freeze the target.

Platinum HeartGold, SoulSilver Mega Kick Normal physical 5 120 75%

Inflicts regular damage with no additional effect.

Platinum HeartGold, SoulSilver Mega Punch Normal physical 20 80 85%

Inflicts regular damage with no additional effect.

Platinum HeartGold, SoulSilver Metronome Normal non-damaging 10

Randomly selects and uses any move in the game.

Platinum HeartGold, SoulSilver Mimic Normal non-damaging 10

Copies the target's last used move.

Platinum HeartGold, SoulSilver Mud-Slap Ground special 10 20 100%

Has a 100% chance to lower the target's accuracy by one stage.

Platinum HeartGold, SoulSilver Seismic Toss Fighting physical 20 * 100%

Inflicts damage equal to the user's level.

Platinum HeartGold, SoulSilver Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Platinum HeartGold, SoulSilver Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Platinum HeartGold, SoulSilver Substitute Normal non-damaging 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Platinum HeartGold, SoulSilver Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

Platinum HeartGold, SoulSilver Swift Normal special 20 60

Never misses.

Platinum HeartGold, SoulSilver Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

Platinum HeartGold, SoulSilver ThunderPunch Electric physical 15 75 100%

Has a 10% chance to paralyze the target.

Platinum HeartGold, SoulSilver Thunderbolt Electric special 15 95 100%

Has a 10% chance to paralyze the target.

Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
01 Hone Claws Dark non-damaging 15

Raises the user's Attack and accuracy by one stage.

01 Focus Punch Fighting physical 20 150 100% -3

If the user takes damage before attacking, the attack is canceled.

03 Water Pulse Water special 20 60 100%

Has a 20% chance to confuse the target.

06 06 Toxic Poison non-damaging 10 90%

Badly poisons the target, inflicting more damage every turn.

10 10 Hidden Power Normal special 15 * 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

11 11 Sunny Day Fire non-damaging 5

Changes the weather to sunny for five turns.

12 12 Taunt Dark non-damaging 20 100%

For the next few turns, the target can only use damaging moves.

15 15 Hyper Beam Normal special 5 150 90%

User foregoes its next turn to recharge.

17 17 Protect Normal non-damaging 10 4

Prevents any moves from hitting the user this turn.

18 18 Rain Dance Water non-damaging 5

Changes the weather to rain for five turns.

21 21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

22 22 SolarBeam Grass special 10 120 100%

Requires a turn to charge before attacking.

23 Iron Tail Steel physical 15 100 75%

Has a 30% chance to lower the target's Defense by one stage.

24 24 Thunderbolt Electric special 15 95 100%

Has a 10% chance to paralyze the target.

25 25 Thunder Electric special 10 120 70%

Has a 30% chance to paralyze the target.

27 27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

28 28 Dig Ground physical 10 80 100%

User digs underground, dodging all attacks, and hits next turn.

30 30 Shadow Ball Ghost special 15 80 100%

Has a 20% chance to lower the target's Special Defense by one stage.

31 31 Brick Break Fighting physical 15 75 100%

Destroys Reflect and Light Screen.

32 32 Double Team Normal non-damaging 15

Raises the user's evasion by one stage.

34 Shock Wave Electric special 20 60

Never misses.

40 40 Aerial Ace Flying physical 20 60

Never misses.

42 42 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

44 44 Rest Psychic non-damaging 10

User sleeps for two turns, completely healing itself.

45 45 Attract Normal non-damaging 15 100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

46 46 Thief Dark physical 10 40 100%

Takes the target's item.

49 Snatch Dark non-damaging 10 4

Steals the target's move, if it's self-targeted.

47 Low Sweep Fighting physical 20 60 100%

Lowers the target's Speed by one stage.

48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

56 56 Fling Dark physical 10 * 100%

Throws held item at the target; power depends on the item.

62 Acrobatics Flying physical 15 55 100%

Has double power if the user has no held item.

58 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

65 65 Shadow Claw Ghost physical 15 70 100%

Has an increased chance for a critical hit.

66 66 Payback Dark physical 10 50 100%

Power is doubled if the target has already moved this turn.

67 Retaliate Normal physical 5 70 100%

Has double power if a friendly Pokémon fainted last turn.

68 68 Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

73 73 Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

83 Work Up Normal non-damaging 30

Raises the user's Attack and Special Attack by one stage each.

78 Captivate Normal non-damaging 20 100%

Lowers the target's Special Attack by two stages if it's the opposite gender.

82 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

83 Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

85 85 Dream Eater Psychic special 15 100 100%

Only works on sleeping Pokémon. Heals the user by half the damage inflicted.

86 86 Grass Knot Grass special 20 * 100%

Inflicts more damage to heavier targets, with a maximum of 120 power.

87 87 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

89 89 U-turn Bug physical 20 70 100%

User must switch out after attacking.

90 90 Substitute Normal non-damaging 10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

94 Rock Smash Fighting physical 15 40 100%

Has a 50% chance to lower the target's Defense by one stage.

H1 H1 Cut Normal physical 30 50 95%

Inflicts regular damage with no additional effect.

H4 H4 Strength Normal physical 15 80 100%

Inflicts regular damage with no additional effect.

H6 Rock Smash Fighting physical 15 40 100%

Has a 50% chance to lower the target's Defense by one stage.

Machine, learned by Aipom but not Ambipom
Focus Punch Fighting physical 20 150 100% -3

If the user takes damage before attacking, the attack is canceled.

Water Pulse Water special 20 60 100%

Has a 20% chance to confuse the target.

DynamicPunch Fighting physical 5 100 50%

Has a 100% chance to confuse the target.

Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Curse Ghost non-damaging 10

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

Toxic Poison non-damaging 10 90%

Badly poisons the target, inflicting more damage every turn.

Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

Rock Smash Fighting physical 15 40 100%

Has a 50% chance to lower the target's Defense by one stage.

Hidden Power Normal special 15 * 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

Sunny Day Fire non-damaging 5

Changes the weather to sunny for five turns.

Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Taunt Dark non-damaging 20 100%

For the next few turns, the target can only use damaging moves.

Protect Normal non-damaging 10 4

Prevents any moves from hitting the user this turn.

Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

Rain Dance Water non-damaging 5

Changes the weather to rain for five turns.

Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

SolarBeam Grass special 10 120 100%

Requires a turn to charge before attacking.

Iron Tail Steel physical 15 100 75%

Has a 30% chance to lower the target's Defense by one stage.

Thunderbolt Electric special 15 95 100%

Has a 10% chance to paralyze the target.

Thunder Electric special 10 120 70%

Has a 30% chance to paralyze the target.

Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

Dig Ground physical 10 80 100%

User digs underground, dodging all attacks, and hits next turn.

Shadow Ball Ghost special 15 80 100%

Has a 20% chance to lower the target's Special Defense by one stage.

Brick Break Fighting physical 15 75 100%

Destroys Reflect and Light Screen.

Mud-Slap Ground special 10 20 100%

Has a 100% chance to lower the target's accuracy by one stage.

Double Team Normal non-damaging 15

Raises the user's evasion by one stage.

Shock Wave Electric special 20 60

Never misses.

Aerial Ace Flying physical 20 60

Never misses.

Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

Ice Punch Ice physical 15 75 100%

Has a 10% chance to freeze the target.

Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Swift Normal special 20 60

Never misses.

Defense Curl Normal non-damaging 40

Raises user's Defense by one stage.

ThunderPunch Electric physical 15 75 100%

Has a 10% chance to paralyze the target.

Dream Eater Psychic special 15 100 100%

Only works on sleeping Pokémon. Heals the user by half the damage inflicted.

Detect Fighting non-damaging 5 4

Prevents any moves from hitting the user this turn.

Rest Psychic non-damaging 10

User sleeps for two turns, completely healing itself.

Attract Normal non-damaging 15 100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

Thief Dark physical 10 40 100%

Takes the target's item.

Snatch Dark non-damaging 10 4

Steals the target's move, if it's self-targeted.

Fire Punch Fire physical 15 75 100%

Has a 10% chance to burn the target.

Fury Cutter Bug physical 20 20 95%

Power doubles every turn this move is used in succession after the first, maxing out after five turns.

Nightmare Ghost non-damaging 15 100%

Target loses 1/4 its max HP every turn as long as it's asleep.

Cut Normal physical 30 50 95%

Inflicts regular damage with no additional effect.

Strength Normal physical 15 80 100%

Inflicts regular damage with no additional effect.

Rock Smash Fighting physical 15 40 100%

Has a 50% chance to lower the target's Defense by one stage.

External Links