Pokemon Brilliant Diamond and Shining Pearl Ambipom is a Normal Type Long Tail Pokémon, with a 5.9% Chance To Catch with a regular PokeBall. Ambipom has a Fast growth rate with a 2 Speed EV Yield, and Total of 482 combine Stats.
Stat | HP | Attack | Defense | Sp.Atk | Sp.Def | Speed | Total |
---|---|---|---|---|---|---|---|
Base | 75 | 100 | 66 | 60 | 66 | 115 | 482 |
Min | 260 | 184 | 123 | 112 | 123 | 211 | |
Max | 354 | 328 | 254 | 240 | 254 | 361 |
Abilities | 1. Technician 2. Pickup Skill Link (hidden ability) |
EV Yield | 2 Speed |
Growth Rate | Fast |
Catch Rate | 45 (5.9% with PokéBall, full HP) |
Egg Groups | Field |
Egg Cycles | 20 (4,884–5,140 steps) |
How To Evolve Ambipom in Pokemon Diamond and Pearl
Aipom requires after Double Hit learned to evolve into Ambipom in Pokemon D/P.
Pokemon Diamond and Pearl Ambipom Weakness
Ambipom is a Normal Type pokemon. This will cause it to take More Damage from Fighting Type Moves and will take Less Damage from Ghost type moves.
Damage | Types |
---|---|
4.0x Damage | |
2.0x Damage | |
0.5x Damage | |
0.25x Damage | |
Immune to Damage |
What pokemon is Ambipom Weak Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
534 | |||
525 | |||
518 | |||
505 | |||
500 |
What pokemon is Ambipom Strong Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
525 | |||
500 | |||
498 | |||
495 | |||
485 |
Where To Find Ambipom in Pokemon Diamond and Pearl
Ambipom Moves in Pokemon Diamond and Pearl
List of Moves Ambipom can learn by reaching higher levels in Pokemon Diamond and Pearl.
Lvl | Move | Desc |
---|---|---|
43 | Last Resort | Class: Physical Power: 140 Acc: 100 PP: 5 Can only be used after all other moves are used. |
39 | Nasty Plot | Class: Status Power: — Acc: — PP: 20 Sharply raises user's Special Attack. |
36 | Fling | Class: Physical Power: — Acc: 100 PP: 10 Power depends on held item. |
32 | Double Hit | Class: Physical Power: 35 Acc: 90 PP: 10 Hits twice in one turn. |
29 | Agility | Class: Status Power: — Acc: — PP: 30 Sharply raises user's Speed. |
25 | Screech | Class: Status Power: — Acc: 85 PP: 40 Sharply lowers opponent's Defense. |
22 | Swift | Class: Special Power: 60 Acc: — PP: 20 Ignores Accuracy and Evasiveness. |
18 | Fury Swipes | Class: Physical Power: 18 Acc: 80 PP: 15 Hits 2-5 times in one turn. |
15 | Tickle | Class: Status Power: — Acc: 100 PP: 20 Lowers opponent's Attack and Defense. |
11 | Baton Pass | Class: Status Power: — Acc: — PP: 40 User switches out and gives stat changes to the incoming Pokémon. |
8 | Astonish | Class: Physical Power: 30 Acc: 100 PP: 15 May cause flinching. |
4 | Sand Attack | Class: Status Power: — Acc: 100 PP: 15 Lowers opponent's Accuracy. |
1 | Dual Chop | Class: Physical Power: 40 Acc: 90 PP: 15 Hits twice in one turn. |
1 | Astonish | Class: Physical Power: 30 Acc: 100 PP: 15 May cause flinching. |
1 | Sand Attack | Class: Status Power: — Acc: 100 PP: 15 Lowers opponent's Accuracy. |
1 | Scratch | Class: Physical Power: 40 Acc: 100 PP: 35 |
1 | Tail Whip | Class: Status Power: — Acc: 100 PP: 30 Lowers opponent's Defense. |
List of Moves Ambipom can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
100 | Confide | Class: Status Power: — Acc: — PP: 20 Lowers opponent's Special Attack. |
90 | Substitute | Class: Status Power: — Acc: — PP: 10 Uses HP to creates a decoy that takes hits. |
89 | U-turn | Class: Physical Power: 70 Acc: 100 PP: 20 User switches out immediately after attacking. |
88 | Sleep Talk | Class: Status Power: — Acc: — PP: 10 User performs one of its own moves while sleeping. |
87 | Swagger | Class: Status Power: — Acc: 85 PP: 15 Opponent becomes confused, but its Attack is sharply raised. |
86 | Grass Knot | Class: Special Power: — Acc: 100 PP: 20 The heavier the opponent, the stronger the attack. |
85 | Dream Eater | Class: Special Power: 100 Acc: 100 PP: 15 User recovers half the HP inflicted on a sleeping opponent. |
73 | Thunder Wave | Class: Status Power: — Acc: 90 PP: 20 Paralyzes opponent. |
68 | Giga Impact | Class: Physical Power: 150 Acc: 90 PP: 5 User must recharge next turn. |
66 | Payback | Class: Physical Power: 50 Acc: 100 PP: 10 Power doubles if the user was attacked first. |
65 | Shadow Claw | Class: Physical Power: 70 Acc: 100 PP: 15 High critical hit ratio. |
62 | Acrobatics | Class: Physical Power: 55 Acc: 100 PP: 15 Stronger when the user does not have a held item. |
56 | Fling | Class: Physical Power: — Acc: 100 PP: 10 Power depends on held item. |
48 | Round | Class: Special Power: 60 Acc: 100 PP: 15 Power increases if teammates use it in the same turn. |
47 | Low Sweep | Class: Physical Power: 65 Acc: 100 PP: 20 Lowers opponent's Speed. |
46 | Thief | Class: Physical Power: 60 Acc: 100 PP: 25 Also steals opponent's held item. |
45 | Attract | Class: Status Power: — Acc: 100 PP: 15 If opponent is the opposite gender, it's less likely to attack. |
44 | Rest | Class: Status Power: — Acc: — PP: 10 User sleeps for 2 turns, but user is fully healed. |
42 | Facade | Class: Physical Power: 70 Acc: 100 PP: 20 Power doubles if user is burned, poisoned, or paralyzed. |
40 | Aerial Ace | Class: Physical Power: 60 Acc: — PP: 20 Ignores Accuracy and Evasiveness. |
32 | Double Team | Class: Status Power: — Acc: — PP: 15 Raises user's Evasiveness. |
31 | Brick Break | Class: Physical Power: 75 Acc: 100 PP: 15 Breaks through Reflect and Light Screen barriers. |
30 | Shadow Ball | Class: Special Power: 80 Acc: 100 PP: 15 May lower opponent's Special Defense. |
27 | Return | Class: Physical Power: — Acc: 100 PP: 20 Power increases with higher Friendship. |
25 | Thunder | Class: Special Power: 110 Acc: 70 PP: 10 May paralyze opponent. |
24 | Thunderbolt | Class: Special Power: 90 Acc: 100 PP: 15 May paralyze opponent. |
22 | Solar Beam | Class: Special Power: 120 Acc: 100 PP: 10 Charges on first turn, attacks on second. |
21 | Frustration | Class: Physical Power: — Acc: 100 PP: 20 Power decreases with higher Friendship. |
18 | Rain Dance | Class: Status Power: — Acc: — PP: 5 Makes it rain for 5 turns. |
17 | Protect | Class: Status Power: — Acc: — PP: 10 Protects the user, but may fail if used consecutively. |
15 | Hyper Beam | Class: Special Power: 150 Acc: 90 PP: 5 User must recharge next turn. |
12 | Taunt | Class: Status Power: — Acc: 100 PP: 20 Opponent can only use moves that attack. |
11 | Sunny Day | Class: Status Power: — Acc: — PP: 5 Makes it sunny for 5 turns. |
10 | Hidden Power | Class: Special Power: 60 Acc: 100 PP: 15 Type and power depends on user's IVs. |
6 | Toxic | Class: Status Power: — Acc: 90 PP: 10 Badly poisons opponent. |
1 | Work Up | Class: Status Power: — Acc: — PP: 30 Raises user's Attack and Special Attack. |
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