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Accent Image to accompany hero

Finizenin Pokémon Heart & Soul

water

Pokédex Entry

Dolphin Pokémon

Its water ring is made from seawater mixed with a sticky fluid that Finizen secretes from its blowhole.

Finizen in Pokémon Heart & Soul

Finizen is #1351 in the Pokédex for Pokémon finizen. This page covers its water typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it.

Type
Water
Dex
#1351
Abilities

Prevents burns.

Growth Rate
slow
Gender Ratio
50% Male, 50% Female
Egg Groups
field, water2
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
200
pokeball
Poké Ball16.0%
greatball
Great Ball22.3%
ultraball
Ultra Ball27.9%
Base Exp
63
EV Yield
1 Speed
Wild Held Items
None
Weak To
electric ×2grass ×2
Resists
fire ×0.5water ×0.5ice ×0.5steel ×0.5

How to Obtain

Finizen isn't found in the wild. You'll need to evolve, trade, or breed to get one.

Level Up Moves (13)

SupersonicLevel: 1normal
05520
Emits bizarre sound waves that may confuse the foe.
Water GunLevel: 1water
4010025
Squirts water to attack the foe.
AstonishLevel: 7ghost
3010015
Attack that may shock the foe into flinching.
Focus EnergyLevel: 10normal
0030
Focuses power to raise the critical-hit ratio.
Aqua JetLevel: 13water
4010020
Strikes first by dashing at the foe at a high speed.
Double HitLevel: 17normal
359010
Slams the foe with a tail etc. Strikes twice.
DiveLevel: 21water
010010
Dives underwater the first turn and strikes next turn.
CharmLevel: 25normal
010020
Charms the foe and sharply reduces its Attack.
AcrobaticsLevel: 29flying
5510015
Does double damage if the user has no item.
EncoreLevel: 34normal
01005
Makes the foe repeat its last move over 3 turns.
Aqua TailLevel: 39water
909010
The user swings its tail like a wave to attack.
MistLevel: 44ice
0030
Creates a mist that stops reduction of stats.
Hydro PumpLevel: 50water
0805
Blasts water at high power to strike the foe.

TM/HM Moves (19)

Blizzardice
005TM14
Hits the foes with an icy storm. May cause frostbite.storm that may freeze it.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Flingdark
110010TM56
The effectiveness varies with the held item.
Ice Beamice
010010TM13
Blasts the foe with an icy beam. May cause frostbite.beam that may freeze it.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Psych Upnormal
0010TM77
Copies foe's stat changes and gives to the user.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Surfwater
010015HM03
Creates a huge wave, then crashes it down on the field.crashes it down on the foes.
Waterfallwater
8010015HM07
Charges with speed to climb waterfalls. May flinch.
Water Pulsewater
6010020TM03
Attacks with ultrasonic waves. May confuse the foe.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
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