Accent Image to accompany hero

Tadbulbin Pokémon Heart & Soul

electric
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Pokédex Entry

EleTadpole Pokémon

Tadbulb shakes its tail to generate electricity. If it senses danger, it will make its head blink on and off to alert its allies.

Tadbulb in Pokémon Heart & Soul

Tadbulb is #938 in the Pokédex for Pokémon Heart & Soul. This page covers its electric typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it.

Type
Electric
Dex
#938
Abilities
Own Tempo(Primary)

Prevents confusion.

Static(Secondary)

Paralyzes on contact.

Damp(Hidden)

Prevents self-destruction.

Growth Rate
mediumfast
Gender Ratio
50% Male, 50% Female
Egg Groups
water1
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
190
pokeball
Poké Ball15.6%
greatball
Great Ball21.3%
ultraball
Ultra Ball26.1%
Base Exp
54
EV Yield
1 Hp
Wild Held Items
None
Weak To
ground ×2
Resists
electric ×0.5flying ×0.5steel ×0.5

How to Obtain

Tadbulb has no wild encounters recorded in this game, and no other in-game source is recorded yet.

Gen 7 Moves

The movepool a new game starts with.

Level Up (13)

TackleLevel: 1normal
PWR35ACC0PP35
Charges the foe with a full- body tackle.
Mud SlapLevel: 1ground
PWR20ACC100PP10
Hurls mud in the foe's face to reduce its accuracy.
Thunder ShockLevel: 7electric
PWR40ACC100PP30
An electrical attack that may paralyze the foe.
Water GunLevel: 11water
PWR40ACC100PP25
Squirts water to attack the foe.
ChargeLevel: 17electric
PWR0ACC0PP20
Charges power to boost the Electric move used next.
SparkLevel: 21electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
Mud ShotLevel: 24ground
PWR55ACC95PP15
Hurls mud at the foe and reduces Speed.
FlailLevel: 25normal
PWR1ACC100PP15
Inflicts more damage when the user's HP is down.
DischargeLevel: 32electric
PWR80ACC100PP15
Zaps all other {PKMN} with electricity. May paralyze.
Weather BallLevel: 36normal
PWR50ACC100PP10
The move's type and power change with the weather.
Electric TerrainLevel: 40electric
PWR0ACC0PP10
Electrifies the ground for 5 turns. Prevents sleep.
Sucker PunchLevel: 45dark
PWR0ACC100PP5
Strikes first if the foe is preparing Attack.
Zap CannonLevel: 50electric
PWR0ACC50PP5
Powerful and sure to cause paralysis, but inaccurate.

Egg Moves (3)

Muddy Waterwater
PWR0ACC85PP10
Attacks with muddy water. May lower accuracy.
Parabolic Chargeelectric
PWR0ACC100PP20
Damages adjacent Pokémon and heals up by half of it.
Soakwater
PWR0ACC100PP20
Sprays water at the foe, changing it to Water type.

Gen 3 Moves

Used when the “Pokémon Movepool” challenge setting is set to Gen 3.

Level Up (13)

TackleLevel: 1normal
PWR35ACC0PP35
Charges the foe with a full- body tackle.
Mud SlapLevel: 1ground
PWR20ACC100PP10
Hurls mud in the foe's face to reduce its accuracy.
Thunder ShockLevel: 7electric
PWR40ACC100PP30
An electrical attack that may paralyze the foe.
Water GunLevel: 11water
PWR40ACC100PP25
Squirts water to attack the foe.
ChargeLevel: 17electric
PWR0ACC0PP20
Charges power to boost the Electric move used next.
SparkLevel: 21electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
Mud ShotLevel: 24ground
PWR55ACC95PP15
Hurls mud at the foe and reduces Speed.
FlailLevel: 25normal
PWR1ACC100PP15
Inflicts more damage when the user's HP is down.
DischargeLevel: 32electric
PWR80ACC100PP15
Zaps all other {PKMN} with electricity. May paralyze.
Weather BallLevel: 36normal
PWR50ACC100PP10
The move's type and power change with the weather.
Electric TerrainLevel: 40electric
PWR0ACC0PP10
Electrifies the ground for 5 turns. Prevents sleep.
Sucker PunchLevel: 45dark
PWR0ACC100PP5
Strikes first if the foe is preparing Attack.
Zap CannonLevel: 50electric
PWR0ACC50PP5
Powerful and sure to cause paralysis, but inaccurate.

TM/HM Moves (18)

Charge Beamelectric
PWR50ACC90PP10TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
PWR0ACC0PP10TM58
Endures any attack for 1 turn, leaving at least 1HP.
Light Screenpsychic
PWR0ACC0PP30TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
PWR0ACC0PP10TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
PWR0ACC0PP5TM18
Boosts the power of Water- type moves for 5 turns.
Reflectpsychic
PWR0ACC0PP20TM33
Wall of light cuts physical damage for 5 turns.
Restpsychic
PWR0ACC0PP0TM44
The user sleeps for 2 turns, restoring HP and status.
Sleep Talknormal
PWR0ACC0PP10TM82
Uses an available move randomly while asleep.
Substitutenormal
PWR0ACC0PP10TM90
Creates a decoy using 1/4 of the user's maximum HP.
Thunderelectric
PWR0ACC70PP10TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
PWR0ACC100PP15TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
PWR0ACC0PP20TM73
A weak jolt of electricity that paralyzes the foe.
Water Pulsewater
PWR60ACC100PP20TM03
Attacks with ultrasonic waves. May confuse the foe.
Frustrationnormal
PWR1ACC100PP20TM21
Attack that is stronger if the Trainer is disliked.
Hidden Powernormal
PWR0ACC100PP15TM10
The type varies with the user.The type and effectiveness vary with the user.
Natural Giftnormal
PWR1ACC100PP15TM83
The effectiveness varies with the held Berry.
Returnnormal
PWR1ACC100PP20TM27
Attack that increases in power with friendship.
Secret Powernormal
PWR70ACC100PP20TM43
Attack with effects that vary by location.

Type Summary

1
Weaknesses
3
Resistances
0
Immunities
14
Neutral

Weaknesses

Types that deal increased damage to Tadbulb. Use these types to counter it effectively.

Resistances & Immunities

Types that Tadbulb resists or is immune to. Avoid using these types against it.

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