ProfileEnglish: Basculin (Blue Stripe) Romaji: Basurao (Blue Stripe) Japanese: バスラオ [?]
PokédexNational Dex #550 JohtoDex #--- SinnohDex #--- UnovaDex #056 [3D] UnovaDex 2 #104 KalosDexes #0 / 0 / 0
AbilitiesAdaptability - Powers up moves of the same type.
Reckless - Powers up moves that have recoil damage.
|Base Stats [?]||Nature [?]||HP: 70
|31 IV / 252 EV||+||311||251||284||229||324|
|0 IV / 252 EV||+||277||217||250||195||290|
|31 IV / 0 EV||+||242||182||215||160||255|
|0 IV / 0 EV||+||207||148||181||126||221|
|y||y||Agility||0||100||0||30||The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.|
|y||y||Brine||65||100||0||10||If the foe's HP is down to about half, this attack will hit with double the power.|
|y||y||BubbleBeam||65||100||10||20||A spray of bubbles is forcefully ejected at the foe. It may also lower the target's Speed stat.|
|y||y||Muddy Water||95||85||30||10||The user attacks by shooting out muddy water. It may also lower the foe's accuracy.|
|y||y||Mud Shot||55||95||100||15||The user attacks by hurling a blob of mud at the foe. It also reduces the target's Speed.|
|y||y||Rage||20||100||0||20||While this move is in use, it gains attack power each time the user is hit in battle.|
|y||y||Revenge||60||100||0||10||An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn.|
|y||y||Swift||60||--||0||20||Star-shaped rays are shot at the foe. This attack never misses.|
|y||y||Whirlpool||15||70||0||15||The user traps the foe inside a fast, vicious whirlpool that lasts for two to five turns.|
|01||01||-||Tackle||35||95||0||35||A physical attack in which the user charges and slams into the foe with its whole body.|
|51||51||-||Final Gambit||1||100||0||5||The user risks everything to attack its target. The user faints but does damage equal to the user's HP.|
|46||46||-||Flail||1||100||0||15||The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.|
|41||41||-||Scary Face||0||90||0||10||The user frightens the foe with a scary face to sharply reduce its Speed stat.|
|36||36||-||Double-Edge||120||100||0||15||A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.|
|32||32||-||Soak||0||100||0||20||The user shoots a torrent of Water at the target and changes the target's type to Water.|
|28||28||-||Aqua Tail||90||90||0||10||The user attacks by swinging its tail as if it were a vicious wave in a raging storm.|
|24||24||-||Crunch||80||100||20||15||The user crunches up the foe with sharp fangs. It may also lower the target's Defense stat.|
|20||20||-||Take Down||90||85||0||20||A reckless, full-body charge attack for slamming into the foe. It also damages the user a little.|
|16||16||-||Chip Away||70||100||0||20||Looking for an opening, the user strikes continually. The target's stat changes don't affect this attack's damage.|
|13||13||-||Aqua Jet||40||100||0||20||The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first.|
|10||10||-||Bite||60||100||30||25||The foe is bitten with viciously sharp fangs. It may make the target flinch.|
|07||07||-||Headbutt||70||100||30||15||The user sticks its head out and rams straight forward. It may make the foe flinch.|
|04||04||-||Uproar||50||100||0||10||The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.|
|01||01||-||Water Gun||40||100||0||25||The foe is blasted with a forceful shot of water.|
|56||56||-||Thrash||90||100||0||20||The user rampages and attacks for two to three turns. It then becomes confused, however.|
|HM01||HM01||Cut||50||95||0||30||The foe is cut with a scythe or a claw. It can also be used to cut down thin trees.|
|HM03||HM03||Surf||95||100||0||15||It swamps the entire battlefield with a giant wave. It can also be used for crossing water.|
|HM05||HM05||Waterfall||80||100||20||15||The user charges the foe at an awesome speed. It can also be used to climb a waterfall.|
|HM06||n||Dive||80||100||0||10||A two-turn attack. The user dives underwater on the first turn, then hits on the next turn.|
|TM55||n||Scald||80||100||30||15||The user shoots boiling hot Water at its target. It may also leave the target with a burn.|
|TM06||TM006||Toxic||0||85||0||10||A move that leaves the target badly poisoned. Its poison damage worsens every turn.|
|TM07||TM007||Hail||0||100||0||10||The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.|
|TM10||TM010||Hidden Power||30||100||0||15||A unique attack that varies in type and intensity depending on the Pokémon using it.|
|TM12||TM012||Taunt||0||100||0||20||The foe is taunted into a rage that allows it to use only attack moves for two to four turns.|
|TM13||TM013||Ice Beam||95||100||10||10||The foe is struck with an icy-cold beam of energy. It may also freeze the target solid.|
|TM17||TM017||Protect||0||0||0||10||It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.|
|TM18||TM018||Rain Dance||0||0||0||5||The user summons a heavy rain that falls for five turns, powering up Water-type moves.|
|TM21||TM021||Frustration||1||100||0||20||A full-power attack that grows more powerful the less the user likes its Trainer.|
|TM27||TM027||Return||1-102||100||0||20||A full-power attack that grows more powerful the more the user likes its Trainer.|
|TM32||TM032||Double Team||0||100||0||15||By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.|
|TM42||TM042||Facade||70||100||0||20||An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.|
|TM44||TM044||Rest||0||100||0||10||The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.|
|TM45||TM045||Attract||0||100||0||15||If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.|
|TM48||TM048||Round||60||100||0||15||The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.|
|n||TM055||Scald||80||100||30||15||The user shoots boiling hot Water at its target. It may also leave the target with a burn.|
|TM87||TM087||Swagger||0||90||0||15||The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.|
|TM90||TM090||Substitute||0||100||0||10||The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.|
|n||y||n||Aqua Tail||90||90||0||10||The user attacks by swinging its tail as if it were a vicious wave in a raging storm.|
|n||y||n||Bounce||85||85||30||5||The user bounces up high, then drops on the foe on the second turn. It may also paralyze the foe.|
|n||y||n||Endeavor||1||100||0||5||An attack move that cuts down the foe's HP to equal the user's HP.|
|n||y||n||Icy Wind||55||95||100||15||The user attacks with a gust of chilled air. It also lowers the target's Speed stat.|
|n||y||n||Sleep Talk||0||100||0||10||While it is asleep, the user randomly uses one of the moves it knows.|
|n||y||n||Snore||40||100||30||15||An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.|
|n||y||n||Superpower||120||100||0||5||The user attacks the foe with great power. However, it also lowers the user's Attack and Defense.|
|n||y||n||Uproar||50||100||0||10||The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.|
|n||y||n||Zen Headbutt||80||90||20||15||The user focuses its willpower to its head and rams the foe. It may also make the target flinch.|
|Sprites (View All)||Flavortext|
|Black/White||Red and blue Basculin get along so poorly, they'll start fighting instantly. These Pokémon are very hostile.|
|Red and blue Basculin usually do not get along, but sometimes members of one school mingle with the other's school.|
Black2/White2||Red- and blue-striped Basculin are very violent and always fighting. They are also remarkably tasty.|
||Red- and blue-striped Basculin are very violent and always fighting. They are also remarkably tasty.|
|Red and blue Basculin usually do not get along,but sometimes members of one school mingle with the other's school.|
The PLDH.net PokéDex displays Pokémon names in English and also in Kanji/Hiragana. If the characters do not display correctly and you would like to see them, continue reading...
- Go to Start
- Control Panel
- Date, Time, Language, and Regional Options
- Add Other Languages
- Advanced Tab
- Select Japanese
Windows users with MS Office may also try this link... Office Language Pack.
Users of Fedora will want to try this Bitmap font, Japanese Kanji/Hiragana.
Users of Ubuntu will want to check this LaTeX package out... Asian fonts.
Our PokéDex displays in-depth stat possibilities for Pokémon assuming that Pokémon's level is 100.
HOVER your mouse over any number for row highlighting. This may help you keep track of what you are looking at.
With the release of Ruby and Sapphire Pokémon were given a new mechanic. This mechanic effects the rate at which stat points increase. Different natures will affect different stats and, as a result, it is important to some what nature a Pokémon has, otherwise they may be battling with dismal stats.
The PLDH.net PokéDex provides maximum possible stat points with regard to what effect a nature has on those stats. In short...
- Beneficial - These stats are bolded - the stat increases at 1.1 times the normal rate
- Neutral - These stats are underlined - the stat inceases normally
- Hindering - These stats are italicised - the stat increases at .9 times the normal rate
For a more thorough explanation on natures, as well as a table detailing all natures, please visit our Natures Chart.
EV is an acronym for Effort Value. Effort Values are awarded by Pokémon that you battle be it via a trainer battle (ingame) or a wild Pokémon battle. Battling over WiFi does not award EV points and neither does battling in the Battle Frontiers/Towers.
An example would be Chatot who will yeild 1 EV in Atk...
- HP - Hit Points, the health of Pokémon
- Atk - Attack stat
- Def - Defense stat
- SpAtk - Special Attack stat
- SpDef - Special Defense stat
- Spd - Speed stat
When EVs are awarded by defeating a Pokémon, the next time you level up, those EVs will begin to take effect, though this varies by level.
Those training Pokémon for competitive battling over WiFi will pay attention to what Pokémon they are battling to get the gains they want in the stats they are training for.
For a complete explanation on EVs consider using our Effort Value guide.
EXP is an abbreviation for Experience Points. Experience Points are awarded by battling ingame trainers (with the exclusion of Battle Frontier/Tower battles) and Pokémon. As your Pokémon gain experience points they will level up...
There are 6 rates by which Pokémon level up. After leveling up a Pokémon will require more experience than the previous level to reach the next level. This is known as the gain-rate; the rate at which the Pokémon's need for experience grows from one level to the next.
The statistic reported to the right of the gain-rate is the maximum experience the Pokémon will be able to get and that number is what we use to weight the gain-rates, instead of the equation that determines the ultimate value.
Other websites may report this statistic in different terms, for instance as an explanation of the equation being used rather than the rate itself, however, all websites mean the same thing. The 6 rates are listed below.
- Very Fast - 600,000
- Fast - 800,000
- Medium - 1,000,000
- Medium-Slow - 1,059,860
- Slow - 1,250,000
- Very Slow - 1,640,000
Egg Step Counter
The games themselves do not physically store the amount of steps a Pokémon will require to hatch, instead the games use a much smaller number which is known as the counter.
The counter is multiplied by 255 to determine the steps that will be needed; this actually works in reverse and is fairly complex. Suffice it to say the game will check your party after walking 255 steps and de-increment (subtract one from) the egg step counter.
Reporting the counter is not as necessary as reporting the steps however I felt it would be nice to display it anyway, as that is the number this PokéDex uses to determine egg steps.
To determine the egg steps with a Flame Body Pokémon in the party the counter is divided by two and then 255 is added.
It should be pointed out that most PokéDexes are misreporting the amount of egg steps required to hatch a Pokémon (at most the misreporting is at 40 steps, a small number but misreporting is misreporting). This is likely due to the fact that the designers are not aware of the fact that, for whatever reason, the equation was changed from third to fourth generation games. In the third generation the multiplier was actually 256, not 255.
Special thanks to X-Act and Peterko of Smogon.com for their breeding research. The article they wrote detailing the above information can be found here. Also to Butterfree of TCoD for pointing out my own misreporting. Thanks a lot everyone!
Following are brief explanations for the various types of data being displayed in the table marked as General Data...
- The english name of the move being detailed on the page you are viewing...
- Romaji is the middle road for translation, somewhat. It utilizes phonetics, the word is spelled, in english characters, the way it would it sound when pronounced in Japanese.
- The move name is displayed in characters. See WTF - Japanese for more.
- This is the type of the move, which determines, in-part, how effective it will be against a defending Pokémon of a certain type, among other things.
- The class determines what stat, if any, the move will be based off of. If Other the move uses no stat. If Physical it is based off of the user's base Attack stat. If Special it is based off of the user's Special Attack stat.
- The base power of the move is used to determine how much potential damage the move can do, other things constant. If zero the move is a non-damaging type move.
- The % Acc (or percent Accuracy) determines the frequency at which the move can be anticipated to actually work. If -- OR 0 the move will never fail, if 100 the move should not miss unless the user's accuracy has been reduced. With the exception of Acc being noted as 0 (in our case meaning it won't fail) the lower the accuracy the greater the possibility the move will eventually fail/miss.
- The % Effect denotes the percentage of the time the move's secondary effect will activate (this is similar to accuracy). If the move does not have a secondary effect the % Effect is noted as 0.
- Power Points
- Power Points (PP) decrease as a move a used. The higher the PP the more often the move can be used without needing to visit a PokéCenter, or, in the case of WiFi/Battle Tower/Frontier running out of options.
- The ingame description of the move.
- A more thorough description of the move and its effects/mechanics.
Intrinsic Data is information about the move that the game uses which you would not otherwise be aware of, were it not for the exploration of the game's coding by certain individuals. Despite the fact that this data is essentially hidden it is important...
- Speed Priority
- Speed Priority determines the order in which the move will be used by the user. The higher the priority the better chance the move will strike first. That said, it would be poor judgement, in most cases to design Pokémon based entirely on priority. Priorities range from 5 to -7 (above 0 being faster than normal and below zero being slower than normal).
- The intended direction of the move. Offensive moves will hit Opponents/Enemies, Defensive or Support moves will effect the User, some moves will affect the Teammate and others will hit all the Pokémon on the field.
- Physical Contact
- Physical moves will make physical contact with the opposing Pokémon. Some Pokémon have abilities that will negatively affect the user if the move used is physical.
- Status Affliction
- This denotes the various status afflictions as well as if a stat will be affected negatively or positively.
- Magic Coat Reflection
- The move Magic Coat can reflect back to the user non-damaging moves like Leech Seed
- Snatch is a move that can steal the effects of the user's move and the opponent will then be able to use that effect against the user.
- Protect/Detect are moves that block other moves, though not in successive turns, generally.
- Flinch w/ King's Rock
- King's Rock is a hold item that can give the added bonus to the user of making the opponent flinch when hit with a move. Flinching will force the opponent to miss the turn if they had failed to attack before being flinched.
- Decrease in accuracy
- The answer to whether a move's accuracy can be lowered by a move/item that would attempt to do so.
Contest Data is information about the move as it relates to the move's use in Pokémon Contests. Below the various data-types given will be explained...
- Moves have a seperate typing in Contests.
- How many points/hearts can be expected to be awarded by the contest Judges (other things held constant).
- Whether or not this move will affect the ability of opponents going after this move is used to appeal.
- The ingame description of the move and it's effect.
- A more detailed description of the move and it's effect in contests.
EXP is an abbreviation for Experience Points. Experience Points are awarded by battling ingame trainers (with the exclusion of Battle Frontier/Tower battles) abd Pokémon. As your Pokémon gain experience points they will level up...
Base Experience is the statistic that reports the amount of experience a Pokémon will need in the beginning. For each proceeding level the required experience to reach the next level will continue to increase at it's gain-rate.
Without name dropping it is a common problem in PokéDexes that there is an inundation of data that can make it irritating to scroll through to find exactly what you are looking for. The PLDH Dex was designed with the user in mind. We focus on simplicity.
Simplicity was especially important for the LocationDex. A Pokémon is displayed once for each encounter method (Surfing, Walking in Grass, etc). Normalized rarity is, as a result of combining the totality of a monster's encounter methods and conditions, exactly how it sounds.
When clicking 'See Specifics' you will see a complete breakdown with the actual percentage for encountering the Pokémon in that way.
The normalized rarity is derived by totalling a monster's percentages, totalling the percentages of all monsters in that area, divding a monster's rarity by the total and turning that into a percentage. This gives a ballpark of how often you will encounter a Pokémon per the method you use to encounter it.