Bloodnaut

Type HP Attack Defense Speed Special Attack Special Defense Total
Sprite by livra
115 90 25 90 125 90 535
Sprite by
Undiscovered 4' 1.2"
106.92 lbs.
Bloodshot Pokémon In contrast to Vaileye, Bloodnaut is constantly overloaded by its more powerful magnetic fields. As such, it is irritable, brooding, and aggressive.

Icon by dillsacke
NPC by dillsacke
Ability capacity:
85
Egg group(s):
Amorphous
EV Yield:
Special Attack: 2
Growth:
Erratic
Catch Rate:
65
Cry by plus_sized_scribe

Evolution

Vaileye
Level 40 while in a dark areaBloodnaut

Wild Encounters

Type Map Chance Level
Land Phobos Forest 5% 37-40
Phobos Forest 5% 34-37
Overworld Phobos Forest 100.0% 40-42
Phobos Forest 100.0% 42

Trainers

Fornax Outlaw Cyphon
Skultulant Lv. 43 @ Venerated Shard
Abilities Moves
Moxie
Unnerve
Liquid Ooze
Poison Touch
Mana Sap
Strength Sap
Toxic Spikes
Shadow Bone
Llurscayf Lv. 42
Abilities Moves
Jump Scare Predation
Swords Dance
Bug Bite
Fire Fang
Bloodnaut Lv. 43 @ Wide Lens
Abilities Moves
Unnerve
Bad Dreams
Refraction
Zap Cannon
Terrain Pulse
Dark Pulse
Lock-On
Silgaunt Lv. 44
Abilities Moves
Infiltrator
Soundproof
Bare Hands
Hammer Arm
Shadow Punch
Drag To The Void
Crush Grip
Xenofuge Lv. 45
Abilities Moves
Solar Being Cosmic Power
Endothermia
Fire Lash
Signal Beam
Vellidaxos Lv. 46 @ Grip Claw
Abilities Moves
Swarm
Infiltrator
Shed Skin
Nasty Plot
Dark Pulse
Quiver Dance
Infestation
Fornax Outlaw Cyphon
Silgaunt Lv. 53
Abilities Moves
Infiltrator
Soundproof
Bare Hands
Hammer Arm
Shadow Punch
Drag To The Void
Crush Grip
Skultulant Lv. 54 @ Reflector Helmet
Abilities Moves
Moxie
Unnerve
Liquid Ooze
Poison Touch
Mana Sap
Strength Sap
Toxic Spikes
Shadow Bone
Bloodnaut Lv. 54 @ Wide Lens
Abilities Moves
Unnerve
Dry Skin
Bad Dreams
Zap Cannon
Terrain Pulse
Dark Pulse
Lock-On
Xenofuge Lv. 55
Abilities Moves
Solar Being Cosmic Power
Endothermia
Fire Lash
Signal Beam
Vellidaxos Lv. 55 @ Grip Claw
Abilities Moves
Swarm
Compound Eyes
Nasty Plot
Dark Pulse
Quiver Dance
Infestation
Llurscayf Lv. 57
Abilities Moves
Jump Scare Predation
Swords Dance
Bug Bite
Fire Fang
Fornax Outlaw Cyphon
Silgaunt Lv. 56
Abilities Moves
Infiltrator
Shadow Tag
Hammer Arm
Shadow Punch
Drag To The Void
Crush Grip
Skultulant Lv. 56 @ Reflector Helmet
Abilities Moves
Moxie
Sap Sipper
Liquid Ooze
Mana Sap
Strength Sap
Toxic Spikes
Shadow Bone
Bloodnaut Lv. 56 @ Wide Lens
Abilities Moves
Unnerve
Dry Skin
Bad Dreams
Zap Cannon
Terrain Pulse
Dark Pulse
Lock-On
Xenofuge Lv. 57
Abilities Moves
Solar Being Cosmic Power
Endothermia
Fire Lash
Signal Beam
Vellidaxos Lv. 57 @ Grip Claw
Abilities Moves
Swarm
Compound Eyes
Nasty Plot
Dark Pulse
Quiver Dance
Infestation
Llurscayf Lv. 58
Abilities Moves
Jump Scare Predation
Swords Dance
Bug Bite
Fire Fang
Mysterious Zri
Bloodnaut Lv. 35
Abilities Moves
No Guard Ingrain
Tri Attack
Dark Pulse
Zap Cannon
Mysterious Mebsuta
Bloodnaut Lv. 40
Abilities Moves
No Guard Ingrain
Tri Attack
Dark Pulse
Zap Cannon
Malamar Lv. 40
Abilities Moves
Contrary Light Screen
Reflect
Hypnosis
Foul Play
Silgaunt Lv. 40
Abilities Moves
Iron Fist Drag To The Void
Shadow Sneak
Hammer Arm
Snatch

Battle Frontier

Bloodnaut @ Assault Vest
Abilities Moves
Bad Dreams Thunderbolt
Flash Cannon
Tri Attack
Volt Switch

Move learnset

By leveling up

Level Move Type Cat. Pwr. Acc. PP
Evolve Dark Pulse 80 100 15
1 Thunder Shock 40 100 30
1 Tearful Look 20
7 Swift 60 20
10 Glare 100 30
16 Psybeam 65 100 20
19 Charge Beam 50 90 10
25 Signal Beam 75 100 15
28 Self-Destruct 200 100 5
34 Eerie Impulse 100 15
37 Zap Cannon 120 50 5
37 Lock-On 100 5
44 Terrain Pulse 50 100 10
48 Explosion 250 100 5
55 Moongeist Beam 100 100 5
59 Simple Beam 100 15
67 Meteor Beam 120 90 10
71 Prismatic Laser 160 100 10
  • Bold indicates a move that gets STAB when used by Bloodnaut
  • Italic indicates a move that gets STAB only when used by an evolution of Bloodnaut

By TM

TM Move Type Cat. Pwr. Acc. PP
TM 005 Toxic 90 10
TM 006 Psykogenic Chill 85 15
TM 007 Hail 10
TM 009 Volt Switch 70 100 20
TM 010 Hidden Power 60 100 15
TM 017 Protect 10
TM 020 Safeguard 25
TM 021 Solar Beam 120 100 10
TM 022 Thunderbolt 90 100 15
TM 025 Shadow Ball 80 100 15
TM 027 Double Team 15
TM 029 Sludge Bomb 90 100 10
TM 034 Secret Power 70 100 20
TM 035 Rest 10
TM 038 Incinerate 60 100 15
TM 041 Focus Blast 120 70 5
TM 063 Electric Terrain 10
TM 074 Inverse Terrain 10
TM 084 Eerie Fog 10
TM 100 Ice Beam 90 100 10
TM 101 Hyper Beam 150 90 5
TM 103 Fire Blast 110 85 5
TM 104 Skill Swap 10
TM 105 Water Pulse 60 100 20
TM 109 Dark Pulse 80 100 15
TM 110 Giga Impact 150 90 5
TM 114 Thunder 110 70 10
  • Bold indicates a move that gets STAB when used by Bloodnaut
  • Italic indicates a move that gets STAB only when used by an evolution of Bloodnaut

By breeding

Parents Move Type Cat. Pwr. Acc. PP
Aurora Beam 65 100 20
Bubble Beam 65 100 20
Heal Pulse 10
Hyper Beam 150 90 5
Hypnosis 60 20
Ingrain 100 20
Rising Voltage 70 100 20
Spotlight 15
Tri Attack 80 100 10
  • Bold indicates a move that gets STAB when used by Bloodnaut
  • Italic indicates a move that gets STAB only when used by an evolution of Bloodnaut

By tutoring

Move Type Cat. Pwr. Acc. PP
Acid 40 100 30
Aeroblast 100 95 5
Aurora Beam 65 100 20
Bide 10
Bubble 40 100 30
Bubble Beam 65 100 20
Charge 100 20
Charge Beam 50 90 10
Confide 20
Confuse Ray 100 10
Curse 10
Dazzling Gleam 80 100 10
Detect 5
Discharge 80 100 15
Double-Edge 120 100 15
Dragon Pulse 85 100 10
Dream Eater 100 100 15
Eerie Impulse 100 15
Ember 40 100 25
Endeavor 100 5
Endure 10
Energy Ball 90 100 10
Explosion 250 100 5
Extrasensory 80 100 20
Facade 70 100 20
Flamethrower 90 100 15
Flash 100 20
Flash Cannon 80 100 10
Fleur Cannon 130 90 5
Focus Energy 30
Foresight 40
Frustration 100 20
Glare 100 30
Guard Split 10
Heal Pulse 10
Hydro Pump 110 80 5
Hypnosis 60 20
Imprison 100 10
Ingrain 100 20
Laser Focus 30
Leer 100 30
Lock-On 100 5
Mean Look 5
Meteor Beam 120 90 10
Mimic 10
Miracle Eye 40
Moongeist Beam 100 100 5
Natural Gift 100 15
Negative Energy 80 100 20
Nightmare 100 15
Pain Split 20
Power Split 10
Prismatic Laser 160 100 10
Psybeam 65 100 20
Psywave 100 15
Return 100 20
Rising Voltage 70 100 20
Scary Face 100 10
Self-Destruct 200 100 5
Shock Wave 60 20
Signal Beam 75 100 15
Simple Beam 100 15
Sludge 65 100 20
Snipe Shot 80 100 15
Spark 65 100 20
Spotlight 15
Steel Beam 140 95 5
Stored Power 20 100 10
Substitute 10
Swift 60 20
Tearful Look 20
Teleport 20
Terrain Pulse 50 100 10
Thunder Shock 40 100 30
Thunder Wave 90 20
Torment 100 15
Tri Attack 80 100 10
Twin Beam 40 100 10
Water Gun 40 100 25
Weather Ball 50 100 10
Zap Cannon 120 50 5
Aura Sphere 80 20
Dark Void 50 10
Destiny Bond 5
Grudge 100 5
Gunk Shot 120 80 5
Night Daze 85 95 10
Sludge Wave 95 100 10
Spite 100 10
  • Bold indicates a move that gets STAB when used by Bloodnaut
  • Italic indicates a move that gets STAB only when used by an evolution of Bloodnaut

Ability Learnset

By leveling up

Level Ability Cost Description
1 Unnerve 11 Unnerves opposing Pokémon and makes them unable to eat Berries.
1 No Guard 57 The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.
18 Refraction 33 Boosts the power and effect likelihood of Beam-type moves.
36 Bad Dreams 11 Reduces the HP of sleeping opposing Pokémon.
54 Dry Skin 32 Rain and Water-type moves restore HP. Sunlight and Fire-type damage hurt more.
72 Analytic 17 Boosts move power when the Pokémon moves last.
90 Sniper 44 Powers up moves if they become critical hits when attacking.
100 Stakeout 33 Doubles the damage dealt to the target's replacement if the target switches out.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By Disc

Disc Ability Cost Description
Disc 04 Insomnia 10 The Pokémon is suffering from insomnia and cannot fall asleep.
Disc 07 Illuminate 4 Raises the Pokémon's evasiveness.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By tutoring

Ability Cost Description
Aftermath 11 Damages the attacker if it contacts the Pokémon with a finishing hit.
Analytic 17 Boosts move power when the Pokémon moves last.
Anticipation 1 The Pokémon can sense an opposing Pokémon's dangerous moves.
Bad Dreams 11 Reduces the HP of sleeping opposing Pokémon.
Battery 65 Powers up ally Pokémon's special moves.
Cursed Body 11 May disable a move used on the Pokémon.
Defeatist -17 Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less.
Dry Skin 32 Rain and Water-type moves restore HP. Sunlight and Fire-type damage hurt more.
Emergency Exit -22 The Pokémon, sensing danger, switches out when its HP becomes half or less.
Forewarn 1 When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.
Galvanize 77 Normal-type moves become Electric-type moves. Their power is boosted a little.
Gooey 32 Contact with the Pokémon lowers the attacker's Speed stat.
Hydration 23 Heals status conditions if it's raining.
Immoralize 77 Normal-type moves become Dark-type moves. Their power is boosted a little.
Imperious -93 This Pokémon sometimes refuses to obey its Trainer.
Inflexible -33 This Pokémon can only use the first move it uses in battle.
Innards Out 11 Damages the attacker landing the finishing hit by the amount equal to its last HP.
Keen Eye 5 Prevents other Pokémon from lowering this Pokémon's accuracy.
Mega Launcher 57 Powers up aura and pulse moves.
No Guard 57 The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.
Pressure 17 By putting pressure on the opposing Pokémon, it raises their PP usage.
Refraction 33 Boosts the power and effect likelihood of Beam-type moves.
Short Circuit 42 The Pokémon generates Electric Terrain when it's hit by an attack.
Slow Start -94 For five turns, the Pokémon's Attack and Speed stats are halved.
Sniper 44 Powers up moves if they become critical hits when attacking.
Stakeout 33 Doubles the damage dealt to the target's replacement if the target switches out.
Stall -12 The Pokémon moves after all other Pokémon do.
Static 31 The Pokémon is charged with static electricity, so contact with it may cause paralysis.
Steel Skin 10 Boosts the Pokémon's Defensive stats on Shrapnel Terrain.
Truant -67 The Pokémon can't use a move if it had used a move on the previous turn.
Unnerve 11 Unnerves opposing Pokémon and makes them unable to eat Berries.
Volt Absorb 15 Restores HP if hit by an Electric-type move instead of taking damage.
Electric Surge 85 Turns the ground into Electric Terrain when the Pokémon enters a battle.
Hadron Engine 133 Generates Electric Terrain when the Pokémon enters. Boosts Sp. Atk stat on Electric Terrain.
Intimidate 57 The Pokémon intimidates opposing Pokémon upon entry, lowering their Attack stat.
Menace 57 The Pokémon intimidates opposing Pokémon upon entry, lowering their Sp. Atk stat.
Morbid Mania 34 Boosts the Pokémon's Speed stat on Morbid Terrain.
Morbid Surge 85 Turns the ground into Morbid Terrain when the Pokémon enters a battle.
Moxie 67 The Pokémon shows moxie, and that boosts the Attack stat after knocking out any Pokémon.
Sheer Force 81 Removes additional effects to increase the power of moves when attacking.
Steelworker 16 Powers up Steel-type moves.
Teravolt 69 Moves can be used on the target regardless of its Abilities.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled