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Sentret


Main Pokédex page | Flavor text and images

General

Sentret
normal

Abilities

Run Away
This Pokémon can always run from wild battles.
Keen Eye
This Pokémon cannot have its Accuracy lowered.

Damage Taken

Dex Numbers

Generation
Gold/Silver/Crystal GSC
Red/Blue/Yellow Kanto
161
Gold/Silver/Crystal Johto
19
Ruby/Sapphire/Emerald Hoenn
n/a
Diamond/Pearl Sinnoh
n/a

Names

Japanese
オタチ
Romaji
Otachi

Flavor

Height
2'7.5" or 0.8 m
Weight
13.2 lb or 6 kg
Species
Scout
Color
brown
Cry
mp3 here
Fire Red/Leaf Green Habitat
Grassland
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
5: Ground
Steps to hatch
3,840
Compatible with
63 families; 131 total Pokémon

In the Wild

Base EXP
57 or 0x39
Capture rate
255 or 0xff
Base happiness
70 or 0x46
Growth rate
medium
Effort points
1 Attack
Wild held items
Oran Berry (5%)

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1
161 Sentret Base form 162 Furret Raise to level 15

Stats

Stat Base Max Stat %ile
L50 L100
HP
35
142 274 4.9
Attack
46
98 191 18.7
Defense
34
86 167 5.9
Special Attack
35
87 169 8.9
Special Defense
45
97 189 17
Speed
20
72 139 2.2
Average
35.8
- - 3.7

Flavor

See also: All versions' flavor text and sprites

Diamond/Pearl It has a very nervous nature. It stands up high on its tail so it can scan wide areas.

Locations

Route 202

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method
Route 202 2 - 4 Poké Radar 12%

Move List

See also: This list in the move search

See also: Contest list

Sentret's Attack is higher, so it will inflict more damage with physical () moves.

Sentret gets the STAB from normal moves.

Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- Foresight normal none 5 -- 100% Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it is a Ghost.
-- -- Scratch normal physical 35 40 100% Inflicts regular damage.
-- Tackle normal physical 35 35 95% Inflicts regular damage.
5 4 4 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
11 7 7 Quick Attack normal physical 30 40 100% 1 Goes first. Inflicts regular damage.
17 12 13 Fury Swipes normal physical 15 18 80% Hits 2-5 times in one turn.
17 16 Helping Hand normal none 20 -- 100% 5 Goes first. User's ally's next move inflicts 50% more damage.
19 Follow Me normal none 20 -- 100% 3 Goes first. Redirects the target's single-target effects to the user for this turn.
25 24 25 Slam normal physical 20 80 75% Inflicts regular damage.
33 28 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
31 Follow Me normal none 20 -- 100% 3 Goes first. Redirects the target's single-target effects to the user for this turn.
31 Sucker Punch dark physical 5 80 100% 1 Goes first. Only works if the target uses a damaging move this turn.
41 36 Amnesia psychic none 20 -- 100% Raises the user's Special Defense by two levels.
39 Baton Pass normal none 40 -- 100% Allows the trainer to switch out the user and pass effects along to its replacement.
40 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
42 Me First normal none 20 -- 0% Uses the target's move against it before it attacks, with power increased by 50%.
47 Hyper Voice normal special 10 90 100% Inflicts regular damage.
49 Amnesia psychic none 20 -- 100% Raises the user's Special Defense by two levels.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Egg moves (Pokémon can also inherit any TMs they are compatible with)
Chains Ruby/Sapphire Diamond/Pearl Assist normal none 20 -- 100% Randomly selects and uses one of the trainer's other Pokemon's moves.
Chains Diamond/Pearl Charm normal none 20 -- 100% Lowers the target's Attack by two levels.
Chains Diamond/Pearl Covet normal physical 40 40 100% Takes the target's item.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Focus Energy normal none 30 -- 100% Increases the critical hit counter by 1 until the user leaves battle.
Chains Diamond/Pearl Last Resort normal physical 5 130 100% Can only be used after all of the user's other moves have been used.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Pursuit dark physical 20 40 100% If the target leaves battle this turn, user will hit the target with double power and then hit its replacement normally.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Reversal fighting physical 15 varies 100% Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Chains Gold/Silver Ruby/Sapphire Diamond/Pearl Slash normal physical 20 70 100% Has an increased chance for a critical hit.
Chains Ruby/Sapphire Diamond/Pearl Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains Ruby/Sapphire Diamond/Pearl Trick psychic none 10 -- 100% User and target swap items until the end of the battle.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Tutored moves
Emerald Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Emerald ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Emerald Swift normal special 20 60 100% Never misses.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Fury Cutter bug physical 20 10 95% Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Miscellaneous moves
pokecenter Dizzy Punch normal physical 10 70 100% Has a 20% chance to Confuse the target.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl TMs and HMs
Chains 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 57 Charge Beam electric special 10 50 90% Has a 70% chance to raise the user's Special Attack.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains H1 H1 H1 Cut normal physical 30 50 95% Inflicts regular damage.
Chains 40 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Chains 43 Detect fighting none 5 -- 100% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 28 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 01 DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains 48 Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Chains 35 35 Flamethrower fire special 15 95 100% Has a 10% chance to Burn the target.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 49 Fury Cutter bug physical 20 10 95% Power doubles every turn this move is used in succession after the first, maxing out after five turns.
Chains 86 Grass Knot grass special 20 varies 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 13 13 Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
Chains 33 Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Chains 23 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 31 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 04 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 30 30 30 Shadow Ball ghost special 15 80 100% Has a 20% chance to lower the target's Special Defense.
Chains 65 Shadow Claw ghost physical 15 70 100% Has an increased chance for a critical hit.
Chains 34 34 Shock Wave electric special 20 60 100% Never misses.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains 22 22 SolarBeam grass special 10 120 100% Requires a turn to charge before attacking.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains H3 H3 H3 Surf water special 15 95 100% Inflicts regular damage.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 39 Swift normal special 20 60 100% Never misses.
Chains 46 46 46 Thief dark physical 10 40 100% Takes the target's item.
Chains 41 ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
Chains 24 24 Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
Chains 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 89 U-Turn bug physical 20 70 100% User must switch out after attacking.
Chains 03 03 Water Pulse water special 20 60 100% Has a 20% chance to Confuse the target.

Sentret in other Pokédexes