Pokémon · Oddish | Compare

Choose a variant below. Closely related recipes, conditions or opening branches are collected here so you can compare them without moving between almost identical pages.

The version and limits of the original source apply to every entry. Quantities and requirements belong to the named variant; do not add alternative recipes or opening lines together.

These options share a planning task. Their differences stay visible in the individual rows and calculators.

These are modern typings and base forms, not original Generation I rules. The stat formula follows the mainline Generation III+ model. One-stat EV input is not a legal full-team EV allocation. Abilities, Terastallization, items, weather and individual moves can override type-only multipliers. This is not Pokémon GO or a game-availability list.

Plan your scenario

Using this reference

For Oddish, separate base stats from the stat calculated for your chosen level. The base value stays fixed in this reference; level, IV, EV and nature are inputs for an individual stat. Change one input at a time to see which part of the result it affects.

The type chart answers a different question. It combines the recorded defensive types against one attacking type, without choosing a move or applying battle effects. When comparing evolutions, keep the level and training inputs the same so the difference is actually about the Pokémon.

Oddish

HP
45
Attack
50
Defense
55
Special Attack
75
Special Defense
65
Speed
30

Plan your scenario

Result

Stat
120
Type multiplier
1
Normal1×
Fighting0.5×
Flying2×
Poison1×
Ground1×
Rock1×
Bug1×
Ghost1×
Steel1×
Fire2×
Water0.5×
Grass0.25×
Electric0.5×
Psychic2×
Ice2×
Dragon1×
Dark1×
Fairy0.5×

Formula

HP = floor((2B + IV + floor(EV/4)) × L/100) + L + 10; other = floor((floor((2B + IV + floor(EV/4)) × L/100) + 5) × Nature)

One useful comparison

For HP, Oddish is listed at 45, compared with 60 for Gloom: a difference of 15. This compares that field in the recorded variants only. Read the other fields before deciding whether the trade-off matters to your use.

Check the source ↗

Gloom

HP
60
Attack
65
Defense
70
Special Attack
85
Special Defense
75
Speed
40

Plan your scenario

Result

Stat
135
Type multiplier
1
Normal1×
Fighting0.5×
Flying2×
Poison1×
Ground1×
Rock1×
Bug1×
Ghost1×
Steel1×
Fire2×
Water0.5×
Grass0.25×
Electric0.5×
Psychic2×
Ice2×
Dragon1×
Dark1×
Fairy0.5×

Formula

HP = floor((2B + IV + floor(EV/4)) × L/100) + L + 10; other = floor((floor((2B + IV + floor(EV/4)) × L/100) + 5) × Nature)

One useful comparison

For HP, Gloom is listed at 60, compared with 45 for Oddish: a difference of 15. This compares that field in the recorded variants only. Read the other fields before deciding whether the trade-off matters to your use.

Check the source ↗

Vileplume

HP
75
Attack
80
Defense
85
Special Attack
110
Special Defense
90
Speed
50

Plan your scenario

Result

Stat
150
Type multiplier
1
Normal1×
Fighting0.5×
Flying2×
Poison1×
Ground1×
Rock1×
Bug1×
Ghost1×
Steel1×
Fire2×
Water0.5×
Grass0.25×
Electric0.5×
Psychic2×
Ice2×
Dragon1×
Dark1×
Fairy0.5×

Formula

HP = floor((2B + IV + floor(EV/4)) × L/100) + L + 10; other = floor((floor((2B + IV + floor(EV/4)) × L/100) + 5) × Nature)

One useful comparison

For HP, Vileplume is listed at 75, compared with 60 for Gloom: a difference of 15. This compares that field in the recorded variants only. Read the other fields before deciding whether the trade-off matters to your use.

Check the source ↗

Game and item names below retain the source’s English identifiers so you can find them in the linked documentation.

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