Acid Spray · Seviper
Acid Spray · Data version290 · Snapshot date2026-11-02
₽1,800Buy the signature move
Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.
What changes in battle?
| Stats & mechanics | Before learning | After learning |
|---|---|---|
| Damage per hit | 17 | 50 |
| Single-target DPS | 23.8 | 74.99 |
| Range | 120px | 150px |
| Seconds per attack | 0.71s | 0.67s |
| Total placement and evolution cost | ₽875 | ₽2,675 |
| Attack type | Poison | Poison |
Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.
Conditional effects
| Details | Before learning | After learning |
|---|---|---|
| Incoming-damage vulnerability effect / Amount | 10% | 15% |
| Hits every enemy in range | — | ✓ |
Budget the full build
Other choices for this Pokémon
Full battle details
Conditional effects
- Attack or effect type
- Poison
- Hit-damage multiplier
- 2.9412
- Hits every enemy in range
- ✓
- Incoming-damage vulnerability effect › Attack or effect type
- Poison
- Incoming-damage vulnerability effect › Amount
- 0.15
- Incoming-damage vulnerability effect › Duration (s)
- 1.5
- Attack-interval multiplier
- 0.9334
- Added attack range (px)
- 30
Result
- Damage per hit
- 50
- Attack range (px)
- 150
- Seconds between attacks
- 0.6667
- Incoming-damage vulnerability effect › Attack or effect type
- Poison
- Incoming-damage vulnerability effect › Amount
- 0.15
- Incoming-damage vulnerability effect › Duration (s)
- 1.5
- Attack or effect type
- Poison
- Can detect hidden Ghost enemies
- —
- Hits every enemy in range
- ✓
Conditional effects
Successful hits can make enemies take more damage of a specified type, or from all types. Repeated effects of the same category do not simply stack; type-specific and all-type vulnerability can combine. Check the duration and keep applying temporary effects. Hydro Pump's permanent Suicune debuff is distinct from its armor break.
Each attack hits every eligible enemy inside the attacker's range. This is local area damage, not a map-wide attack. Overlap the range with a long or crowded section of route, while checking that the attack type can actually hurt the incoming enemies.