Generation VI Level Up |
|
— |
Barrage |
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15 |
85 |
20 |
-- |
Round objects are hurled at the target to strike two to five times in a row. |
— |
Uproar |
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90 |
100 |
10 |
-- |
The user attacks in an uproar for three turns. Over that time, no one can fall asleep. |
— |
Hypnosis |
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-- |
60 |
20 |
-- |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
7 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
11 |
Leech Seed |
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-- |
90 |
10 |
-- |
A seed is planted on the target. It steals some HP from the target every turn. |
17 |
Bullet Seed |
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25 |
100 |
30 |
-- |
The user forcefully shoots seeds at the target. Two to five seeds are shot in rapid succession. |
19 |
Stun Spore |
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-- |
75 |
30 |
-- |
The user scatters a cloud of paralyzing powder. It may leave the target with paralysis. |
21 |
Poison Powder |
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-- |
75 |
35 |
-- |
The user scatters a cloud of poisonous dust on the target. It may poison the target. |
23 |
Sleep Powder |
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-- |
75 |
15 |
-- |
The user scatters a big cloud of sleep-inducing dust around the target. |
27 |
Confusion |
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50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
33 |
Worry Seed |
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-- |
100 |
10 |
-- |
A seed that causes worry is planted on the target. It prevents sleep by making its Ability Insomnia. |
37 |
Natural Gift |
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?? |
100 |
15 |
-- |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
43 |
Solar Beam |
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120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
47 |
Extrasensory |
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80 |
100 |
20 |
10 |
The user attacks with an odd, unseeable power. It may also make the target flinch. |
50 |
Bestow |
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-- |
-- |
15 |
-- |
The user passes its held item to the target when the target isn't holding an item. |
TM & HM Attacks |
|
TM06 |
Toxic |
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-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
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60 |
100 |
15 |
-- |
A unique attack that varies in type depending on the Pokémon using it. |
TM11 |
Sunny Day |
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-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM16 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
TM17 |
Protect |
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-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM21 |
Frustration |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM22 |
Solar Beam |
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120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
TM27 |
Return |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
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90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM32 |
Double Team |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
TM36 |
Sludge Bomb |
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90 |
100 |
10 |
30 |
Unsanitary sludge is hurled at the target. It may also poison the target. |
TM42 |
Facade |
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70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
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-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
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-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM46 |
Thief |
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60 |
100 |
25 |
-- |
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
TM48 |
Round |
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60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM53 |
Energy Ball |
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90 |
100 |
10 |
10 |
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
TM64 |
Explosion |
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250 |
100 |
5 |
-- |
The user explodes to inflict damage on those around it. The user faints upon using this move. |
TM70 |
Flash |
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-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM75 |
Swords Dance |
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-- |
-- |
20 |
-- |
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM83 |
Infestation |
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20 |
100 |
20 |
100 |
The target is infested and attacked for four to five turns. The target can't flee during this time. |
TM85 |
Dream Eater |
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100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
TM86 |
Grass Knot |
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?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
TM87 |
Swagger |
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-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM88 |
Sleep Talk |
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-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM90 |
Substitute |
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-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 |
Trick Room |
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-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
TM94 (ORAS) |
Secret Power |
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70 |
100 |
20 |
30 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
TM96 |
Nature Power |
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-- |
-- |
20 |
-- |
An attack that makes use of nature's power. Its effects vary depending on the user's environment. |
TM100 |
Confide |
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-- |
-- |
20 |
100 |
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
HM04 |
Strength |
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80 |
100 |
15 |
-- |
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders. |
Egg Moves (Details) |
Ancient Power |
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60 |
100 |
5 |
10 |
Details |
The user attacks with a prehistoric power. It may also raise all the user's stats at once. |
Block |
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-- |
-- |
5 |
-- |
Details |
The user blocks the target's way with arms spread wide to prevent escape. |
Curse |
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-- |
-- |
10 |
-- |
Details |
A move that works differently for the Ghost type than for all other types. |
Giga Drain |
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75 |
100 |
10 |
-- |
Details |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
Grassy Terrain |
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-- |
-- |
10 |
-- |
Details |
The user turns the ground under everyone's feet to grass for five turns. This restores the HP of Pokémon on the ground a little every turn. |
Ingrain |
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-- |
-- |
20 |
-- |
Details |
The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out. |
Leaf Storm |
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130 |
90 |
5 |
100 |
Details |
The user whips up a storm of leaves around the target. The attack's recoil harshly reduces the user's Sp. Atk stat. |
Lucky Chant |
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-- |
-- |
30 |
-- |
Details |
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits. |
Moonlight |
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-- |
-- |
5 |
-- |
Details |
The user restores its own HP. The amount of HP regained varies with the weather. |
Natural Gift |
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?? |
100 |
15 |
-- |
Details |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Nature Power |
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-- |
-- |
20 |
-- |
Details |
An attack that makes use of nature's power. Its effects vary depending on the user's environment. |
Power Swap |
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-- |
-- |
10 |
-- |
Details |
The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target. |
Skill Swap |
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-- |
-- |
10 |
-- |
Details |
The user employs its psychic power to exchange Abilities with the target. |
Synthesis |
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-- |
-- |
5 |
-- |
Details |
The user restores its own HP. The amount of HP regained varies with the weather. |
Transfer Only Moves (Details) |
|
Telekinesis |
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-- |
-- |
15 |
-- |
Gen V TM19 |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
Endure |
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-- |
-- |
10 |
-- |
Gen IV TM58 |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Captivate |
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-- |
100 |
20 |
-- |
Gen IV TM78 |
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. |
Rollout |
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30 |
90 |
20 |
-- |
Move Tutor - PtHGSS |
The user continually rolls into the target over five turns. It becomes stronger each time it hits. |
Double-edge |
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120 |
100 |
15 |
-- |
Move Tutor - FRLG |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Mimic |
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-- |
-- |
10 |
-- |
Move Tutor - FRLG |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
Rollout |
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30 |
90 |
20 |
-- |
Move Tutor - Emerald |
The user continually rolls into the target over five turns. It becomes stronger each time it hits. |
Endure |
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-- |
-- |
10 |
-- |
Move Tutor - Emerald |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Nightmare |
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-- |
100 |
15 |
-- |
Move Tutor - XD |
A sleeping target sees a nightmare that inflicts some damage every turn. |
Self-destruct |
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200 |
100 |
5 |
-- |
Move Tutor - XD |
The user attacks everything around it by causing an explosion. The user faints upon using this move. |