Black/White/Black 2/White 2 Level Up |
|
— |
Quick Attack |
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40 |
100 |
30 |
-- |
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
4 |
Tail Whip |
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-- |
100 |
30 |
-- |
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. |
8 |
Charge |
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-- |
-- |
20 |
-- |
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
11 |
Shock Wave |
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60 |
-- |
20 |
-- |
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. |
15 |
Thunder Wave |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
18 |
Flame Charge |
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50 |
100 |
20 |
-- |
The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat. |
22 |
Pursuit |
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40 |
100 |
20 |
-- |
An attack move that inflicts double damage if used on a target that is switching out of battle. |
25 |
Spark |
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65 |
100 |
20 |
30 |
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
29 |
Stomp |
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65 |
100 |
20 |
-- |
The target is stomped with a big foot. It may also make the target flinch. |
32 |
Discharge |
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80 |
100 |
15 |
30 |
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
36 |
Agility |
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-- |
-- |
30 |
-- |
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat. |
39 |
Wild Charge |
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90 |
100 |
15 |
-- |
The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
43 |
Thrash |
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120 |
100 |
10 |
-- |
The user rampages and attacks for two to three turns. It then becomes confused, however. |
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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?? |
100 |
15 |
-- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
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. |
TM18 |
Rain Dance |
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-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM21 |
Frustration |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM24 |
Thunderbolt |
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95 |
100 |
15 |
10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM25 |
Thunder |
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120 |
70 |
10 |
30 |
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
TM27 |
Return |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM32 |
Double Team |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
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. |
TM43 |
Flame Charge |
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50 |
100 |
20 |
-- |
The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat. |
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. |
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. |
TM57 |
Charge Beam |
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50 |
90 |
10 |
-- |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
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. |
TM72 |
Volt Switch |
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70 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM73 |
Thunder Wave |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
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. |
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. |
TM93 |
Wild Charge |
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90 |
100 |
15 |
-- |
The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
Egg Moves (Details) |
Me First |
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?? |
-- |
20 |
-- |
Details |
The user tries to cut ahead of the target to steal and use the target's intended move with greater power. |
Take Down |
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90 |
85 |
20 |
-- |
Details |
A reckless, full-body charge attack for slamming into the target. It also damages the user a little. |
Sand-attack |
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-- |
100 |
15 |
-- |
Details |
Sand is hurled in the target's face, reducing its accuracy. |
Double Kick |
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30 |
100 |
30 |
-- |
Details |
The target is quickly kicked twice in succession using both feet. |
Screech |
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-- |
85 |
40 |
-- |
Details |
An earsplitting screech harshly reduces the target's Defense stat. |
Rage |
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20 |
100 |
20 |
-- |
Details |
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. |
Endure |
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-- |
-- |
10 |
-- |
Details |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Double-edge |
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120 |
100 |
15 |
-- |
Details |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Shock Wave |
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60 |
-- |
20 |
-- |
Details |
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. |