Generation VI Level Up |
|
— |
Absorb |
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20 |
100 |
25 |
-- |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
— |
Growth |
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-- |
-- |
20 |
-- |
The user's body grows all at once, raising the Attack and Sp. Atk stats. |
4 |
Ingrain |
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-- |
-- |
20 |
-- |
The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out. |
7 |
Grass Whistle |
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-- |
55 |
15 |
-- |
The user plays a pleasant melody that lulls the target into a deep sleep. |
10 |
Mega Drain |
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40 |
100 |
15 |
-- |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
13 |
Leech Seed |
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-- |
90 |
10 |
-- |
A seed is planted on the target. It steals some HP from the target every turn. |
16 |
Razor Leaf |
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55 |
95 |
25 |
-- |
Sharp-edged leaves are launched to slash at the opposing team. Critical hits land more easily. |
19 |
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. |
22 |
Giga Drain |
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75 |
100 |
10 |
-- |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
25 |
Endeavor |
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?? |
100 |
5 |
-- |
An attack move that cuts down the target's HP to equal the user's HP. |
28 |
Synthesis |
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-- |
-- |
5 |
-- |
The user restores its own HP. The amount of HP regained varies with the weather. |
31 |
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. |
34 |
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. |
37 |
Double-Edge |
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120 |
100 |
15 |
-- |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
40 |
Sunny Day |
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-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
43 |
Seed Bomb |
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80 |
100 |
15 |
-- |
The user slams a barrage of hard-shelled seeds down on the target from above. |
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. |
TM20 |
Safeguard |
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-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
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. |
TM32 |
Double Team |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
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. |
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. |
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. |
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. |
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. |
HM01 |
Cut |
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50 |
95 |
30 |
-- |
The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |
Egg Moves (Details) |
Bide |
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?? |
-- |
10 |
-- |
Details |
The user endures attacks for two turns, then strikes back to cause double the damage taken. |
Curse |
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-- |
-- |
10 |
-- |
Details |
A move that works differently for the Ghost type than for all other types. |
Encore |
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-- |
100 |
5 |
-- |
Details |
The user compels the target to keep using only the move it last used for three turns. |
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. |
Grass Whistle |
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-- |
55 |
15 |
-- |
Details |
The user plays a pleasant melody that lulls the target into a deep sleep. |
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. |
Helping Hand |
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-- |
-- |
20 |
-- |
Details |
The user assists an ally by boosting the power of its attack. |
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. |
Leech Seed |
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-- |
90 |
10 |
-- |
Details |
A seed is planted on the target. It steals some HP from the target every turn. |
Morning Sun |
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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. |
Sweet Scent |
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-- |
100 |
20 |
-- |
Details |
A sweet scent that harshly lowers the opposing team's evasiveness. It also lures wild Pokémon if used in grass, etc. |