Generation VI Level Up |
|
— |
Wish |
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-- |
-- |
10 |
-- |
One turn after this move is used, the target's HP is restored by half the user's maximum HP. |
— |
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. |
5 |
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. |
10 |
Swift |
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60 |
-- |
20 |
-- |
Star-shaped rays are shot at the opposing team. This attack never misses. |
15 |
Helping Hand |
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-- |
-- |
20 |
-- |
The user assists an ally by boosting the power of its attack. |
20 |
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. |
25 |
Refresh |
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-- |
-- |
20 |
-- |
The user rests to cure itself of a poisoning, burn, or paralysis. |
30 |
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. |
35 |
Zen Headbutt |
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80 |
90 |
15 |
20 |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
40 |
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. |
45 |
Gravity |
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-- |
-- |
5 |
-- |
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate. |
50 |
Healing Wish |
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-- |
-- |
10 |
-- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
55 |
Future Sight |
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120 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
60 |
Cosmic Power |
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-- |
-- |
20 |
-- |
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats. |
65 |
Last Resort |
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140 |
100 |
5 |
-- |
This move can be used only after the user has used all the other moves it knows in the battle. |
70 |
Doom Desire |
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140 |
100 |
5 |
-- |
Two turns after this move is used, the user blasts the target with a concentrated bundle of light. |
TM & HM Attacks |
|
TM03 |
Psyshock |
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80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
TM04 |
Calm Mind |
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-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
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. |
TM15 |
Hyper Beam |
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150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
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. |
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. |
TM24 |
Thunderbolt |
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90 |
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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110 |
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. |
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. |
TM30 |
Shadow Ball |
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80 |
100 |
15 |
20 |
The user hurls a shadowy blob at the target. It may also lower 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. |
TM37 |
Sandstorm |
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-- |
-- |
10 |
-- |
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. |
TM40 |
Aerial Ace |
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60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
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. |
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. |
TM56 |
Fling |
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?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM57 |
Charge Beam |
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50 |
90 |
10 |
70 |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM68 |
Giga Impact |
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150 |
90 |
5 |
-- |
The user charges at the target using every bit of its power. The user must rest on the next turn. |
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. |
TM73 |
Thunder Wave |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
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. |
TM89 |
U-turn |
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70 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
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. |
TM91 |
Flash Cannon |
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80 |
100 |
10 |
10 |
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. |
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. |
TM98 |
Power-Up Punch |
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40 |
100 |
20 |
100 |
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat. |
TM99 |
Dazzling Gleam |
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80 |
100 |
10 |
-- |
The user damages opposing Pokémon by emitting a powerful flash. |
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. |
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. |
Natural Gift |
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?? |
100 |
15 |
-- |
Gen IV TM83 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Ancient Power |
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60 |
100 |
5 |
10 |
Move Tutor - PtHGSS |
The user attacks with a prehistoric power. It may also raise all the user's stats at once. |
Mud-slap |
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20 |
100 |
10 |
100 |
Move Tutor - PtHGSS |
The user hurls mud in the target's face to inflict damage and lower its accuracy. |
Headbutt |
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70 |
100 |
15 |
30 |
Move Tutor - HGSS |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
Body Slam |
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85 |
100 |
15 |
30 |
Move Tutor - FRLG |
The user drops onto the target with its full body weight. It may also leave the target with paralysis. |
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. |
Metronome |
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-- |
-- |
10 |
-- |
Move Tutor - FRLG |
The user waggles a finger and stimulates its brain into randomly using nearly any move. |
Dynamic Punch |
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100 |
50 |
5 |
100 |
Move Tutor - Emerald |
The user punches the target with full, concentrated power. It confuses the target if 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. |
Mud-slap |
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20 |
100 |
10 |
100 |
Move Tutor - Emerald |
The user hurls mud in the target's face to inflict damage and lower its accuracy. |
Defense Curl |
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-- |
-- |
40 |
-- |
Move Tutor - Emerald |
The user curls up to conceal weak spots and raise its Defense stat. |
Nightmare |
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-- |
100 |
15 |
-- |
Move Tutor - XD |
A sleeping target sees a nightmare that inflicts some damage every turn. |