Generation VI Level Up |
|
— |
Tail Glow |
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-- |
-- |
20 |
-- |
The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat. |
— |
Bubble |
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40 |
100 |
30 |
10 |
A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats. |
— |
Water Sport |
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-- |
-- |
15 |
-- |
The user soaks itself with water. The move weakens Fire-type moves for five turns. |
9 |
Charm |
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-- |
100 |
20 |
-- |
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. |
16 |
Supersonic |
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-- |
55 |
20 |
-- |
The user generates odd sound waves from its body. It may confuse the target. |
24 |
Bubble Beam |
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65 |
100 |
20 |
10 |
A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats. |
31 |
Acid Armor |
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-- |
-- |
20 |
-- |
The user alters its cellular structure to liquefy itself, sharply raising its Defense stat. |
39 |
Whirlpool |
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35 |
85 |
15 |
100 |
Traps foes in a violent swirling whirlpool for four to five turns. |
46 |
Water Pulse |
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60 |
100 |
20 |
20 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
54 |
Aqua Ring |
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-- |
-- |
20 |
-- |
The user envelops itself in a veil made of water. It regains some HP on every turn. |
61 |
Dive |
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80 |
100 |
10 |
-- |
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
69 |
Rain Dance |
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-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
76 |
Heart Swap |
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-- |
-- |
10 |
-- |
The user employs its psychic power to switch stat changes with the target. |
TM & HM Attacks |
|
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. |
TM07 |
Hail |
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-- |
-- |
10 |
-- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
TM10 |
Hidden Power |
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60 |
100 |
15 |
-- |
A unique attack that varies in type depending on the Pokémon using it. |
TM13 |
Ice Beam |
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90 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM14 |
Blizzard |
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110 |
70 |
5 |
10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
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. |
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. |
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. |
TM55 |
Scald |
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80 |
100 |
15 |
30 |
The user shoots boiling hot water at its target. It may also leave the target with a burn. |
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. |
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. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
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. |
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. |
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. |
HM03 |
Surf |
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90 |
100 |
15 |
-- |
It swamps the area around the user with a giant wave. It can also be used for crossing water. |
HM05 |
Waterfall |
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80 |
100 |
15 |
20 |
The user charges at the target and may make it flinch. It can also be used to climb a waterfall. |
HM07 (ORAS) |
Dive |
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80 |
100 |
10 |
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Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |