Generation VI Level Up |
|
— |
Night Slash |
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70 |
100 |
15 |
-- |
The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
— |
Role Play |
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-- |
-- |
10 |
-- |
The user mimics the target completely, copying the target's natural Ability. |
— |
Mat Block |
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-- |
-- |
15 |
-- |
Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves. |
— |
Pound |
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40 |
100 |
35 |
-- |
The target is physically pounded with a long tail or a foreleg, etc. |
— |
Growl |
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-- |
100 |
40 |
-- |
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
5 |
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. |
8 |
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. |
10 |
Lick |
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30 |
100 |
30 |
30 |
The target is licked with a long tongue, causing damage. It may also leave the target with paralysis. |
14 |
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. |
20 |
Smokescreen |
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-- |
100 |
20 |
-- |
The user releases an obscuring cloud of smoke or ink. It reduces the target's accuracy. |
23 |
Shadow Sneak |
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40 |
100 |
30 |
-- |
The user extends its shadow and attacks the target from behind. This move always goes first. |
28 |
Spikes |
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-- |
-- |
20 |
-- |
The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle. |
33 |
Feint Attack |
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60 |
-- |
20 |
-- |
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. |
36 |
Water Shuriken |
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15 |
100 |
20 |
-- |
The user hits the target with throwing stars two to five times in a row. This move always goes first. |
43 |
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. |
49 |
Extrasensory |
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80 |
100 |
20 |
10 |
The user attacks with an odd, unseeable power. It may also make the target flinch. |
52 |
Double Team |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
56 |
Haze |
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-- |
-- |
30 |
-- |
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. |
60 |
Hydro Pump |
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110 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
70 |
Night Slash |
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70 |
100 |
15 |
-- |
The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
75 |
Water Shuriken |
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15 |
100 |
20 |
-- |
The user hits the target with throwing stars two to five times in a row. This move always goes first. |
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. |
TM12 |
Taunt |
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-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
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. |
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. |
TM23 |
Smack Down |
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50 |
100 |
15 |
100 |
The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when hit. |
TM27 |
Return |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM28 |
Dig |
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80 |
100 |
10 |
-- |
The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
TM32 |
Double Team |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM39 |
Rock Tomb |
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60 |
95 |
15 |
100 |
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. |
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. |
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. |
TM49 |
Echoed Voice |
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40 |
100 |
15 |
-- |
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
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. |
TM62 |
Acrobatics |
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55 |
100 |
15 |
-- |
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
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. |
TM80 |
Rock Slide |
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75 |
90 |
10 |
30 |
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
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 (XY) HM06 (ORAS) |
Rock Smash |
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40 |
100 |
15 |
50 |
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. |
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. |
TM97 |
Dark Pulse |
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80 |
100 |
15 |
20 |
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. |
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. |
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. |
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. |
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. |
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 |
-- |
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. |