Generation VI Level Up |
|
— |
Quick Guard |
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-- |
-- |
15 |
-- |
The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises. |
— |
Mean Look |
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-- |
-- |
5 |
-- |
The user pins the target with a dark, arresting look. The target becomes unable to flee. |
— |
Helping Hand |
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-- |
-- |
20 |
-- |
The user assists an ally by boosting the power of its attack. |
— |
Scratch |
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40 |
100 |
35 |
-- |
Hard, pointed, and sharp claws rake the target to inflict damage. |
— |
Leer |
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-- |
100 |
30 |
100 |
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. |
5 |
Covet |
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60 |
100 |
25 |
-- |
The user endearingly approaches the target, then steals the target's held item. |
9 |
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. |
13 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
17 |
Psybeam |
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65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
19 |
Fake Out |
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40 |
100 |
10 |
100 |
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. |
22 |
Disarming Voice |
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40 |
-- |
15 |
-- |
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
25 |
Psyshock |
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80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
28 |
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. |
31 |
Miracle Eye |
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-- |
-- |
40 |
-- |
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit. |
35 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
40 |
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. |
43 |
Role Play |
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-- |
-- |
10 |
-- |
The user mimics the target completely, copying the target's natural Ability. |
45 |
Imprison |
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-- |
-- |
10 |
-- |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
48 |
Sucker Punch |
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80 |
100 |
5 |
-- |
This move enables the user to attack first. It fails if the target is not readying an attack, however. |
50 |
Misty Terrain |
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-- |
-- |
10 |
-- |
The user covers the ground under everyone's feet with mist for five turns. This protects Pokémon on the ground from status conditions. |
53 |
Quick Guard |
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-- |
-- |
15 |
-- |
The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises. |
X / Y Level Up - Female |
|
— |
Stored Power |
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20 |
100 |
10 |
-- |
The user attacks the target with stored power. The more the user's stats are raised, the greater the damage. |
— |
Me First |
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?? |
-- |
20 |
-- |
The user tries to cut ahead of the target to steal and use the target's intended move with greater power. |
— |
Magical Leaf |
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60 |
-- |
20 |
-- |
The user scatters curious leaves that chase the target. This attack will not miss. |
— |
Scratch |
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40 |
100 |
35 |
-- |
Hard, pointed, and sharp claws rake the target to inflict damage. |
— |
Leer |
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-- |
100 |
30 |
100 |
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. |
5 |
Covet |
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60 |
100 |
25 |
-- |
The user endearingly approaches the target, then steals the target's held item. |
9 |
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. |
13 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
17 |
Psybeam |
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65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
19 |
Fake Out |
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40 |
100 |
10 |
100 |
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. |
22 |
Disarming Voice |
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40 |
-- |
15 |
-- |
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
25 |
Psyshock |
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80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
28 |
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. |
31 |
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. |
35 |
Extrasensory |
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80 |
100 |
20 |
10 |
The user attacks with an odd, unseeable power. It may also make the target flinch. |
40 |
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. |
43 |
Role Play |
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-- |
-- |
10 |
-- |
The user mimics the target completely, copying the target's natural Ability. |
45 |
Signal Beam |
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75 |
100 |
15 |
10 |
The user attacks with a sinister beam of light. It may also confuse the target. |
48 |
Sucker Punch |
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80 |
100 |
5 |
-- |
This move enables the user to attack first. It fails if the target is not readying an attack, however. |
50 |
Future Sight |
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120 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
53 |
Stored Power |
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20 |
100 |
10 |
-- |
The user attacks the target with stored power. The more the user's stats are raised, the greater the damage. |
TM & HM Attacks |
|
TM03 |
Psyshock |
 |
 |
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 |
 |
 |
-- |
-- |
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. |
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. |
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. |
TM41 |
Torment |
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-- |
100 |
15 |
-- |
The user torments and enrages the target, making it incapable of using the same move twice in a row. |
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. |
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. |
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. |
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. |
TM66 |
Payback |
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50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
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. |
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 |
 |
 |
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM90 |
Substitute |
 |
 |
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 |
Trick Room |
 |
 |
-- |
-- |
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. |
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 |
 |
 |
-- |
-- |
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. |