Generation VI Level Up |
|
— |
Aromatic Mist |
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-- |
100 |
20 |
-- |
The user raises the Sp. Def stat of ally Pokémon with a mysterious aroma. |
— |
Heal Pulse |
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-- |
-- |
10 |
-- |
The user emits a healing pulse which restores the target's HP by up to half of its max HP. |
— |
Sweet Scent |
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-- |
100 |
20 |
-- |
A sweet scent that harshly lowers the opposing team's evasiveness. It also lures wild Pokémon if used in grass, etc. |
— |
Fairy Wind |
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40 |
100 |
30 |
-- |
The user stirs up a fairy wind and strikes the target with it. |
6 |
Sweet Kiss |
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-- |
75 |
10 |
-- |
The user kisses the target with a sweet, angelic cuteness that causes confusion. |
8 |
Odor Sleuth |
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-- |
-- |
40 |
-- |
Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit. |
13 |
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. |
17 |
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. |
21 |
Draining Kiss |
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50 |
100 |
10 |
-- |
The user steals the target's energy with a kiss. The user's HP is restored by over half of the damage taken by the target. |
25 |
Aromatherapy |
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-- |
-- |
5 |
-- |
The user releases a soothing scent that heals all status problems affecting the user's party. |
29 |
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. |
31 |
Moonblast |
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95 |
100 |
15 |
30 |
Borrowing the power of the moon, the user attacks the target. This may also lower the target's Sp. Atk stat. |
35 |
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. |
38 |
Flail |
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?? |
100 |
15 |
-- |
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
42 |
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. |
44 |
Skill Swap |
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-- |
-- |
10 |
-- |
The user employs its psychic power to exchange Abilities with the target. |
48 |
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. |
53 |
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. |
57 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
64 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
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. |
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. |
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. |
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. |
TM74 |
Gyro Ball |
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?? |
100 |
5 |
-- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
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 |
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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. |
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. |
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. |