Generation VII Level Up |
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— |
Play Nice |
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-- |
-- |
20 |
100 |
The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat. |
— |
Hydro Pump |
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110 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
— |
Wide Guard |
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-- |
-- |
10 |
-- |
The user and its allies are protected from wide-ranging attacks for one turn. |
— |
Healing Wish |
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-- |
-- |
10 |
-- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. |
— |
Helping Hand |
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-- |
-- |
20 |
-- |
The user assists an ally by boosting the power of that ally's attack. |
— |
Pound |
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40 |
100 |
35 |
-- |
The target is physically pounded with a long tail, a foreleg, or the like. |
— |
Water Sport |
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-- |
-- |
15 |
-- |
The user soaks the battlefield with water. This weakens Fire-type moves for five turns. |
5 |
Aqua Ring |
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-- |
-- |
20 |
-- |
The user envelops itself in a veil made of water. It regains some HP every turn. |
9 |
Aqua Jet |
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40 |
100 |
20 |
-- |
The user lunges at the target at a speed that makes it almost invisible. This move always goes first. |
13 |
Double Slap |
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|
15 |
85 |
10 |
-- |
The target is slapped repeatedly, back and forth, two to five times in a row. |
17 |
Heal Pulse |
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-- |
-- |
10 |
-- |
The user emits a healing pulse that restores the target's HP by up to half of its max HP. |
21 |
Protect |
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-- |
-- |
10 |
-- |
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
25 |
Water Pulse |
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60 |
100 |
20 |
20 |
The user attacks the target with a pulsing blast of water. This may also confuse the target. |
29 |
Wake-Up Slap |
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|
70 |
100 |
10 |
-- |
This attack inflicts big damage on a sleeping target. This also wakes the target up, however. |
33 |
Soak |
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-- |
100 |
20 |
-- |
The user shoots a torrent of water at the target and changes the target's type to Water. |
37 |
Wish |
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-- |
-- |
10 |
-- |
One turn after this move is used, the user's or its replacement's HP is restored by half the user's max HP. |
41 |
Brine |
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65 |
100 |
10 |
-- |
If the target's HP is half or less, this attack will hit with double the power. |
45 |
Safeguard |
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-- |
-- |
25 |
-- |
The user creates a protective field that prevents status conditions for five turns. |
49 |
Whirlpool |
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35 |
85 |
15 |
100 |
The user traps the target in a violent swirling whirlpool for four to five turns. |
53 |
Helping Hand |
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|
-- |
-- |
20 |
-- |
The user assists an ally by boosting the power of that ally's attack. |
57 |
Healing Wish |
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-- |
-- |
10 |
-- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. |
61 |
Wide Guard |
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|
-- |
-- |
10 |
-- |
The user and its allies are protected from wide-ranging attacks for one turn. |
65 |
Hydro Pump |
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110 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
TM & HM Attacks |
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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. This may also leave the target frozen. |
TM14 |
Blizzard |
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|
110 |
70 |
5 |
10 |
A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. |
TM16 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
TM17 |
Protect |
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-- |
-- |
10 |
-- |
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. It lowers the power of Fire-type moves. |
TM20 |
Safeguard |
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-- |
-- |
25 |
-- |
The user creates a protective field that prevents status conditions for five turns. |
TM21 |
Frustration |
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|
?? |
100 |
20 |
-- |
This full-power attack grows more powerful the less the user likes its Trainer. |
TM27 |
Return |
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|
?? |
100 |
20 |
-- |
This full-power attack 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. This may also lower 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. This 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. |
TM42 |
Facade |
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|
70 |
100 |
20 |
-- |
This attack move doubles its power if the user is poisoned, burned, or paralyzed. |
TM44 |
Rest |
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-- |
-- |
10 |
-- |
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
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 to increase the power of the attack. |
TM55 |
Scald |
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|
80 |
100 |
15 |
30 |
The user shoots boiling hot water at its target. This may also leave the target with a burn. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM87 |
Swagger |
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-- |
85 |
15 |
-- |
The user enrages and confuses the target. However, this 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. |
TM94 |
Surf |
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|
90 |
100 |
15 |
-- |
The user attacks everything around it by swamping its surroundings with a giant wave. |
TM98 |
Waterfall |
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|
80 |
100 |
15 |
20 |
The user charges at the target and may make it flinch. |
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. |
Usable Z Moves |
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Breakneck Blitz |
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160(Phy)/120(Spe) |
-- |
1 |
-- |
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move. |
All-Out Pummeling |
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|
140 |
-- |
1 |
-- |
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move. |
Supersonic Skystrike |
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|
160 |
-- |
1 |
-- |
The user soars up with its Z-Power and plummets toward the target at full speed. The power varies, depending on the original move. |
Never-Ending Nightmare |
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|
160 |
-- |
1 |
-- |
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move. |
Hydro Vortex |
|
|
160(Phy)/185(Spe) |
-- |
1 |
-- |
The user creates a huge whirling current using its Z-Power to swallow the target with full force. The power varies, depending on the original move. |
Shattered Psyche |
|
|
175 |
-- |
1 |
-- |
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move. |
Subzero Slammer |
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|
185 |
-- |
1 |
-- |
The user dramatically drops the temperature using its Z-Power and freezes the target with full force. The power varies, depending on the original move. |
Black Hole Eclipse |
|
|
120 |
-- |
1 |
-- |
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. |