Generation VII Level Up |
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— |
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. |
— |
Leer |
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|
-- |
100 |
30 |
100 |
The user gives opposing Pokémon an intimidating leer that lowers the Defense stat. |
— |
Double Kick |
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30 |
100 |
30 |
-- |
The target is quickly kicked twice in succession using both feet. |
— |
Bubble Beam |
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|
65 |
100 |
20 |
10 |
A spray of bubbles is forcefully ejected at the target. This may also lower its Speed stat. |
7 |
Double Kick |
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|
30 |
100 |
30 |
-- |
The target is quickly kicked twice in succession using both feet. |
13 |
Bubble Beam |
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|
65 |
100 |
20 |
10 |
A spray of bubbles is forcefully ejected at the target. This may also lower its Speed stat. |
19 |
Take Down |
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|
90 |
85 |
20 |
-- |
A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
25 |
Helping Hand |
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-- |
-- |
20 |
-- |
The user assists an ally by boosting the power of that ally's attack. |
31 |
Retaliate |
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70 |
100 |
5 |
-- |
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move's power is increased. |
37 |
Aqua Tail |
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|
90 |
90 |
10 |
-- |
The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
43 |
Sacred Sword |
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|
90 |
100 |
15 |
-- |
The user attacks by slicing with a long horn. The target's stat changes don't affect this attack's damage. |
49 |
Swords Dance |
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|
-- |
-- |
20 |
-- |
A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat. |
55 |
Quick Guard |
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|
-- |
-- |
15 |
-- |
The user protects itself and its allies from priority moves. |
61 |
Work Up |
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|
-- |
-- |
30 |
-- |
The user is roused, and its Attack and Sp. Atk stats increase. |
67 |
Hydro Pump |
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|
110 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
73 |
Close Combat |
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|
120 |
100 |
5 |
100 |
The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats. |
TM & HM Attacks |
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TM01 |
Work Up |
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|
-- |
-- |
30 |
-- |
The user is roused, and its Attack and Sp. Atk stats increase. |
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. |
TM05 |
Roar |
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|
-- |
-- |
20 |
-- |
The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. |
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. |
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. |
TM15 |
Hyper Beam |
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|
150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user can't move on the next turn. |
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. |
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 reduce damage from physical attacks for five turns. |
TM40 |
Aerial Ace |
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|
60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. This attack never misses. |
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. |
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. |
TM52 |
Focus Blast |
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|
120 |
70 |
5 |
10 |
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat. |
TM54 |
False Swipe |
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|
40 |
100 |
40 |
-- |
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. |
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. |
TM68 |
Giga Impact |
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|
150 |
90 |
5 |
-- |
The user charges at the target using every bit of its power. The user can't move on the next turn. |
TM71 |
Stone Edge |
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|
100 |
80 |
5 |
-- |
The user stabs the target from below with sharpened stones. Critical hits land more easily. |
TM75 |
Swords Dance |
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|
-- |
-- |
20 |
-- |
A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat. |
TM77 |
Psych Up |
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|
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM81 |
X-Scissor |
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|
80 |
100 |
15 |
-- |
The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. |
TM84 |
Poison Jab |
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|
80 |
100 |
20 |
30 |
The target is stabbed with a tentacle or arm steeped in poison. This may also poison 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 |
|
|
90 |
100 |
15 |
-- |
The user attacks everything around it by swamping its surroundings with a giant wave. |
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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|
200(Phy)/200(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 |
|
|
190(Phy)/190(Spe) |
-- |
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. |
Acid Downpour |
|
|
160 |
-- |
1 |
-- |
The user creates a poisonous swamp using its Z-Power and sinks the target into it at full force. The power varies, depending on the original move. |
Continental Crush |
|
|
180 |
-- |
1 |
-- |
The user summons a huge rock mountain using its Z-Power and drops it onto the target with full force. The power varies, depending on the original move. |
Savage Spin-Out |
|
|
160 |
-- |
1 |
-- |
The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move. |
Hydro Vortex |
|
|
175(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. |
Subzero Slammer |
|
|
100 |
-- |
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. |