Generation VII Level Up |
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— |
Fairy Lock |
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|
-- |
-- |
10 |
-- |
By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn. |
— |
Tackle |
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|
40 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
5 |
Fairy Wind |
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40 |
100 |
30 |
-- |
The user stirs up a fairy wind and strikes the target with it. |
8 |
Astonish |
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|
30 |
100 |
15 |
30 |
The user attacks the target while shouting in a startling fashion. This may also make the target flinch. |
12 |
Metal Sound |
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|
-- |
85 |
40 |
-- |
A horrible sound like scraping metal harshly lowers the target's Sp. Def stat. |
15 |
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. |
18 |
Draining Kiss |
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50 |
100 |
10 |
-- |
The user steals the target's HP with a kiss. The user's HP is restored by over half of the damage taken by the target. |
23 |
Crafty Shield |
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-- |
-- |
10 |
-- |
The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage. |
27 |
Foul Play |
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|
95 |
100 |
15 |
-- |
The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power. |
32 |
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. |
34 |
Mirror Shot |
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|
65 |
85 |
10 |
30 |
The user lets loose a flash of energy at the target from its polished body. This may also lower the target's accuracy. |
36 |
Imprison |
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-- |
-- |
10 |
-- |
If opposing Pokémon know any move also known by the user, they are prevented from using it. |
40 |
Recycle |
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-- |
-- |
10 |
-- |
The user recycles a held item that has been used in battle so it can be used again. |
43 |
Play Rough |
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|
90 |
90 |
10 |
10 |
The user plays rough with the target and attacks it. This may also lower the target's Attack stat. |
44 |
Magic Room |
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-- |
-- |
10 |
-- |
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. |
50 |
Heal Block |
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|
-- |
100 |
15 |
-- |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
TM & HM Attacks |
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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. It lowers the power of Water-type moves. |
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. |
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. |
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. |
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 |
-- |
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. |
TM46 |
Thief |
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|
60 |
100 |
25 |
-- |
The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already 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 to increase the power of the attack. |
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. |
TM73 |
Thunder Wave |
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|
-- |
90 |
20 |
-- |
The user launches a weak jolt of electricity that paralyzes the target. |
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. |
TM91 |
Flash Cannon |
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|
80 |
100 |
10 |
10 |
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat. |
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. |
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. |
Never-Ending Nightmare |
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|
100 |
-- |
1 |
-- |
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move. |
Corkscrew Crash |
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|
160 |
-- |
1 |
-- |
The user spins very fast and rams into the target with the full force of its Z-Power. The power varies, depending on the original move. |
Shattered Psyche |
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|
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. |
Black Hole Eclipse |
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|
175 |
-- |
1 |
-- |
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. |
Twinkle Tackle |
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|
175(Phy)/160(Spe) |
-- |
1 |
-- |
The user creates a very charming space using its Z-Power and totally toys with the target. The power varies, depending on the original move. |