Generation VII Level Up |
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— |
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. |
— |
Confuse Ray |
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|
-- |
100 |
10 |
-- |
The target is exposed to a sinister ray that triggers confusion. |
5 |
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. |
8 |
Growth |
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|
-- |
-- |
20 |
-- |
The user's body grows all at once, raising the Attack and Sp. Atk stats. |
13 |
Ingrain |
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|
-- |
-- |
20 |
-- |
The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out. |
19 |
Feint Attack |
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|
60 |
-- |
20 |
-- |
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. |
23 |
Leech Seed |
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|
-- |
90 |
10 |
-- |
A seed is planted on the target. It steals some HP from the target every turn. |
28 |
Curse |
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|
-- |
-- |
10 |
-- |
A move that works differently for the Ghost type than for all other types. |
31 |
Will-O-Wisp |
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|
-- |
85 |
15 |
-- |
The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
35 |
Forest's Curse |
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|
-- |
100 |
20 |
-- |
The user puts a forest curse on the target. The target is now Grass type as well. |
39 |
Destiny Bond |
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|
-- |
-- |
5 |
-- |
After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession. |
45 |
Phantom Force |
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|
90 |
100 |
10 |
-- |
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. |
49 |
Wood Hammer |
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|
120 |
100 |
15 |
-- |
The user slams its rugged body into the target to attack. This also damages the user quite a lot. |
54 |
Horn Leech |
|
|
75 |
100 |
10 |
-- |
The user drains the target's energy with its horns. The user's HP is restored by half the damage taken by the target. |
TM & HM Attacks |
|
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 |
|
|
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. |
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. |
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. |
TM22 |
Solar Beam |
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|
120 |
100 |
10 |
-- |
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. |
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. |
TM33 |
Reflect |
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|
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
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. |
TM53 |
Energy Ball |
|
|
90 |
100 |
10 |
10 |
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat. |
TM61 |
Will-O-Wisp |
|
|
-- |
85 |
15 |
-- |
The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
TM65 |
Shadow Claw |
|
|
70 |
100 |
15 |
-- |
The user slashes with a sharp claw made from shadows. Critical hits land more easily. |
TM78 |
Bulldoze |
|
|
60 |
100 |
20 |
100 |
The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. |
TM80 |
Rock Slide |
|
|
75 |
90 |
10 |
30 |
Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
TM84 |
Poison Jab |
|
|
80 |
100 |
20 |
30 |
The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. |
TM85 |
Dream Eater |
|
|
100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. |
TM86 |
Grass Knot |
|
|
?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the move's power. |
TM87 |
Swagger |
|
|
-- |
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. |
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. |
TM96 |
Nature Power |
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|
-- |
-- |
20 |
-- |
This attack makes use of nature's power. Its effects vary depending on the user's environment. |
TM97 |
Dark Pulse |
|
|
80 |
100 |
15 |
20 |
The user releases a horrible aura imbued with dark thoughts. This may also make the target 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 |
|
Breakneck Blitz |
|
|
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 |
|
|
100 |
-- |
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. |
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. |
Tectonic Rage |
|
|
120 |
-- |
1 |
-- |
The user burrows deep into the ground and slams into the target with the full force of its Z-Power. The power varies, depending on the original move. |
Continental Crush |
|
|
140 |
-- |
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. |
Never-Ending Nightmare |
|
|
175(Phy)/160(Spe) |
-- |
1 |
-- |
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move. |
Bloom Doom |
|
|
190(Phy)/190(Spe) |
-- |
1 |
-- |
The user collects energy from plants using its Z-Power and attacks the target with full force. The power varies, depending on the original move. |
Shattered Psyche |
|
|
180 |
-- |
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 |
|
|
175(Phy)/160(Spe) |
-- |
1 |
-- |
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. |