Generation VII Level Up |
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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. |
— |
Aromatherapy |
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-- |
-- |
5 |
-- |
The user releases a soothing scent that heals all status conditions affecting the user's party. |
— |
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. |
— |
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. |
5 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
10 |
Aurora Beam |
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65 |
100 |
20 |
10 |
The target is hit with a rainbow-colored beam. This may also lower the target's Attack stat. |
18 |
Gravity |
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-- |
-- |
5 |
-- |
Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can't be used. |
26 |
Geomancy |
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-- |
-- |
10 |
-- |
The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn. |
35 |
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. |
44 |
Megahorn |
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120 |
85 |
10 |
-- |
Using its tough and impressive horn, the user rams into the target with no letup. |
51 |
Night Slash |
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70 |
100 |
15 |
-- |
The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
55 |
Horn Leech |
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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. |
59 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
63 |
Misty Terrain |
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-- |
-- |
10 |
-- |
This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns. |
72 |
Nature Power |
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-- |
-- |
20 |
-- |
This attack makes use of nature's power. Its effects vary depending on the user's environment. |
80 |
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. |
88 |
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. |
93 |
Outrage |
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120 |
100 |
10 |
-- |
The user rampages and attacks for two to three turns. The user then becomes confused. |
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. |
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. |
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. |
TM21 |
Frustration |
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?? |
100 |
20 |
-- |
This full-power attack grows more powerful the less the user likes its Trainer. |
TM24 |
Thunderbolt |
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90 |
100 |
15 |
10 |
A strong electric blast crashes down on the target. This 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. This may also leave the target with paralysis. |
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. |
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. |
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, its power is increased. |
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. |
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. |
TM80 |
Rock Slide |
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75 |
90 |
10 |
30 |
Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
TM86 |
Grass Knot |
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?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the move's power. |
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. |
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. |
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. |
All-Out Pummeling |
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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. |
Continental Crush |
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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. |
Savage Spin-Out |
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190 |
-- |
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. |
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. |
Bloom Doom |
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140(Phy)/160(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. |
Gigavolt Havoc |
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185 |
-- |
1 |
-- |
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. |
Shattered Psyche |
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160(Phy)/175(Spe) |
-- |
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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120 |
-- |
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. |
Devastating Drake |
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|
190 |
-- |
1 |
-- |
The user materializes its aura using its Z-Power and attacks the target with full force. The power varies, depending on the original move. |
Black Hole Eclipse |
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140 |
-- |
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 |
-- |
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. |