Generation VII Level Up |
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— |
Helping Hand |
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-- |
-- |
20 |
-- |
The user assists an ally by boosting the power of that ally's attack. |
— |
Vine Whip |
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45 |
100 |
25 |
-- |
The target is struck with slender, whiplike vines to inflict damage. |
— |
Flower Shield |
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-- |
-- |
10 |
100 |
The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power. |
4 |
Leech Seed |
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-- |
90 |
10 |
-- |
A seed is planted on the target. It steals some HP from the target every turn. |
7 |
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. |
10 |
Magical Leaf |
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60 |
-- |
20 |
-- |
The user scatters curious leaves that chase the target. This attack never misses. |
13 |
Growth |
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-- |
-- |
20 |
-- |
The user's body grows all at once, raising the Attack and Sp. Atk stats. |
16 |
Wrap |
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15 |
90 |
20 |
100 |
A long body, vines, or the like are used to wrap and squeeze the target for four to five turns. |
19 |
Sweet Kiss |
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-- |
75 |
10 |
-- |
The user kisses the target with a sweet, angelic cuteness that causes confusion. |
22 |
Natural Gift |
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?? |
100 |
15 |
-- |
The user draws power to attack by using its held Berry. The Berry determines the move's type and power. |
25 |
Petal Blizzard |
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90 |
100 |
15 |
-- |
The user stirs up a violent petal blizzard and attacks everything around it. |
28 |
Synthesis |
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-- |
-- |
5 |
-- |
The user restores its own HP. The amount of HP regained varies with the weather. |
31 |
Sweet Scent |
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-- |
100 |
20 |
-- |
A sweet scent that harshly lowers opposing Pokémon's evasiveness. |
34 |
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. |
37 |
Floral Healing |
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-- |
-- |
10 |
-- |
The user restores the target's HP by up to half of its max HP. It restores more HP when the terrain is grass. |
40 |
Petal Dance |
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120 |
100 |
10 |
-- |
The user attacks the target by scattering petals for two to three turns. The user then becomes confused. |
43 |
Aromatherapy |
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-- |
-- |
5 |
-- |
The user releases a soothing scent that heals all status conditions affecting the user's party. |
46 |
Grassy Terrain |
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-- |
-- |
10 |
-- |
The user turns the ground to grass for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass type-moves. |
49 |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
TM53 |
Energy Ball |
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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. |
TM56 |
Fling |
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?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. This move's power and effects depend on the item. |
TM62 |
Acrobatics |
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55 |
100 |
15 |
-- |
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
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. |
TM89 |
U-turn |
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70 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
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. |
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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160(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. |
Supersonic Skystrike |
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|
100 |
-- |
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. |
Savage Spin-Out |
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|
140 |
-- |
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. |
Bloom Doom |
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175(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. |
Black Hole Eclipse |
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|
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. |
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. |