Generation VII Level Up |
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— |
Electric Terrain |
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-- |
-- |
10 |
-- |
The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. |
— |
Brave Bird |
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120 |
100 |
15 |
-- |
The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot. |
— |
Power Swap |
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-- |
-- |
10 |
-- |
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. |
— |
Mean Look |
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-- |
-- |
5 |
-- |
The user pins the target with a dark, arresting look. The target becomes unable to flee. |
— |
Quick Attack |
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40 |
100 |
30 |
-- |
The user lunges at the target at a speed that makes it almost invisible. This move always goes first. |
— |
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. |
— |
Withdraw |
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-- |
-- |
40 |
-- |
The user withdraws its body into its hard shell, raising its Defense stat. |
— |
Thunder Shock |
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40 |
100 |
30 |
10 |
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. |
8 |
Spark |
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65 |
100 |
20 |
30 |
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. |
14 |
Shock Wave |
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60 |
-- |
20 |
-- |
The user strikes the target with a quick jolt of electricity. This attack never misses. |
20 |
Screech |
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-- |
85 |
40 |
-- |
An earsplitting screech harshly lowers the target's Defense stat. |
26 |
Charge |
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-- |
-- |
20 |
-- |
The user boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat. |
32 |
Wild Charge |
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90 |
100 |
15 |
-- |
The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
38 |
Mirror Move |
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-- |
-- |
20 |
-- |
The user counters the target by mimicking the target's last move. |
43 |
Nature's Madness |
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?? |
90 |
10 |
-- |
The user hits the target with the force of nature. It halves the target's HP. |
48 |
Discharge |
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80 |
100 |
15 |
30 |
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. |
53 |
Agility |
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-- |
-- |
30 |
-- |
The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. |
58 |
Electro Ball |
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?? |
100 |
10 |
-- |
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
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. |
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. |
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. |
TM19 |
Roost |
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-- |
-- |
10 |
-- |
The user lands and rests its body. It restores the user's HP by up to half of its max HP. |
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. |
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. |
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. |
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. |
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. |
TM51 |
Steel Wing |
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70 |
90 |
25 |
10 |
The target is hit with wings of steel. This may also raise the user's Defense 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. |
TM58 |
Sky Drop |
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60 |
100 |
10 |
-- |
The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky. |
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. |
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. |
TM72 |
Volt Switch |
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70 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM73 |
Thunder Wave |
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-- |
90 |
20 |
-- |
The user launches a weak jolt of electricity that paralyzes the target. |
TM76 |
Fly |
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90 |
95 |
15 |
-- |
The user soars and then strikes its target on the next turn. |
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. |
TM93 |
Wild Charge |
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90 |
100 |
15 |
-- |
The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
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. |
Supersonic Skystrike |
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200 |
-- |
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. |
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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160 |
-- |
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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175(Phy)/185(Spe) |
-- |
1 |
-- |
The user hits the target with a powerful electric current collected by its Z-Power. 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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160 |
-- |
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. |
Guardian of Alola |
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|
195 |
-- |
1 |
-- |
The user, the Land Spirit Pokémon, obtains Alola's energy using its Z-Power and attacks the target with full force. This reduces the target's HP greatly. |