Locations - In-Depth Details |
X |
Shalour City, Azure Bay - Fish | Details |
Y |
Shalour City, Azure Bay - Fish | Details |
Omega Ruby |
Route 107, Route 124, Route 126, Route 128, Route 129, Route 130 | Details |
Alpha Sapphire |
Route 107, Route 124, Route 126, Route 128, Route 129, Route 130 | Details |
Trainer Locations | |
Details |
X & Y Level Up |
|
— |
Eerie Impulse |
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-- |
100 |
15 |
-- |
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
— |
Water Gun |
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40 |
100 |
25 |
-- |
The target is blasted with a forceful shot of water. |
— |
Supersonic |
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-- |
55 |
20 |
-- |
The user generates odd sound waves from its body. It may confuse the target. |
— |
Thunder Wave |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
6 |
Thunder Wave |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
9 |
Flail |
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?? |
100 |
15 |
-- |
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
12 |
Bubble |
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40 |
100 |
30 |
10 |
A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats. |
17 |
Confuse Ray |
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-- |
100 |
10 |
-- |
The target is exposed to a sinister ray that triggers confusion. |
20 |
Spark |
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65 |
100 |
20 |
30 |
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
23 |
Take Down |
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90 |
85 |
20 |
-- |
A reckless, full-body charge attack for slamming into the target. It also damages the user a little. |
27 |
Stockpile |
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-- |
-- |
20 |
-- |
The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. |
27 |
Swallow |
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-- |
-- |
10 |
-- |
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. |
27 |
Spit Up |
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?? |
100 |
10 |
-- |
The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage. |
30 |
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 damage. |
35 |
Bubble Beam |
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65 |
100 |
20 |
10 |
A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats. |
40 |
Signal Beam |
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75 |
100 |
15 |
10 |
The user attacks with a sinister beam of light. It may also confuse the target. |
47 |
Discharge |
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80 |
100 |
15 |
30 |
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
52 |
Aqua Ring |
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-- |
-- |
20 |
-- |
The user envelops itself in a veil made of water. It regains some HP on every turn. |
57 |
Hydro Pump |
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110 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
60 |
Ion Deluge |
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-- |
-- |
25 |
-- |
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves. |
64 |
Charge |
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-- |
-- |
20 |
-- |
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
ΩRαS Level Up |
|
— |
Eerie Impulse |
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-- |
100 |
15 |
-- |
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
— |
Bubble |
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40 |
100 |
30 |
10 |
A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats. |
— |
Supersonic |
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-- |
55 |
20 |
-- |
The user generates odd sound waves from its body. It may confuse the target. |
— |
Thunder Wave |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
— |
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 damage. |
6 |
Thunder Wave |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
9 |
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 damage. |
12 |
Water Gun |
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40 |
100 |
25 |
-- |
The target is blasted with a forceful shot of water. |
17 |
Confuse Ray |
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-- |
100 |
10 |
-- |
The target is exposed to a sinister ray that triggers confusion. |
20 |
Bubble Beam |
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65 |
100 |
20 |
10 |
A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats. |
23 |
Spark |
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65 |
100 |
20 |
30 |
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
27 |
Stockpile |
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-- |
-- |
20 |
-- |
The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. |
27 |
Swallow |
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-- |
-- |
10 |
-- |
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. |
27 |
Spit Up |
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?? |
100 |
10 |
-- |
The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage. |
29 |
Signal Beam |
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75 |
100 |
15 |
10 |
The user attacks with a sinister beam of light. It may also confuse the target. |
33 |
Flail |
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?? |
100 |
15 |
-- |
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
37 |
Discharge |
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80 |
100 |
15 |
30 |
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
43 |
Take Down |
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90 |
85 |
20 |
-- |
A reckless, full-body charge attack for slamming into the target. It also damages the user a little. |
47 |
Aqua Ring |
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-- |
-- |
20 |
-- |
The user envelops itself in a veil made of water. It regains some HP on every turn. |
51 |
Hydro Pump |
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110 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
54 |
Ion Deluge |
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-- |
-- |
25 |
-- |
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves. |
58 |
Charge |
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-- |
-- |
20 |
-- |
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
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. |
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. |
TM13 |
Ice Beam |
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90 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM14 |
Blizzard |
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110 |
70 |
5 |
10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
TM15 |
Hyper Beam |
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150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM17 |
Protect |
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-- |
-- |
10 |
-- |
It 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. |
TM21 |
Frustration |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM24 |
Thunderbolt |
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90 |
100 |
15 |
10 |
A strong electric blast is loosed at the target. It 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. It may also leave the target with paralysis. |
TM27 |
Return |
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?? |
100 |
20 |
-- |
A full-power attack that 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 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
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-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
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. |
TM48 |
Round |
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60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM55 |
Scald |
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80 |
100 |
15 |
30 |
The user shoots boiling hot water at its target. It may also leave the target with a burn. |
TM57 |
Charge Beam |
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50 |
90 |
10 |
70 |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk 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 must rest on the next turn. |
TM70 |
Flash |
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-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
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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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM87 |
Swagger |
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-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it 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. |
TM93 |
Wild Charge |
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90 |
100 |
15 |
-- |
The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
TM94 (ORAS) |
Secret Power |
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70 |
100 |
20 |
30 |
The user attacks the target with a secret power. Its added 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. |
HM03 |
Surf |
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90 |
100 |
15 |
-- |
It swamps the area around the user with a giant wave. It can also be used for crossing water. |
HM05 |
Waterfall |
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80 |
100 |
15 |
20 |
The user charges at the target and may make it flinch. It can also be used to climb a waterfall. |
HM07 (ORAS) |
Dive |
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80 |
100 |
10 |
-- |
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
Egg Moves (Details) |
Agility |
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-- |
-- |
30 |
-- |
Details |
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat. |
Amnesia |
 |
 |
-- |
-- |
20 |
-- |
Details |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
Brine |
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65 |
100 |
10 |
-- |
Details |
If the target's HP is down to about half, this attack will hit with double the power. |
Flail |
 |
 |
?? |
100 |
15 |
-- |
Details |
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
Mist |
 |
 |
-- |
-- |
30 |
-- |
Details |
The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns. |
Psybeam |
 |
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65 |
100 |
20 |
10 |
Details |
The target is attacked with a peculiar ray. It may also cause confusion. |
Screech |
 |
 |
-- |
85 |
40 |
-- |
Details |
An earsplitting screech harshly reduces the target's Defense stat. |
Shock Wave |
 |
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60 |
-- |
20 |
-- |
Details |
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. |
Soak |
 |
 |
-- |
100 |
20 |
-- |
Details |
The user shoots a torrent of water at the target and changes the target's type to Water. |
Water Pulse |
 |
 |
60 |
100 |
20 |
20 |
Details |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
Whirlpool |
 |
 |
35 |
85 |
15 |
100 |
Details |
Traps foes in a violent swirling whirlpool for four to five turns. |
Transfer Only Moves (Details) |
|
Dive |
 |
 |
80 |
100 |
10 |
-- |
Gen V HM06 |
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
Endure |
 |
 |
-- |
-- |
10 |
-- |
Gen IV TM58 |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Captivate |
 |
 |
-- |
100 |
20 |
-- |
Gen IV TM78 |
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. |
Natural Gift |
 |
 |
?? |
100 |
15 |
-- |
Gen IV TM83 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Dive |
 |
 |
80 |
100 |
10 |
-- |
Move Tutor - PtHGSS |
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
Sucker Punch |
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80 |
100 |
5 |
-- |
Move Tutor - PtHGSS |
This move enables the user to attack first. It fails if the target is not readying an attack, however. |
Double-edge |
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120 |
100 |
15 |
-- |
Move Tutor - FRLG |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Mimic |
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-- |
-- |
10 |
-- |
Move Tutor - FRLG |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
Endure |
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-- |
-- |
10 |
-- |
Move Tutor - Emerald |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |