Locations - In-Depth Details |
X |
Shalour City, Azure Bay - Fish | Details |
Y |
Shalour City, Azure Bay - Fish | Details |
Omega Ruby |
Route 122, Route 124, Route 126, Route 127, Route 128, Route 129, Route 130, Route 131, Route 132, Route 133, Route 134 | Details |
Alpha Sapphire |
Route 122, Route 124, Route 126, Route 127, Route 128, Route 129, Route 130, Route 131, Route 132, Route 133, Route 134 | Details |
Trainer Locations | |
Details |
Generation VI Level Up |
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— |
Hydro Pump |
|
|
110 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
— |
Wide Guard |
|
|
-- |
-- |
10 |
-- |
The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises. |
— |
Healing Wish |
|
|
-- |
-- |
10 |
-- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
— |
Pound |
|
|
40 |
100 |
35 |
-- |
The target is physically pounded with a long tail or a foreleg, etc. |
— |
Water Sport |
|
|
-- |
-- |
15 |
-- |
The user soaks itself with water. The move weakens Fire-type moves for five turns. |
5 |
Aqua Ring |
|
|
-- |
-- |
20 |
-- |
The user envelops itself in a veil made of water. It regains some HP on every turn. |
9 |
Aqua Jet |
|
|
40 |
100 |
20 |
-- |
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
13 |
Double Slap |
|
|
15 |
85 |
10 |
-- |
The target is slapped repeatedly, back and forth, two to five times in a row. |
17 |
Heal Pulse |
|
|
-- |
-- |
10 |
-- |
The user emits a healing pulse which restores the target's HP by up to half of its max HP. |
21 |
Protect |
|
|
-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
25 |
Water Pulse |
|
|
60 |
100 |
20 |
20 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
29 |
Wake-Up Slap |
|
|
70 |
100 |
10 |
-- |
This attack inflicts big damage on a sleeping target. It also wakes the target up, however. |
33 |
Soak |
|
|
-- |
100 |
20 |
-- |
The user shoots a torrent of water at the target and changes the target's type to Water. |
37 |
Wish |
|
|
-- |
-- |
10 |
-- |
One turn after this move is used, the target's HP is restored by half the user's maximum HP. |
41 |
Brine |
|
|
65 |
100 |
10 |
-- |
If the target's HP is down to about half, this attack will hit with double the power. |
45 |
Safeguard |
|
|
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
49 |
Helping Hand |
|
|
-- |
-- |
20 |
-- |
The user assists an ally by boosting the power of its attack. |
53 |
Wide Guard |
|
|
-- |
-- |
10 |
-- |
The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises. |
57 |
Healing Wish |
|
|
-- |
-- |
10 |
-- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
61 |
Hydro Pump |
|
|
110 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
TM & HM Attacks |
|
TM04 |
Calm Mind |
|
|
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM06 |
Toxic |
|
|
-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM07 |
Hail |
|
|
-- |
-- |
10 |
-- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
TM10 |
Hidden Power |
|
|
60 |
100 |
15 |
-- |
A unique attack that varies in type depending on the Pokémon using it. |
TM13 |
Ice Beam |
|
|
90 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM14 |
Blizzard |
|
|
110 |
70 |
5 |
10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
TM16 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
TM17 |
Protect |
|
|
-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
|
|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM20 |
Safeguard |
|
|
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
TM21 |
Frustration |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM27 |
Return |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
|
|
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM30 |
Shadow Ball |
|
|
80 |
100 |
15 |
20 |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
TM32 |
Double Team |
|
|
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM42 |
Facade |
|
|
70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
|
|
-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
|
|
-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM48 |
Round |
|
|
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 |
|
|
80 |
100 |
15 |
30 |
The user shoots boiling hot water at its target. It may also leave the target with a burn. |
TM77 |
Psych Up |
|
|
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM87 |
Swagger |
|
|
-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM88 |
Sleep Talk |
|
|
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM90 |
Substitute |
|
|
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM94 (ORAS) |
Secret Power |
|
|
70 |
100 |
20 |
30 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
TM100 |
Confide |
|
|
-- |
-- |
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 |
|
|
90 |
100 |
15 |
-- |
It swamps the area around the user with a giant wave. It can also be used for crossing water. |
HM05 |
Waterfall |
|
|
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 |
|
|
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. |