| Level-Up Attacks - [Back to top] |
| Lv. |
Name |
Type |
Cat. |
C. Type |
Power |
Acc. |
Eff. Acc. |
PP |
Effect |
| 0 |
Splash |
 |
 |
 |
-- |
-- |
-- |
40 |
The user just flops and splashes around to no effect at all… |
| 7 |
Psywave |
 |
 |
 |
?? |
80 |
-- |
15 |
The foe is attacked with an odd, hot energy wave. The attack varies in intensity. |
| 10 |
Odor Sleuth |
 |
 |
 |
-- |
-- |
-- |
40 |
Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe. |
| 14 |
Psybeam |
 |
 |
 |
65 |
100 |
10 |
20 |
The foe is attacked with a peculiar ray. It may also leave the target confused. |
| 15 |
Psych Up |
 |
 |
 |
-- |
-- |
-- |
10 |
The user hypnotizes itself into copying any stat change made by the foe. |
| 18 |
Confuse Ray |
 |
 |
 |
-- |
100 |
-- |
10 |
The foe is exposed to a sinister ray that triggers confusion. |
| 21 |
Magic Coat |
 |
 |
 |
-- |
-- |
-- |
15 |
A barrier reflects back to the foe moves like Leech Seed and moves that damage status. |
| 26 |
Zen Headbutt |
 |
 |
 |
80 |
90 |
20 |
15 |
The user focuses its willpower to its head and rams the foe. It may also make the target flinch. |
| 29 |
Rest |
 |
 |
 |
-- |
-- |
-- |
10 |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
| 29 |
Snore |
 |
 |
 |
40 |
100 |
30 |
15 |
An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
| 34 |
Payback |
 |
 |
 |
50 |
100 |
-- |
10 |
If the user can use this attack after the foe attacks, its power is doubled. |
| 41 |
Psychic |
 |
 |
 |
90 |
100 |
10 |
10 |
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. |
| 46 |
Power Gem |
 |
 |
 |
70 |
100 |
-- |
20 |
The user attacks with a ray of light that sparkles as if it were made of gemstones. |
| 48 |
Bounce |
 |
 |
 |
85 |
85 |
30 |
5 |
The user bounces up high, then drops on the foe on the second turn. It may also paralyze the foe. |
| TM/HM Attacks - [Back to top] |
| TM/HM |
Name |
Type |
Cat. |
C. Type |
Power |
Acc. |
Eff. Acc. |
PP |
Effect |
| 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 |
 |
 |
 |
-- |
85 |
-- |
10 |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM10 |
Hidden Power |
 |
 |
 |
?? |
100 |
-- |
15 |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM11 |
Sunny Day |
 |
 |
 |
-- |
-- |
-- |
5 |
The user intensifies the sun for five turns, powering up Fire-type moves. |
| TM12 |
Taunt |
 |
 |
 |
-- |
100 |
-- |
20 |
The foe is taunted into a rage that allows it to use only attack moves for two to four turns. |
| 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. |
| TM21 |
Frustration |
 |
 |
 |
?? |
100 |
-- |
20 |
A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM23 |
Iron Tail |
 |
 |
 |
100 |
75 |
30 |
15 |
The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat. |
| 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 foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. |
| TM30 |
Shadow Ball |
 |
 |
 |
80 |
100 |
20 |
15 |
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. |
| TM32 |
Double Team |
 |
 |
 |
-- |
-- |
-- |
15 |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM33 |
Reflect |
 |
 |
 |
-- |
-- |
-- |
20 |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
| TM34 |
Shock Wave |
 |
 |
 |
60 |
-- |
-- |
20 |
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| TM41 |
Torment |
 |
 |
 |
-- |
100 |
-- |
15 |
The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
| TM42 |
Facade |
 |
 |
 |
70 |
100 |
-- |
20 |
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
| TM43 |
Secret Power |
 |
 |
 |
70 |
100 |
30 |
20 |
The user attacks with a secret power. Its added effects vary depending on the user's environment. |
| 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 foe becomes infatuated and less likely to attack. |
| TM46 |
Thief |
 |
 |
 |
40 |
100 |
-- |
10 |
The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
| TM48 |
Skill Swap |
 |
 |
 |
-- |
-- |
-- |
10 |
The user employs its psychic power to exchange abilities with the foe. |
| TM49 |
Snatch |
 |
 |
 |
-- |
-- |
-- |
10 |
The user steals the effects of any healing or status- changing move the foe attempts to use. |
| TM57 |
Charge Beam |
 |
 |
 |
50 |
90 |
70 |
10 |
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
| TM58 |
Endure |
 |
 |
 |
-- |
-- |
-- |
10 |
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
| TM66 |
Payback |
 |
 |
 |
50 |
100 |
-- |
10 |
If the user can use this attack after the foe attacks, its power is doubled. |
| TM67 |
Recycle |
 |
 |
 |
-- |
-- |
-- |
10 |
The user recycles a single-use item that has been used in battle so it can be used again. |
| TM70 |
Flash |
 |
 |
 |
-- |
100 |
-- |
20 |
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. |
| TM73 |
Thunder Wave |
 |
 |
 |
-- |
100 |
-- |
20 |
A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM77 |
Psych Up |
 |
 |
 |
-- |
-- |
-- |
10 |
The user hypnotizes itself into copying any stat change made by the foe. |
| TM78 |
Captivate |
 |
 |
 |
-- |
100 |
-- |
20 |
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
| TM82 |
Sleep Talk |
 |
 |
 |
-- |
-- |
-- |
10 |
While it is asleep, the user randomly uses one of the moves it knows. |
| TM83 |
Natural Gift |
 |
 |
 |
?? |
100 |
-- |
15 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
| TM85 |
Dream Eater |
 |
 |
 |
100 |
100 |
-- |
15 |
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. |
| TM86 |
Grass Knot |
 |
 |
 |
?? |
100 |
-- |
20 |
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
| TM87 |
Swagger |
 |
 |
 |
-- |
90 |
-- |
15 |
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
| TM90 |
Substitute |
 |
 |
 |
-- |
-- |
-- |
10 |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
| TM92 |
Trick Room |
 |
 |
 |
-- |
-- |
-- |
5 |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
| Egg Moves - [Back to top] |
| Name |
Type |
Cat. |
C. Type |
Power |
Acc. |
Eff. Acc. |
PP |
Effect |
|
Future Sight |
 |
 |
 |
80 |
90 |
-- |
15 |
Two turns after this move is used, the foe is attacked with a hunk of psychic energy. |
|
Extrasensory |
 |
 |
 |
80 |
100 |
10 |
30 |
The user attacks with an odd, unseeable power. It may also make the foe flinch. |
|
Substitute |
 |
 |
 |
-- |
-- |
-- |
10 |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
|
Trick |
 |
 |
 |
-- |
100 |
-- |
10 |
The user catches the foe off guard and swaps the foe's held item with its own. |
|
Zen Headbutt |
 |
 |
 |
80 |
90 |
20 |
15 |
The user focuses its willpower to its head and rams the foe. It may also make the target flinch. |
|
Amnesia |
 |
 |
 |
-- |
-- |
-- |
20 |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
|
Mirror Coat |
 |
 |
 |
?? |
100 |
-- |
20 |
A retaliation move that counters any special attack, inflicting double the damage taken. |
| Statistics - [Back to top] |
| Description |
HP |
ATK |
DEF |
SP ATK |
SP DEF |
SPD |
| Base Stats |
60 |
25 |
35 |
70 |
80 |
60 |
| EVs Earned |
0 |
0 |
0 |
0 |
1 |
0 |
| Hindering Nature |
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained |
120 - 136 152 - 167
230 - 261 293 - 324
|
27 - 41 55 - 69
50 - 77 106 - 134
|
36 - 50 64 - 78
68 - 95 124 - 152
|
68 - 81 96 - 110
131 - 158 187 - 215
|
77 - 90 105 - 119
149 - 176 205 - 233
|
59 - 72 87 - 101
113 - 140 169 - 197
|
| Neutral Nature |
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained |
120 - 136 152 - 167
230 - 261 293 - 324
|
30 - 46 62 - 77
55 - 86 118 - 149
|
40 - 56 72 - 87
75 - 106 138 - 169
|
75 - 91 107 - 122
145 - 176 208 - 239
|
85 - 101 117 - 132
165 - 196 228 - 259
|
65 - 81 97 - 112
125 - 156 188 - 219
|
| Beneficial Nature |
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained |
|