| Level-Up Attacks - [Back to top] |
| Lv. |
Name |
Type |
Cat. |
C. Type |
Power |
Acc. |
Eff. Acc. |
PP |
Effect |
| 0 |
Sky Attack |
 |
 |
 |
140 |
90 |
30 |
5 |
A second-turn attack move with a high critical-hit ratio. It may also make the target flinch. |
| 0 |
Extremespeed |
 |
 |
 |
80 |
100 |
-- |
5 |
The user charges the foe at blinding speed. This attack always goes before any other move. |
| 0 |
Aura Sphere |
 |
 |
 |
90 |
-- |
-- |
20 |
The user looses a blast of aura power from deep within its body. This move is certain to hit. |
| 0 |
Air Slash |
 |
 |
 |
75 |
95 |
30 |
20 |
The user attacks with a blade of air that slices even the sky. It may also make the target flinch. |
| TM/HM Attacks - [Back to top] |
| TM/HM |
Name |
Type |
Cat. |
C. Type |
Power |
Acc. |
Eff. Acc. |
PP |
Effect |
| TM01 |
Focus Punch |
 |
 |
 |
150 |
100 |
-- |
20 |
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. |
| TM03 |
Water Pulse |
 |
 |
 |
60 |
100 |
20 |
20 |
The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
| 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. |
| TM15 |
Hyper Beam |
 |
 |
 |
150 |
90 |
-- |
5 |
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| 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. |
| TM22 |
Solarbeam |
 |
 |
 |
120 |
100 |
-- |
10 |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
| 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. |
| TM31 |
Brick Break |
 |
 |
 |
75 |
100 |
-- |
15 |
The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. |
| 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. |
| TM35 |
Flamethrower |
 |
 |
 |
95 |
100 |
10 |
15 |
The foe is scorched with an intense blast of fire. The target may also be left with a burn. |
| TM38 |
Fire Blast |
 |
 |
 |
120 |
85 |
10 |
5 |
The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
| TM40 |
Aerial Ace |
 |
 |
 |
60 |
-- |
-- |
20 |
The user confounds the foe with speed, then slashes. The attack lands without fail. |
| 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. |
| TM47 |
Steel Wing |
 |
 |
 |
70 |
90 |
10 |
25 |
The foe is hit with wings of steel. It may also raise the user's Defense stat. |
| TM51 |
Roost |
 |
 |
 |
-- |
-- |
-- |
10 |
The user lands and rests its body. It restores the user's HP by up to half of its max HP. |
| TM56 |
Fling |
 |
 |
 |
?? |
100 |
-- |
10 |
The user flings its held item at the foe to attack. Its power and effects depend on the item. |
| TM58 |
Endure |
 |
 |
 |
-- |
-- |
-- |
10 |
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
| TM60 |
Drain Punch |
 |
 |
 |
60 |
100 |
-- |
5 |
An energy-draining punch. The user's HP is restored by half the damage taken by the target. |
| TM62 |
Silver Wind |
 |
 |
 |
60 |
100 |
10 |
5 |
The foe is attacked with powdery scales blown by wind. It may also raise all the user's stats. |
| TM68 |
Giga Impact |
 |
 |
 |
150 |
90 |
-- |
5 |
The user charges at the foe using every bit of its power. The user must rest on the next turn. |
| 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. |
| TM88 |
Pluck |
 |
 |
 |
60 |
100 |
-- |
20 |
The user pecks the foe. If the foe is holding a Berry, the user plucks it and gains its effect. |
| TM90 |
Substitute |
 |
 |
 |
-- |
-- |
-- |
10 |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
| HM02 |
Fly |
 |
 |
 |
90 |
95 |
-- |
15 |
The user soars, then strikes on the second turn. It can also be used for flying to any familiar town. |
| HM05 |
Defog |
 |
 |
 |
-- |
-- |
-- |
15 |
Obstacles are moved, reducing the foe's evasion stat. It can also be used to clear deep fog, etc. |
| HM06 |
Rock Smash |
 |
 |
 |
40 |
100 |
50 |
15 |
The user slugs the foe with a shattering punch. It can also smash cracked boulders. |
| Egg Moves - [Back to top] |
| Name |
Type |
Cat. |
C. Type |
Power |
Acc. |
Eff. Acc. |
PP |
Effect |
|
Present |
 |
 |
 |
?? |
90 |
-- |
15 |
The user attacks by giving the foe a booby-trapped gift. It restores HP sometimes, however. |
|
Mirror Move |
 |
 |
 |
-- |
-- |
-- |
20 |
The user counters the foe by mimicking the move last used by the foe. |
|
Peck |
 |
 |
 |
35 |
100 |
-- |
35 |
The foe is jabbed with a sharply pointed beak or horn. |
|
Foresight |
 |
 |
 |
-- |
-- |
-- |
40 |
Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe. |
|
Future Sight |
 |
 |
 |
80 |
90 |
-- |
15 |
Two turns after this move is used, the foe is attacked with a hunk of psychic energy. |
|
Substitute |
 |
 |
 |
-- |
-- |
-- |
10 |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
|
Psych Up |
 |
 |
 |
-- |
-- |
-- |
10 |
The user hypnotizes itself into copying any stat change made by the foe. |
|
Nasty Plot |
 |
 |
 |
-- |
-- |
-- |
20 |
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk. |
|
Psycho Shift |
 |
 |
 |
-- |
90 |
-- |
10 |
Using its psychic power of suggestion, the user transfers its status problems to the target. |
|
Lucky Chant |
 |
 |
 |
-- |
-- |
-- |
30 |
The user chants an incantation toward the sky, preventing the foe from landing critical hits. |
| Statistics - [Back to top] |
| Description |
HP |
ATK |
DEF |
SP ATK |
SP DEF |
SPD |
| Base Stats |
85 |
50 |
95 |
120 |
115 |
80 |
| EVs Earned |
0 |
0 |
0 |
2 |
1 |
0 |
| Hindering Nature |
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained |
145 - 161 177 - 192
280 - 311 343 - 374
|
50 - 63 78 - 92
95 - 122 151 - 179
|
90 - 104 118 - 132
176 - 203 232 - 260
|
113 - 126 141 - 155
221 - 248 277 - 305
|
108 - 122 136 - 150
212 - 239 268 - 296
|
77 - 90 105 - 119
149 - 176 205 - 233
|
| Neutral Nature |
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained |
145 - 161 177 - 192
280 - 311 343 - 374
|
55 - 71 87 - 102
105 - 136 168 - 199
|
100 - 116 132 - 147
195 - 226 258 - 289
|
125 - 141 157 - 172
245 - 276 308 - 339
|
120 - 136 152 - 167
235 - 266 298 - 329
|
85 - 101 117 - 132
165 - 196 228 - 259
|
| Beneficial Nature |
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained |
145 - 161 177 - 192
280 - 311 343 - 374
|
61 - 78 95 - 112
116 - 150 185 - 219
|
110 - 127 145 - 162
215 - 249 284 - 318
|
138 - 155 172 - 189
270 - 304 339 - 373
|
132 - 149 167 - 184
259 - 293 328 - 362
|
94 - 111 128 - 145
182 - 216 251 - 285
|