Soundproof | Gives full immunity to all sound-based moves. |
Static | Contact with the Pokémon may cause paralysis. |
Soundproof | Gives full immunity to all sound-based moves. |
Static | Contact with the Pokémon may cause paralysis. |
Hidden Aftermath | Damages the attacker landing the finishing hit. |
Soundproof | Gives full immunity to all sound-based moves. |
Static | Contact with the Pokémon may cause paralysis. |
Hidden Aftermath | Damages the attacker landing the finishing hit. |
Soundproof | Gives full immunity to all sound-based moves. |
Static | Contact with the Pokémon may cause paralysis. |
Hidden Aftermath | Damages the attacker landing the finishing hit. |
rb | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
50 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
17 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
29 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
- | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
40 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
22 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
y | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
50 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
17 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
29 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
- | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
40 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
22 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
gs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
48 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
- | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
40 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
23 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
- | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
29 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
34 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
17 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
44 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
9 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
c | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
48 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
- | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
40 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
23 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
- | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
29 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
34 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
17 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
44 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
9 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
rs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
8 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
59 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
15 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
48 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
27 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
34 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
21 | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Charge | ele | 20 | - | - |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
41 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
- | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
54 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
e | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
8 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
59 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
15 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
48 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
27 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
34 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
21 | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Charge | ele | 20 | - | - |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
41 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
- | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
54 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
fl | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
8 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
59 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
15 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
48 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
27 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
34 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
21 | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Charge | ele | 20 | - | - |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
41 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
- | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
54 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
dp | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
8 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
46 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
15 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
35 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
26 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
19 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
12 | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
22 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
- | Charge | ele | 20 | - | - |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
- | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
40 | Magnet Rise | ele | 10 | - | - |
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The user levitates using electrically generated magnetism for five turns. |
5 | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
29 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
57 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
51 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
p | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
8 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
46 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
15 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
35 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
26 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
19 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
12 | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
22 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
- | Charge | ele | 20 | - | - |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
- | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
40 | Magnet Rise | ele | 10 | - | - |
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The user levitates using electrically generated magnetism for five turns. |
5 | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
29 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
57 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
51 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
hs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
8 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
46 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
15 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
35 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
26 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
19 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
12 | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
22 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
- | Charge | ele | 20 | - | - |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
- | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
40 | Magnet Rise | ele | 10 | - | - |
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The user levitates using electrically generated magnetism for five turns. |
5 | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
29 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
57 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
51 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
bw | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
57 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
5 | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
29 | Electro Ball | ele | 10 | - | 100% |
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The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. |
46 | Magnet Rise | ele | 10 | - | - |
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The user levitates using electrically generated magnetism for five turns. |
40 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
19 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
22 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
12 | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
26 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
35 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
15 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
51 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
- | Charge | ele | 20 | - | - |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
62 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
8 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
b2w2 | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
57 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
5 | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
29 | Electro Ball | ele | 10 | - | 100% |
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The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. |
46 | Magnet Rise | ele | 10 | - | - |
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The user levitates using electrically generated magnetism for five turns. |
40 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
19 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
22 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
12 | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
26 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
35 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
15 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
51 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
- | Charge | ele | 20 | - | - |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
62 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
8 | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
xy | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
15 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
46 | Magnet Rise | ele | 10 | - | - |
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The user levitates using electrically generated magnetism for five turns. |
40 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
12 | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Charge | ele | 20 | - | - |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
26 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
8 | Eerie Impulse | ele | 15 | - | 100% |
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The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
- | Magnetic Flux | ele | 20 | - | - |
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The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability. |
- | Sonic Boom | nor | 20 | - | 90% |
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Always inflicts 20HP damage. |
- | Spark | ele | 20 | 65 | 100% |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
- | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
35 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
5 | Tackle | nor | 35 | 50 | 100% |
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A physical attack in which the user charges and slams into the foe with its whole body. |
19 | Screech | nor | 40 | - | 85% |
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Sharply reduces the foe's DEFENSE. |
29 | Electro Ball | ele | 10 | - | 100% |
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The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. |
57 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
22 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
62 | Mirror Coat | psy | 20 | - | 100% |
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Counters the foe's special attack at double the power. |
51 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
rb | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM034 | Bide | nor | 10 | - | - |
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Waits 2-3 turns & hits back double. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM047 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM031 | Mimic | nor | 10 | - | - |
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Copies a move used by the foe. |
TM020 | Rage | nor | 20 | 20 | 100% |
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Raises ATTACK if the user is hit. |
TM033 | Reflect | psy | 20 | - | - |
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Raises DEFENSE with a barrier. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM036 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
TM040 | Skull Bash | nor | 10 | 130 | 100% |
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1st turn: Prepare 2nd turn: Attack |
TM050 | Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM039 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
TM009 | Take Down | nor | 20 | 90 | 85% |
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A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. |
TM030 | Teleport | psy | 20 | - | - |
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A move for fleeing from battle. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM045 | Thunder Wave | ele | 20 | - | 100% |
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A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
y | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM034 | Bide | nor | 10 | - | - |
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Waits 2-3 turns & hits back double. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM047 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM031 | Mimic | nor | 10 | - | - |
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Copies a move used by the foe. |
TM020 | Rage | nor | 20 | 20 | 100% |
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Raises ATTACK if the user is hit. |
TM033 | Reflect | psy | 20 | - | - |
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Raises DEFENSE with a barrier. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM036 | Self-Destruct | nor | 5 | 200 | 100% |
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Powerful but makes the user faint. |
TM040 | Skull Bash | nor | 10 | 130 | 100% |
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1st turn: Prepare 2nd turn: Attack |
TM050 | Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM039 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
TM009 | Take Down | nor | 20 | 90 | 85% |
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A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. |
TM030 | Teleport | psy | 20 | - | - |
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A move for fleeing from battle. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM045 | Thunder Wave | ele | 20 | - | 100% |
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A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
gs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM003 | Curse | gho | 10 | - | - |
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Works differently for ghost-types. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM020 | Endure | nor | 10 | - | - |
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The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM002 | Headbutt | nor | 15 | 70 | 100% |
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An attack that may make foe flinch. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM004 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
TM035 | Sleep Talk | nor | 10 | - | - |
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While it is asleep, the user randomly uses one of the moves it knows. |
TM013 | Snore | nor | 15 | 50 | 100% |
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An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
TM034 | Swagger | nor | 15 | - | 90% |
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The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM039 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM007 | Zap Cannon | ele | 5 | 120 | 50% |
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An attack that always paralyzes. |
c | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM003 | Curse | gho | 10 | - | - |
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Works differently for ghost-types. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM020 | Endure | nor | 10 | - | - |
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The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM002 | Headbutt | nor | 15 | 70 | 100% |
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An attack that may make foe flinch. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM004 | Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
TM035 | Sleep Talk | nor | 10 | - | - |
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While it is asleep, the user randomly uses one of the moves it knows. |
TM013 | Snore | nor | 15 | 50 | 100% |
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An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
TM034 | Swagger | nor | 15 | - | 90% |
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The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM039 | Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM007 | Zap Cannon | ele | 5 | 120 | 50% |
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An attack that always paralyzes. |
rs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM042 | Facade | nor | 20 | 70 | 100% |
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An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM016 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM043 | Secret Power | nor | 20 | 70 | 100% |
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The user attacks with a secret power. Its added effects vary depending on the user's environment. |
TM034 | Shock Wave | ele | 20 | 60 | - |
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The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
TM012 | Taunt | dar | 20 | - | 100% |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM046 | Thief | dar | 25 | 60 | 100% |
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The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM041 | Torment | dar | 15 | - | 100% |
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The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
e | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM042 | Facade | nor | 20 | 70 | 100% |
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An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM016 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM043 | Secret Power | nor | 20 | 70 | 100% |
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The user attacks with a secret power. Its added effects vary depending on the user's environment. |
TM034 | Shock Wave | ele | 20 | 60 | - |
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The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
TM012 | Taunt | dar | 20 | - | 100% |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM046 | Thief | dar | 25 | 60 | 100% |
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The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM041 | Torment | dar | 15 | - | 100% |
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The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
fl | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM042 | Facade | nor | 20 | 70 | 100% |
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An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM016 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM043 | Secret Power | nor | 20 | 70 | 100% |
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The user attacks with a secret power. Its added effects vary depending on the user's environment. |
TM034 | Shock Wave | ele | 20 | 60 | - |
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The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
TM012 | Taunt | dar | 20 | - | 100% |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM046 | Thief | dar | 25 | 60 | 100% |
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The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM041 | Torment | dar | 15 | - | 100% |
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The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
dp | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM057 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM058 | Endure | nor | 10 | - | - |
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The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
TM064 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
TM042 | Facade | nor | 20 | 70 | 100% |
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An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM070 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM068 | Giga Impact | nor | 5 | 150 | 90% |
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The user charges at the target using every bit of its power. The user must rest on the next turn. |
TM074 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM016 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
TM083 | Natural Gift | nor | 15 | - | 100% |
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The user draws power to attack by using its held Berry. The Berry determines its type and power. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM043 | Secret Power | nor | 20 | 70 | 100% |
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The user attacks with a secret power. Its added effects vary depending on the user's environment. |
TM034 | Shock Wave | ele | 20 | 60 | - |
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The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
TM082 | Sleep Talk | nor | 10 | - | - |
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While it is asleep, the user randomly uses one of the moves it knows. |
TM090 | Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM087 | Swagger | nor | 15 | - | 90% |
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The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM012 | Taunt | dar | 20 | - | 100% |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM046 | Thief | dar | 25 | 60 | 100% |
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The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM073 | Thunder Wave | ele | 20 | - | 100% |
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A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM041 | Torment | dar | 15 | - | 100% |
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The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
p | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM057 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM058 | Endure | nor | 10 | - | - |
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The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
TM064 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
TM042 | Facade | nor | 20 | 70 | 100% |
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An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM070 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM068 | Giga Impact | nor | 5 | 150 | 90% |
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The user charges at the target using every bit of its power. The user must rest on the next turn. |
TM074 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM016 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
TM083 | Natural Gift | nor | 15 | - | 100% |
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The user draws power to attack by using its held Berry. The Berry determines its type and power. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM043 | Secret Power | nor | 20 | 70 | 100% |
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The user attacks with a secret power. Its added effects vary depending on the user's environment. |
TM034 | Shock Wave | ele | 20 | 60 | - |
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The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
TM082 | Sleep Talk | nor | 10 | - | - |
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While it is asleep, the user randomly uses one of the moves it knows. |
TM090 | Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM087 | Swagger | nor | 15 | - | 90% |
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The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM012 | Taunt | dar | 20 | - | 100% |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM046 | Thief | dar | 25 | 60 | 100% |
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The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM025 | Thunder | ele | 10 | 110 | 70% |
![]() |
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM073 | Thunder Wave | ele | 20 | - | 100% |
![]() |
A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
![]() |
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM041 | Torment | dar | 15 | - | 100% |
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The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
hs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM057 | Charge Beam | ele | 10 | 50 | 90% |
![]() |
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM058 | Endure | nor | 10 | - | - |
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The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
TM064 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
TM042 | Facade | nor | 20 | 70 | 100% |
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An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM070 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM068 | Giga Impact | nor | 5 | 150 | 90% |
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The user charges at the target using every bit of its power. The user must rest on the next turn. |
TM074 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM016 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
TM083 | Natural Gift | nor | 15 | - | 100% |
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The user draws power to attack by using its held Berry. The Berry determines its type and power. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM043 | Secret Power | nor | 20 | 70 | 100% |
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The user attacks with a secret power. Its added effects vary depending on the user's environment. |
TM034 | Shock Wave | ele | 20 | 60 | - |
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The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
TM082 | Sleep Talk | nor | 10 | - | - |
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While it is asleep, the user randomly uses one of the moves it knows. |
TM090 | Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM087 | Swagger | nor | 15 | - | 90% |
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The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM012 | Taunt | dar | 20 | - | 100% |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM046 | Thief | dar | 25 | 60 | 100% |
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The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM073 | Thunder Wave | ele | 20 | - | 100% |
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A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM041 | Torment | dar | 15 | - | 100% |
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The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
bw | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM057 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM064 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
TM042 | Facade | nor | 20 | 70 | 100% |
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An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM070 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM068 | Giga Impact | nor | 5 | 150 | 90% |
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The user charges at the target using every bit of its power. The user must rest on the next turn. |
TM074 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM016 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM048 | Round | nor | 15 | 60 | 100% |
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The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM090 | Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM087 | Swagger | nor | 15 | - | 90% |
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The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM012 | Taunt | dar | 20 | - | 100% |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM046 | Thief | dar | 25 | 60 | 100% |
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The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM073 | Thunder Wave | ele | 20 | - | 100% |
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A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM041 | Torment | dar | 15 | - | 100% |
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The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM072 | Volt Switch | ele | 20 | 70 | 100% |
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After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM093 | Wild Charge | ele | 15 | 90 | 100% |
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The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
b2w2 | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM057 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM064 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
TM042 | Facade | nor | 20 | 70 | 100% |
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An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM070 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM068 | Giga Impact | nor | 5 | 150 | 90% |
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The user charges at the target using every bit of its power. The user must rest on the next turn. |
TM074 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM016 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM048 | Round | nor | 15 | 60 | 100% |
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The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM090 | Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM087 | Swagger | nor | 15 | - | 90% |
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The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM012 | Taunt | dar | 20 | - | 100% |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM046 | Thief | dar | 25 | 60 | 100% |
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The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM073 | Thunder Wave | ele | 20 | - | 100% |
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A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM041 | Torment | dar | 15 | - | 100% |
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The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM072 | Volt Switch | ele | 20 | 70 | 100% |
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After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM093 | Wild Charge | ele | 15 | 90 | 100% |
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The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
xy | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
TM057 | Charge Beam | ele | 10 | 50 | 90% |
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The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
TM100 | Confide | nor | 20 | - | - |
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The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
TM032 | Double Team | nor | 15 | - | - |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM064 | Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
TM042 | Facade | nor | 20 | 70 | 100% |
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An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM070 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
TM021 | Frustration | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
TM068 | Giga Impact | nor | 5 | 150 | 90% |
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The user charges at the target using every bit of its power. The user must rest on the next turn. |
TM074 | Gyro Ball | ste | 5 | - | 100% |
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The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
TM010 | Hidden Power | nor | 15 | 60 | 100% |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM015 | Hyper Beam | nor | 5 | 150 | 90% |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM016 | Light Screen | psy | 30 | - | - |
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A wonderous wall of light is put up to reduce damage from special attacks for five turns. |
TM017 | Protect | nor | 10 | - | - |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM018 | Rain Dance | wat | 5 | - | - |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM044 | Rest | psy | 10 | - | - |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM027 | Return | nor | 20 | - | 100% |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
TM048 | Round | nor | 15 | 60 | 100% |
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The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM088 | Sleep Talk | nor | 10 | - | - |
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While it is asleep, the user randomly uses one of the moves it knows. |
TM090 | Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM087 | Swagger | nor | 15 | - | 90% |
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The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM012 | Taunt | dar | 20 | - | 100% |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM046 | Thief | dar | 25 | 60 | 100% |
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The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM025 | Thunder | ele | 10 | 110 | 70% |
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A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM073 | Thunder Wave | ele | 20 | - | 100% |
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A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM024 | Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM041 | Torment | dar | 15 | - | 100% |
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The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM006 | Toxic | poi | 10 | - | 90% |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM072 | Volt Switch | ele | 20 | 70 | 100% |
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After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM093 | Wild Charge | ele | 15 | 90 | 100% |
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The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
rb | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
HM05 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
y | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
HM05 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
gs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
HM05 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
c | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
HM05 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
rs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
HM05 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
e | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
HM05 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
fl | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
HM05 | Flash | nor | 20 | - | 100% |
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Blinds the foe to reduce accuracy. |
dp | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by HM. |
p | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by HM. |
hs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by HM. |
bw | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by HM. |
b2w2 | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by HM. |
xy | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by HM. |
rb | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by tutoring. |
y | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by tutoring. |
gs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by tutoring. |
c | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
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Thunderbolt | ele | 15 | 90 | 100% |
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A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
rs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by tutoring. |
e | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
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Endure | nor | 10 | - | - |
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The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
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Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
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Mimic | nor | 10 | - | - |
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Copies a move used by the foe. |
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Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
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Sleep Talk | nor | 10 | - | - |
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While it is asleep, the user randomly uses one of the moves it knows. |
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Snore | nor | 15 | 50 | 100% |
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An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
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Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
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Swagger | nor | 15 | - | 90% |
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The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
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Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
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Thunder Wave | ele | 20 | - | 100% |
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A weak electric charge is launched at the foe. It causes paralysis if it hits. |
fl | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
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Explosion | nor | 5 | 250 | 100% |
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Very powerful but makes user faint. |
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Mimic | nor | 10 | - | - |
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Copies a move used by the foe. |
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Substitute | nor | 10 | - | - |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
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Thunder Wave | ele | 20 | - | 100% |
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A weak electric charge is launched at the foe. It causes paralysis if it hits. |
dp | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by tutoring. |
p | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
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Magnet Rise | ele | 10 | - | - |
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The user levitates using electrically generated magnetism for five turns. |
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Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
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Signal Beam | bug | 15 | 75 | 100% |
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The user attacks with a sinister beam of light. It may also confuse the target. |
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Snore | nor | 15 | 50 | 100% |
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An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
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Sucker Punch | dar | 5 | 80 | 100% |
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This move enables the user to attack first. It fails if the target is not readying an attack, however. |
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Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
hs | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
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Headbutt | nor | 15 | 70 | 100% |
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An attack that may make foe flinch. |
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Magic Coat | psy | 15 | - | - |
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A barrier reflects back to the foe moves like Leech Seed and moves that damage status. |
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Magnet Rise | ele | 10 | - | - |
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The user levitates using electrically generated magnetism for five turns. |
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Rollout | roc | 20 | 30 | 90% |
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The user continually rolls into the foe over five turns. It becomes stronger each time it hits. |
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Signal Beam | bug | 15 | 75 | 100% |
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The user attacks with a sinister beam of light. It may also confuse the target. |
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Snore | nor | 15 | 50 | 100% |
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An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
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Sucker Punch | dar | 5 | 80 | 100% |
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This move enables the user to attack first. It fails if the target is not readying an attack, however. |
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Swift | nor | 20 | 60 | - |
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Star-shaped rays are shot at the foe. This attack never misses. |
bw | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by tutoring. |
b2w2 | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
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Foul Play | dar | 15 | 95 | 100% |
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The user turns the target's power against it. The higher the target's Attack stat, the greater the damage. |
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Magic Coat | psy | 15 | - | - |
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A barrier reflects back to the foe moves like Leech Seed and moves that damage status. |
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Magnet Rise | ele | 10 | - | - |
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The user levitates using electrically generated magnetism for five turns. |
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Signal Beam | bug | 15 | 75 | 100% |
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The user attacks with a sinister beam of light. It may also confuse the target. |
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Sleep Talk | nor | 10 | - | - |
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While it is asleep, the user randomly uses one of the moves it knows. |
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Snore | nor | 15 | 50 | 100% |
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An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
xy | Name | Type | PP | Pwr. | Acc. | Class | Definition |
---|---|---|---|---|---|---|---|
Electrode does learn any moves by tutoring. |