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« #060 Poliwag «   » #062 Poliwrath »

#061 Poliwhirl   

General Information
Regular Sprite Shiny Sprite Dex Number:
National Johto Hoenn Sinnoh Unova Kalos Alola
061 073 248 - - Mountain Kalos Pokedex 034 -
Names:
English Japanese German French
Poliwhirl Nyorozo
(ニョロゾ)
Quaputzi Têtarte
Visualisation:
Footprint Body Style Cry Anime Cry
 
Species: Tadpole
Type: Water
Habitat: Water's-edge
Gender Ratio:
Male: 50% Female: 50%
Height:
Imperial: 3ft 3in Metric: 1.0m
Weight:
Imperial: 44.1lbs Metric: 20.0kg
Colour: Blue
Evolution Line:

Poliwag
Level 25

Poliwhirl
Water Stone

Poliwrath
Trade while holding a King's Rock

Politoed
Items Held:
GSC (RBY Tradeback)Berry -
GSC (Wild)King's Rock 8%-
RSE (Wild)King's Rock 5%-
DPP (Wild)King's Rock 5%-
HGSS (Wild)King's Rock 5%-
BW (Wild)King's Rock 5%-
Pokedex Entries:
RedCapable of living in or out of water. When out of water, it sweats to keep its body slimy.
Blue
YellowUnder attack, it uses its belly spiral to put the foe to sleep. It then makes its escape.
GoldThe swirl on its belly subtly undulates. Staring at it may gradually cause drowsiness.
SilverThe skin on most of its body is moist. However, the skin on its belly spiral feels smooth.
CrystalThough it is skilled at walking, it prefers to live underwater where there is less danger.
RubyThe surface of POLIWHIRL's body is always wet and slick with an oily fluid. Because of this greasy covering, it can easily slip and slide out of the clutches of any enemy in battle.
Sapphire
EmeraldIts body surface is always wet and slick with an oily fluid. Because of this greasy covering, it can easily slip and slide out of the clutches of any enemy in battle.
FireRedIts two legs are well developed. Even though it can live on the ground, it prefers living in water.
LeafGreenCapable of living in or out of water. When out of water, it sweats to keep its body slimy.
DiamondThe spiral pattern on its belly subtly undulates. Staring at it gradually causes drowsiness.
Pearl
PlatinumThe spiral pattern on its belly subtly undulates. Staring at it gradually causes drowsiness.
HeartGoldThe swirl on its belly subtly undulates. Staring at it may gradually cause drowsiness.
SoulSilverThe skin on most of its body is moist. However, the skin on its belly spiral feels smooth.
BlackThe spiral pattern on its belly subtly undulates. Staring at it gradually causes drowsiness.
White
Black 2The spiral pattern on its belly subtly undulates. Staring at it gradually causes drowsiness.
White 2
XIt can live in or out of water. When out of water, it constantly sweats to keep its body slimy.
YIts two legs are well developed. Even though it can live on the ground, it prefers living in water.
SunAlthough it can live on land, it prefers to stay in the water, where it has fewer natural enemies.
MoonIt marches over the land in search of bug Pokémon to eat. Then it takes them underwater so it can dine on them where it's safe.
Stadium 1Capable of living on land, but prefers to stay in water. If it is out of water, it sweats to keep its skin moist.
Stadium 2The swirl on its belly subtly undulates. Staring at it may gradually cause drowsiness.
Type and Ability InformationAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC | RBY
RBY Type Information (By Type):
Type
Water x1 x1 x2 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5
RBY Type Information (By Effect):
Type Weaknesses Resistances Immunities
Water
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Water (x0.5)
 
GSC Type Information (By Type):
Type
Water x1 x1 x1 x2 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x0.5
GSC Type Information (By Effect):
Type Weaknesses Resistances Immunities
Water
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x0.5)
 
RSE/FRLG Type Information (By Type):
Type
Water x1 x1 x1 x2 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x0.5
Water (With Water Absorb) x1 x1 x1 x2 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x-1
RSE/FRLG Type Information (By Effect):
Type Weaknesses Resistances Immunities
Water
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x0.5)
 
Water (With Water Absorb)
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x-1)
DPP/HGSS Type Information (By Type):
Type
Water x1 x1 x1 x2 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x0.5
Water (With Water Absorb) x1 x1 x1 x2 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x-1
DPP/HGSS Type Information (By Effect):
Type Weaknesses Resistances Immunities
Water
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x0.5)
 
Water (With Water Absorb)
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x-1)
BW/BW2 Type Information (By Type):
Type
Water x1 x1 x1 x2 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x0.5
Water (With Water Absorb) x1 x1 x1 x2 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x-1
BW/BW2 Type Information (By Effect):
Type Weaknesses Resistances Immunities
Water
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x0.5)
 
Water (With Water Absorb)
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x-1)
XY/ORAS Type Information (By Type):
Type
Water x1 x1 x1 x2 x1 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x0.5
Water (With Water Absorb) x1 x1 x1 x2 x1 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x-1
XY/ORAS Type Information (By Effect):
Type Weaknesses Resistances Immunities
Water
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x0.5)
 
Water (With Water Absorb)
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x-1)
Type Information (By Type):
Type
Water x1 x1 x1 x2 x1 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x0.5
Water (With Water Absorb) x1 x1 x1 x2 x1 x1 x0.5 x1 x1 x2 x1 x0.5 x1 x1 x1 x1 x0.5 x-1
Type Information (By Effect):
Type Weaknesses Resistances Immunities
Water
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x0.5)
 
Water (With Water Absorb)
Electric (x2)
Grass (x2)
Fire (x0.5)
Ice (x0.5)
Steel (x0.5)
Water (x-1)
RSE/FRLG Abilities:
RSE/FRLGDamp (Shimerike - しめりけ):
While this Pokemon is active, no Pokemon on the field can use Selfdestruct or Explosion.
RSE/FRLGWater Absorb (Chosui - ちょすい):
When a Water-type attack hits this Pokemon, it recovers health equal to the damage that it would have taken; this Pokemon can recover up to 25% of its max HP in this way.
DPP/HGSS Abilities:
DPP/HGSSWater Absorb (Chosui - ちょすい):
When a Water-type attack hits this Pokemon, it recovers health equal to the damage that it would have taken; this Pokemon can recover up to 25% of its max HP in this way.
DPP/HGSSDamp (Shimerike - しめりけ):
While this Pokemon is active, no Pokemon on the field can use Selfdestruct or Explosion.
BW/BW2 Abilities:
BW/BW2Water Absorb (Chosui - ちょすい):
When a Water-type attack hits this Pokemon, it recovers health equal to the damage that it would have taken; this Pokemon can recover up to 25% of its max HP in this way.
BW/BW2Damp (Shimerike - しめりけ):
While this Pokemon is active, no Pokemon on the field can use Selfdestruct or Explosion.
BW/BW2 (Hidden)Swift Swim (Suisui - すいすい):
If this Pokemon is active while Rain Dance is in effect, its speed is temporarily doubled.
XY/ORAS Abilities:
XY/ORASWater Absorb (Chosui - ちょすい):
When a Water-type attack hits this Pokemon, it recovers health equal to the damage that it would have taken; this Pokemon can recover up to 25% of its max HP in this way.
XY/ORASDamp (Shimerike - しめりけ):
While this Pokemon is active, no Pokemon on the field can use Selfdestruct or Explosion.
XY/ORAS (Hidden)Swift Swim (Suisui - すいすい):
If this Pokemon is active while Rain Dance is in effect, its speed is temporarily doubled.
SM/USUM Abilities:
SM/USUMWater Absorb (Chosui - ちょすい):
When a Water-type attack hits this Pokemon, it recovers health equal to the damage that it would have taken; this Pokemon can recover up to 25% of its max HP in this way.
SM/USUMDamp (Shimerike - しめりけ):
While this Pokemon is active, no Pokemon on the field can use Selfdestruct or Explosion.
SM/USUM (Hidden)Swift Swim (Suisui - すいすい):
If this Pokemon is active while Rain Dance is in effect, its speed is temporarily doubled.
LocationsAll | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC | RBY
RBY Locations:
VersionAreaMethodFrequency
Red Celadon City Fish
Fish
50%
Route 10 Fish
Fish
50%
Blue Celadon City Fish
Fish
50%
Route 10 Fish
Fish
50%
Yellow Route 22 Fish
Fish
10%
Route 23 Fish
Fish
30%
GSC Locations:
VersionAreaTimeMethodFrequency
Gold Ecruteak City Morning Day Night Surf
Surf
10%
Route 22 Morning Day Night Surf
Surf
10%
Route 28 Morning Day Night Surf
Surf
10%
Route 30 Morning Day Night Surf
Surf
10%
Route 31 Morning Day Night Surf
Surf
10%
Route 44 Morning Day Night Surf
Surf
10%
Silver Cave Outside (Pokemon Center) Morning Day Night Surf
Surf
90%
Violet City Morning Day Night Surf
Surf
10%
Viridian City Morning Day Night Surf
Surf
10%
Silver Ecruteak City Morning Day Night Surf
Surf
10%
Route 22 Morning Day Night Surf
Surf
10%
Route 28 Morning Day Night Surf
Surf
10%
Route 30 Morning Day Night Surf
Surf
10%
Route 31 Morning Day Night Surf
Surf
10%
Route 44 Morning Day Night Surf
Surf
10%
Silver Cave Outside (Pokemon Center) Morning Day Night Surf
Surf
90%
Violet City Morning Day Night Surf
Surf
10%
Viridian City Morning Day Night Surf
Surf
10%
Crystal Ecruteak City Morning Day Night Surf
Surf
10%
Route 22 Morning Day Night Surf
Surf
10%
Route 28 Morning Day Night Surf
Surf
10%
Route 28 Night Walk
Walk
40%
Route 30 Morning Day Night Surf
Surf
10%
Route 31 Morning Day Night Surf
Surf
10%
Route 44 Morning Day Night Surf
Surf
10%
Route 44 Night Walk
Walk
10%
Silver Cave Outside (Pokemon Center) Morning Day Night Surf
Surf
90%
Silver Cave Outside (Pokemon Center) Night Walk
Walk
40%
Violet City Morning Day Night Surf
Surf
10%
Viridian City Morning Day Night Surf
Surf
10%
RSE Locations:
VersionAreaMethodFrequency
Ruby Trade from LeafGreen/FireRed Trade
Trade
-
Sapphire Trade from LeafGreen/FireRed Trade
Trade
-
Emerald Trade from LeafGreen/FireRed Trade
Trade
-
FRLG Locations:
VersionAreaMethodFrequency
FireRed Cape Brink Fish (Super Rod)
Fish (Super Rod)
40%
Cerulean Cave 1F Fish (Super Rod)
Fish (Super Rod)
40%
Cerulean Cave B1 Fish (Super Rod)
Fish (Super Rod)
40%
Four Island Fish (Super Rod)
Fish (Super Rod)
40%
Icefall Cave Entrance Fish (Super Rod)
Fish (Super Rod)
40%
Route 22 Fish (Super Rod)
Fish (Super Rod)
40%
Route 23 Fish (Super Rod)
Fish (Super Rod)
40%
Route 25 Fish (Super Rod)
Fish (Super Rod)
40%
Route 6 Fish (Super Rod)
Fish (Super Rod)
40%
Ruin Valley Fish (Super Rod)
Fish (Super Rod)
40%
Viridian City Fish (Super Rod)
Fish (Super Rod)
40%
LeafGreen Cape Brink Fish (Super Rod)
Fish (Super Rod)
40%
Cerulean Cave 1F Fish (Super Rod)
Fish (Super Rod)
40%
Cerulean Cave B1 Fish (Super Rod)
Fish (Super Rod)
40%
Four Island Fish (Super Rod)
Fish (Super Rod)
40%
Icefall Cave Entrance Fish (Super Rod)
Fish (Super Rod)
40%
Route 22 Fish (Super Rod)
Fish (Super Rod)
40%
Route 23 Fish (Super Rod)
Fish (Super Rod)
40%
Route 25 Fish (Super Rod)
Fish (Super Rod)
40%
Route 6 Fish (Super Rod)
Fish (Super Rod)
40%
Ruin Valley Fish (Super Rod)
Fish (Super Rod)
40%
Viridian City Fish (Super Rod)
Fish (Super Rod)
40%
DPP Locations:
VersionAreaTimeMethodFrequency
Diamond Route 225 [Level 40 - 50] Morning Day Night Surf
Surf
30%
Route 225 [Level 30 - 55] Morning Day Night Fish (Super Rod)
Fish (Super Rod)
35%
Route 227 [Level 40 - 55] Morning Day Night Surf
Surf
70%
Route 228 [Level 40 - 55] Morning Day Night Surf
Surf
70%
Pearl Route 225 [Level 40 - 50] Morning Day Night Surf
Surf
30%
Route 225 [Level 30 - 55] Morning Day Night Fish (Super Rod)
Fish (Super Rod)
35%
Route 227 [Level 40 - 55] Morning Day Night Surf
Surf
70%
Route 228 [Level 40 - 55] Morning Day Night Surf
Surf
70%
Platinum Route 227 [Level 35 - 55] Morning Day Night Surf
Surf
70%
Route 228 [Level 35 - 55] Morning Day Night Surf
Surf
70%
HGSS Locations:
VersionAreaTimeMethodFrequency
HeartGold Cerulean Cave 1F [Level 40] Morning Day Night Fish (Super Rod)
Fish (Super Rod)
30%
Cerulean Cave B1 [Level 40] Morning Day Night Fish (Super Rod)
Fish (Super Rod)
30%
Route 30 [Level 15 - 32] Morning Day Night Surf
Surf
10%
Route 31 [Level 15 - 32] Morning Day Night Surf
Surf
10%
Violet City [Level 15] Morning Day Night Surf
Surf
10%
Ecruteak City [Level 15] Morning Day Night Surf
Surf
10%
Route 44 [Level 20] Morning Day Night Surf
Surf
10%
Mt. Silver [Level 30 - 48] Morning Day Night Surf
Surf
91%
Viridian City [Level 10] Morning Day Night Surf
Surf
10%
Route 28 [Level 40] Morning Day Night Surf
Surf
10%
Route 22 [Level 10] Morning Day Night Surf
Surf
10%
Safari Zone - Meadow Area - 2 Water objects [Level 15] Morning Day Night Fish (Old Rod)
Fish (Old Rod)
-
Safari Zone - Meadow Area - 3 Water objects [Level 16] Morning Day Night Fish (Old Rod)
Fish (Old Rod)
-
Safari Zone - Meadow Area [Level 24 - 25] Morning Day Night Fish (Good Rod)
Fish (Good Rod)
-
Safari Zone - Meadow Area - 5 Water objects [Level 27] Morning Day Night Fish (Good Rod)
Fish (Good Rod)
-
Safari Zone - Meadow Area [Level 35 - 38] Morning Day Night Fish (Super Rod)
Fish (Super Rod)
-
Safari Zone - Rocky Beach Area [Level 16 - 17] Morning Day Night Surf
Surf
-
Sightseeing [Level 15]   PokeWalker
PokeWalker
-
SoulSilver Cerulean Cave 1F [Level 40] Morning Day Night Fish (Super Rod)
Fish (Super Rod)
30%
Cerulean Cave B1 [Level 40] Morning Day Night Fish (Super Rod)
Fish (Super Rod)
30%
Route 30 [Level 15 - 32] Morning Day Night Surf
Surf
10%
Route 31 [Level 15 - 32] Morning Day Night Surf
Surf
10%
Violet City [Level 15] Morning Day Night Surf
Surf
10%
Ecruteak City [Level 15] Morning Day Night Surf
Surf
10%
Route 44 [Level 20] Morning Day Night Surf
Surf
10%
Mt. Silver [Level 30 - 48] Morning Day Night Surf
Surf
91%
Viridian City [Level 10] Morning Day Night Surf
Surf
10%
Route 28 [Level 40] Morning Day Night Surf
Surf
10%
Route 22 [Level 10] Morning Day Night Surf
Surf
10%
Safari Zone - Meadow Area - 2 Water objects [Level 15] Morning Day Night Fish (Old Rod)
Fish (Old Rod)
-
Safari Zone - Meadow Area - 3 Water objects [Level 16] Morning Day Night Fish (Old Rod)
Fish (Old Rod)
-
Safari Zone - Meadow Area [Level 24 - 25] Morning Day Night Fish (Good Rod)
Fish (Good Rod)
-
Safari Zone - Meadow Area - 5 Water objects [Level 27] Morning Day Night Fish (Good Rod)
Fish (Good Rod)
-
Safari Zone - Meadow Area [Level 35 - 38] Morning Day Night Fish (Super Rod)
Fish (Super Rod)
-
Safari Zone - Rocky Beach Area [Level 16 - 17] Morning Day Night Surf
Surf
-
Sightseeing [Level 15]   PokeWalker
PokeWalker
-
BW Locations:
VersionAreaSeasonMethodFrequency
Black Victory Road 1F [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Giant Chasm South Cave [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Giant Chasm North Cave [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Wellspring Cave Opening [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Route 6 [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Challenger's Cave B2 [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Victory Road 1F [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Giant Chasm South Cave [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Giant Chasm North Cave [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Wellspring Cave Opening [Level 35 - 60] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Route 6 [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Challenger's Cave B2 [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
White Victory Road 1F [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Giant Chasm South Cave [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Giant Chasm North Cave [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Wellspring Cave Opening [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Route 6 [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Challenger's Cave B2 [Level 35 - 55] SpringSummerFallWinter Fish
Fish
5%
Victory Road 1F [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Giant Chasm South Cave [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Giant Chasm North Cave [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Wellspring Cave Opening [Level 35 - 60] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Route 6 [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Challenger's Cave B2 [Level 35 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Black 2 Floccesy Ranch [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
130%
Victory Road North Cave 2F [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Victory Road South Ruins [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Victory Road Canyon Outside [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Relic Passage West [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Clay Tunnel [Level 50 - 60] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Route 19 [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Route 20 [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Route 23 [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Outer Pinwheel Forest [Level 55 - 60] SpringSummerFallWinter Hidden Grotto
Hidden Grotto
1%
White 2 Floccesy Ranch [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
130%
Victory Road North Cave 2F [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Victory Road South Ruins [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Victory Road Canyon Outside [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Relic Passage West [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Clay Tunnel [Level 50 - 60] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Route 19 [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Route 20 [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Route 23 [Level 40 - 70] SpringSummerFallWinter Fish (Special)
Fish (Special)
65%
Outer Pinwheel Forest [Level 55 - 60] SpringSummerFallWinter Hidden Grotto
Hidden Grotto
1%
Level-Up MovesAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC | RBY
RBY Level-Up Moves:
RB Y AttackEffectTypePwrAcc
1 1 Bubble Has a ~10% chance to lower the target's Speed by 1 stage. Water 20 100%
16 16 Hypnosis Puts the target to sleep. Psychic N/A 60%
19 19 Water Gun Damages the target. Water 40 100%
26 26 Doubleslap Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. Normal 15 85%
33 33 Body Slam Has a ~30% chance to paralyze the target. Normal 85 100%
41 41 Amnesia Raises the user's Special by 2 stages. Psychic N/A N/A
49 49 Hydro Pump Damages the target. Water 120 80%
GSC Level-Up Moves:
GS C AttackEffectTypePwrAcc
1 1 Bubble Has a ~10% chance to lower the target's Speed by 1 stage. Water 20 100%
7 7 Hypnosis Puts the target to sleep. Psychic N/A 60%
13 13 Water Gun Damages the target. Water 40 100%
19 19 Doubleslap Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. Normal 15 85%
27 27 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Water N/A N/A
35 35 Body Slam Has a ~30% chance to paralyze the target. Normal 85 100%
43 43 Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Normal N/A N/A
51 51 Hydro Pump Damages the target. Water 120 80%
RSE/FRLG Level-Up Moves:
RS E FLAttackEffectTypePwrAcc
1 1 1 Bubble Has a 10% chance to lower the target's Speed by 1 stage. Water 20 100%
7 7 7 Hypnosis Puts the target to sleep. Psychic N/A 60%
13 13 13 Water Gun Damages the target. Water 40 100%
19 19 19 Doubleslap Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. Normal 15 85%
27 27 27 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. Water N/A N/A
35 35 35 Body Slam Has a 30% chance to paralyze the target. Normal 85 100%
43 43 43 Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Normal N/A N/A
51 51 51 Hydro Pump Damages the target. Water 120 80%
DPP/HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
1 1 1 Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water N/A N/A
5 5 5 Bubble Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 20 100%
8 8 8 Hypnosis Puts the target to sleep. Other Damage Psychic N/A 70%
11 11 11 Water Gun Damages the target. Special Damage Water 40 100%
15 15 15 DoubleSlap Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 85%
18 18 18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
21 21 21 Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 85 100%
27 27 27 BubbleBeam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
32 32 32 Mud Shot Lowers the target's Speed by 1 stage. Special Damage Ground 55 95%
37 37 37 Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Other Damage Normal N/A N/A
43 43 43 Wake-Up Slap If the target is asleep, power is doubled but the target will awaken. Physical Damage Fighting 60 100%
48 48 48 Hydro Pump Damages the target. Special Damage Water 120 80%
53 53 53 Mud Bomb Has a 30% chance to lower the target's Accuracy by 1 stage. Special Damage Ground 65 85%
BW/BW2 Level-Up Moves:
BWBW2AttackEffectDamageTypePwrAcc
1 1 Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water N/A N/A
1 1 Hypnosis Puts the target to sleep. Other Damage Psychic N/A 60%
1 1 Bubble Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 20 100%
5 5 Bubble Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 20 100%
8 8 Hypnosis Puts the target to sleep. Other Damage Psychic N/A 60%
11 11 Water Gun Damages the target. Special Damage Water 40 100%
15 15 Doubleslap Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 85%
18 18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
21 21 Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 85 100%
27 27 Bubblebeam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
32 32 Mud Shot Lowers the target's Speed by 1 stage. Special Damage Ground 55 95%
37 37 Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Other Damage Normal N/A N/A
43 43 Wake-Up Slap If the target is asleep, power is doubled but the target will awaken. Physical Damage Fighting 60 100%
48 48 Hydro Pump Damages the target. Special Damage Water 120 80%
53 53 Mud Bomb Has a 30% chance to lower the target's Accuracy by 1 stage. Special Damage Ground 65 85%
XY/ORAS Level-Up Moves:
XYORASAttackEffectDamageTypePwrAcc
1 1 Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water N/A N/A
1 1 Hypnosis Puts the target to sleep. Other Damage Psychic N/A 60%
1 1 Water Gun Damages the target. Special Damage Water 40 100%
5 5 Water Gun Damages the target. Special Damage Water 40 100%
5 5 Bubble Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 40 100%
8 8 Hypnosis Puts the target to sleep. Other Damage Psychic N/A 60%
11 11 Bubble Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 40 100%
15 15 Double Slap Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 85%
18 18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
21 21 Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 85 100%
27 27 Bubble Beam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
32 32 Mud Shot Lowers the target's Speed by 1 stage. Special Damage Ground 55 95%
37 37 Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Other Damage Normal N/A N/A
43 43 Wake-Up Slap If the target is asleep, power is doubled but the target will awaken. Physical Damage Fighting 70 100%
48 48 Hydro Pump Damages the target. Special Damage Water 110 80%
53 53 Mud Bomb Has a 30% chance to lower the target's Accuracy by 1 stage. Special Damage Ground 65 85%
SM/USUM Level-Up Moves:
SMUSUMAttackEffectDamageTypePwrAcc
1 1 Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water N/A N/A
1 1 Hypnosis Puts the target to sleep. Other Damage Psychic N/A 60%
1 1 Water Gun Damages the target. Special Damage Water 40 100%
5 5 Water Gun Damages the target. Special Damage Water 40 100%
8 8 Hypnosis Puts the target to sleep. Other Damage Psychic N/A 60%
11 11 Bubble Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 40 100%
15 15 Double Slap Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 85%
18 18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
21 21 Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 85 100%
27 27 Bubble Beam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
32 32 Mud Shot Lowers the target's Speed by 1 stage. Special Damage Ground 55 95%
37 37 Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Other Damage Normal N/A N/A
43 43 Wake-Up Slap If the target is asleep, power is doubled but the target will awaken. Physical Damage Fighting 70 100%
48 48 Hydro Pump Damages the target. Special Damage Water 110 80%
53 53 Mud Bomb Has a 30% chance to lower the target's Accuracy by 1 stage. Special Damage Ground 65 85%
Breeding Information
Egg Group Water 1 Water 1
Approx Steps to Hatch5120
Egg MovesAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC
GSC Egg Moves:
VersionAttackEffectTypePwrAcc
GSC Mist Protects the user from negative stat modifiers caused by other Pokemon, but not by itself, until it switches out; can be Baton Passed by user. The user's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
GSC Bubblebeam Has a ~10% chance to lower the target's Speed by 1 stage. Water 65 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
GSC Haze Eliminates any stat modifiers from all active Pokemon. Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
GSC Splash Doesn't do anything (but we still love it). Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
GSC Mind Reader This move ensures that the user's next attack will hit against its current target. Even if the user switches out, its replacement's next move will always hit too. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig or Fly, as well as Pokemon behind a Substitute. Normal N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Egg Moves:
VersionAttackEffectTypePwrAcc
RSE/FRLG Mist Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Bubblebeam Has a 10% chance to lower the target's Speed by 1 stage. Water 65 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Haze Eliminates any stat modifiers from all active Pokemon. The stat boost from Choice Band is not affected. Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Splash Doesn't do anything (but we still love it). Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Mind Reader This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. Normal N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Ice Ball The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Ice 30 90%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Water Sport All Fire-type moves are 50% weaker until the user switches out. Water N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Egg Moves:
VersionAttackEffectDamageTypePwrAcc
HGSS Encore The target is forced to use its last attack for the next 2-6 turns. The effects of this move will end immediately if the target runs out of PP for the repeated attack. In double battles, a Pokemon who has received an Encore will target a random opponent with single-target attacks. Other Damage Normal N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Mist Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Other Damage Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS BubbleBeam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Haze Eliminates any stat modifiers from all active Pokemon. The stat boosts from Choice Band, Choice Specs and Choice Scarf are not affected. Other Damage Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Splash Doesn't do anything (but we still love it). Unfortunately, it also cannot be used during the effects of Gravity! :( Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Mind Reader This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var Dmg 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Refresh The user recovers from burn, poison and paralysis. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Ice Ball The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Physical Damage Ice 30 90%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Mud Shot Lowers the target's Speed by 1 stage. Special Damage Ground 55 95%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Egg Moves:
VersionAttackEffectDamageTypePwrAcc
BW/BW2 Mist Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Other Damage Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Bubblebeam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Haze Eliminates any stat modifiers from all active Pokemon. The stat boosts from Choice Band, Choice Specs and Choice Scarf are not affected. Other Damage Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Splash Doesn't do anything (but we still love it). Unfortunately, it also cannot be used during the effects of Gravity! :( Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Mind Reader This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Encore The target is forced to use its last attack for the next three turns. The effects of this move will end immediately if the target runs out of PP for the repeated attack. In double battles, a Pokemon who has received an Encore will target a random opponent with single-target attacks. Other Damage Normal N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var Dmg 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Refresh The user recovers from burn, poison and paralysis. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Ice Ball The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Physical Damage Ice 30 90%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Mud Shot Lowers the target's Speed by 1 stage. Special Damage Ground 55 95%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Egg Moves:
VersionAttackEffectDamageTypePwrAcc
XY/ORAS Mist Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Other Damage Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Bubble Beam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Haze Eliminates any stat modifiers from all active Pokemon. The stat boosts from Choice Band, Choice Specs and Choice Scarf are not affected. Other Damage Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Splash Doesn't do anything (but we still love it). Unfortunately, it also cannot be used during the effects of Gravity! :( Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Mind Reader This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Encore The target is forced to use its last attack for the next three turns. The effects of this move will end immediately if the target runs out of PP for the repeated attack. In double battles, a Pokemon who has received an Encore will target a random opponent with single-target attacks. Other Damage Normal N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var Dmg 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Refresh The user recovers from burn, poison and paralysis. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Ice Ball The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Physical Damage Ice 30 90%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Mud Shot Lowers the target's Speed by 1 stage. Special Damage Ground 55 95%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Egg Moves:
VersionAttackEffectDamageTypePwrAcc
SM/USUM Mist Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Other Damage Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Bubble Beam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Haze Eliminates any stat modifiers from all active Pokemon. The stat boosts from Choice Band, Choice Specs and Choice Scarf are not affected. Other Damage Ice N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Splash Doesn't do anything (but we still love it). Unfortunately, it also cannot be used during the effects of Gravity! :( Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Mind Reader This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Encore The target is forced to use its last attack for the next three turns. The effects of this move will end immediately if the target runs out of PP for the repeated attack. In double battles, a Pokemon who has received an Encore will target a random opponent with single-target attacks. Other Damage Normal N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var BP 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Refresh The user recovers from burn, poison and paralysis. Other Damage Normal N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Ice Ball The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Physical Damage Ice 30 90%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Mud Shot Lowers the target's Speed by 1 stage. Special Damage Ground 55 95%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
Tutored MovesAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC
GSC Tutored Moves:
VersionAttackEffectTypePwrAcc
Crystal Ice Beam Has a ~10% chance to freeze the target. Ice 95 100%
RSE/FRLG Tutored Moves:
VersionAttackEffectTypePwrAcc
Emerald Defense Curl Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout or Ice Ball. Normal N/A N/A
Emerald Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal N/A N/A
Emerald Ice Punch Has a 10% chance to freeze the target. Ice 75 100%
Emerald Icy Wind Lowers the target's Speed by 1 stage. Ice 55 95%
Emerald Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 20 100%
Emerald Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Disabled attacks, Focus Punch, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Normal Copy N/A
Emerald Snore Has a 30% chance to make the target flinch; fails if user is awake. Normal 40 100%
Emerald Swagger Confuses the target and raises its Attack by 2 stages. Normal N/A 90%
Emerald and FRLG Body Slam Has a 30% chance to paralyze the target. Normal 85 100%
Emerald and FRLG Counter Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate. Fighting Var Dmg 100%
Emerald and FRLG Double-edge The user receives 1/3 recoil damage. Normal 120 100%
Emerald and FRLG Mega Kick Damages the target. Normal 120 75%
Emerald and FRLG Mega Punch Damages the target. Normal 80 85%
Emerald and FRLG Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Assist, Counter, Covet, Destiny Bond, Detect, Endure, Focus Punch, Follow Me, Helping Hand, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Thief, Trick or any move that the user already knows. Normal N/A N/A
Emerald and FRLG Mimic This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. Normal N/A 100%
Emerald and FRLG Seismic Toss Does damage equal to user's level. Fighting Var Dmg 100%
Emerald and FRLG Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Normal N/A N/A
DPP/HGSS Tutored Moves:
VersionAttackEffectDamageTypePwrAcc
Platinum and HGSS Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Water 80 100%
Platinum and HGSS Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
Platinum and HGSS Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 55 95%
Platinum and HGSS Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 20 100%
Platinum and HGSS Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 40 100%
HGSS Headbutt Has a 30% chance to make the target flinch. Physical Damage Normal 70 100%
BW/BW2 Tutored Moves:
VersionAttackEffectDamageTypePwrAcc
BW2 Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var Dmg 100%
BW2 Helping Hand Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. Other Damage Normal N/A N/A
BW2 Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
BW2 Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 55 95%
BW2 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal Copy N/A
BW2 Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 40 100%
XY/ORAS Tutored Moves:
VersionAttackEffectDamageTypePwrAcc
ORAS Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var Dmg 100%
ORAS Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal N/A N/A
ORAS Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Physical Damage Fighting 150 100%
ORAS Helping Hand Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. Other Damage Normal N/A N/A
ORAS Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
ORAS Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 55 95%
ORAS Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 50 100%
ORAS Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
SM Tutored Moves:
VersionAttackEffectDamageTypePwrAcc
USUM Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var BP 100%
USUM Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Physical Damage Fighting 150 100%
USUM Helping Hand Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. Other Damage Normal N/A N/A
USUM Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
USUM Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 55 95%
USUM Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 50 100%
USUM Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
Gift MovesAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC | RBY
RBY Gifted Moves:
VersionAttackEffectTypePwrAcc
No moves
GSC Gifted Moves:
VersionAttackEffectTypePwrAcc
No moves
RSE/FRLG Gifted Moves:
VersionAttackEffectTypePwrAcc
No moves
DPP/HGSS Gifted Moves:
VersionAttackEffectDamageTypePwrAcc
HGSS (PokeWalker) Bubble Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 20 100%
HGSS (PokeWalker) Hypnosis Puts the target to sleep. Other Damage Psychic N/A 70%
HGSS (PokeWalker) Water Gun Damages the target. Special Damage Water 40 100%
BW/BW2 Gifted Moves:
VersionAttackEffectDamageTypePwrAcc
No moves
XY/ORAS Gifted Moves:
VersionAttackEffectDamageTypePwrAcc
No moves
SM Gifted Moves:
VersionAttackEffectDamageTypePwrAcc
No moves
TM/HM CompatibilityAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC | RBY
RBY TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
HM01 HM02 HM03 HM04 HM05  
MachineAttackEffectTypePwrAcc
Select a TM/HM to view
TM01 Mega Punch Damages the target. Normal 80 85%
TM05 Mega Kick Damages the target. Normal 120 75%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out or uses Haze. Damage caused by Leech Seed will also increase as Toxic damage increases. Poison N/A 85%
TM08 Body Slam Has a ~30% chance to paralyze the target. Normal 85 100%
TM09 Take Down The user receives 1/4 recoil damage. Normal 90 85%
TM10 Double-edge The user receives 1/4 recoil damage. Normal 100 100%
TM11 Bubblebeam Has a ~10% chance to lower the target's Speed by 1 stage. Water 65 100%
TM12 Water Gun Damages the target. Water 40 100%
TM13 Ice Beam Has a ~10% chance to freeze the target. Ice 95 100%
TM14 Blizzard Has a ~10% chance to freeze the target. Ice 120 90%
TM17 Submission The user receives 1/4 recoil damage. Fighting 80 80%
TM18 Counter Almost always goes last; if an opponent strikes with a Normal- or Fighting-type attack before the user's turn, the user retaliates for twice the damage it had endured. Fighting Var Dmg 100%
TM19 Seismic Toss Does damage equal to user's level. Hits Ghost-type Pokemon. Fighting Var Dmg 100%
TM20 Rage The user attacks uncontrollably until it faints or its target faints. During this time, the user's Attack increases by 1 stage for each time it is hit by the target. If this move misses, the user continues to attack but has only a 1/256 chance to land a hit. Normal 20 100%
TM26 Earthquake Damages the target. Ground 100 100%
TM27 Fissure The target faints; doesn't work on faster or higher-leveled Pokemon. Ground KO 30%
TM29 Psychic Has a ~30% chance to lower the target's Special by 1 stage. Psychic 90 100%
TM31 Mimic This move is temporarily replaced by one of the target's moves; after one PP is subtracted to use this move, the replacement move will retain Mimic's remaining PP. The user can select any of the target's moves to copy until the end of the battle or until the user switches out. There are no move restrictions on Mimic other than itself and Struggle. However, in a link battle, Mimic will copy one of the target's attacks randomly. Normal N/A 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Normal N/A N/A
TM34 Bide The user absorbs all damage for 2-3 turns and then inflicts twice the absorbed damage on its target. This move ignores the target's type but still cannot hit Ghost-type Pokemon. Normal Var Dmg 100%
TM35 Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Struggle or any move that the user already knows. Normal N/A N/A
TM40 Skull Bash The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Normal 100 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns (and then uses a third turn to wake up). However, this move fails if the user's current HP is 511 or 255 HP below its value at full health. Psychic N/A N/A
TM46 Psywave Randomly inflicts set damage between a minimum of 1 HP and a maximum of [1.5x the user's level] HP. Psychic Var Dmg 80%
TM50 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon. In-game, the user can still be inflicted with status effects and stat modifiers from other Pokemon, but this is fixed in Pokemon Stadium. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Normal N/A N/A
HM03 Surf Damages the target. Water 95 100%
HM04 Strength Damages the target. Normal 80 100%
GSC TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
HM01 HM02 HM03 HM04 HM05 HM06 HM07  
MachineAttackEffectTypePwrAcc
Select a TM/HM to view
TM02 Headbutt Has a ~30% chance to make the target flinch. Normal 70 100%
TM03 Curse When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. ??? N/A N/A
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out. Poison N/A 85%
TM08 Rock Smash Has a ~50% chance to lower the target's Defense by 1 stage. Fighting 20 100%
TM10 Hidden Power Varies in power and type depending on the user's DVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal Var BP 100%
TM13 Snore Has a ~30% chance to make the target flinch; fails if user is awake. Normal 40 100%
TM14 Blizzard Has a ~10% chance to freeze the target. Ice 120 70%
TM16 Icy Wind Lowers the target's Speed by 1 stage. Ice 55 95%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Water N/A N/A
TM20 Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal Var BP 100%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Normal Var BP 100%
TM29 Psychic Has a ~10% chance to lower the target's Special Defense by 1 stage. Psychic 90 100%
TM31 Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 20 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Normal N/A N/A
TM33 Ice Punch Has a ~10% chance to freeze the target. Ice 75 100%
TM34 Swagger Confuses the target and raises its Attack by 2 stages. Normal N/A 90%
TM35 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. If Rest is selected, user recovers its HP and stays asleep for two more turns. Sleep Talk can choose an attack that has run out of PP; the generated attacks also do not cost PP, and it cannot generate itself, Bide, Disabled attacks or two-turn attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Normal Copy N/A
TM40 Defense Curl Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout. Normal N/A N/A
TM43 Detect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Fighting N/A N/A
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item Dark 40 100%
HM03 Surf Damages the target. Water 95 100%
HM04 Strength Damages the target. Normal 80 100%
HM06 Whirlpool Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass. Water 15 70%
HM07 Waterfall Damages the target. Water 80 100%
RSE/FRLG TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08  
MachineAttackEffectTypePwrAcc
Select a TM/HM to view
TM01 Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Fighting 150 100%
TM03 Water Pulse Has a 20% chance to confuse the target. Water 60 100%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Poison N/A 85%
TM07 Hail Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Ice N/A N/A
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal Var BP 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. Ice 120 70%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal Var BP 100%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Ground 60 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Psychic 90 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Normal N/A N/A
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Normal 70 100%
TM43 Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles and very shallow water), its Attack may be lowered by 1 stage while surfing on river or ocean water, its Defense may be lowered by 1 stage while diving underwater, its Speed may be lowered by 1 stage while surfing on pond water, its Accuracy may be lowered by 1 stage on beach and desert sand, it may flinch in caves, it may become confused on rocky outdoor terrain, it may be poisoned on ashy terrain and it may become paralyzed everywhere else (including link battles). Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold. Dark 40 100%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Water 95 100%
HM04 Strength Damages the target. Normal 80 100%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Fighting 20 100%
HM07 Waterfall Damages the target. Water 80 100%
HM08 Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Water 60 100%
DPP TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Physical Damage Fighting 150 100%
TM03 Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 85%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Ice 120 70%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).

In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
Physical Damage Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM58 Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal N/A N/A
TM78 Captivate Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. Other Damage Normal N/A 100%
TM82 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal Copy N/A
TM83 Natural Gift The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Normal Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 95 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM07 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
HGSS TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Physical Damage Fighting 150 100%
TM03 Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 85%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Ice 120 70%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).

In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
Physical Damage Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM58 Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal N/A N/A
TM78 Captivate Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. Other Damage Normal N/A 100%
TM82 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal Copy N/A
TM83 Natural Gift The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Normal Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 95 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Whirlpool Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or it uses U-Turn. Base power also doubles when performed against a Pokemon in the middle of using Dive. Special Damage Water 15 70%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM07 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
BW TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 HM01 HM02 HM03 HM04 HM05
HM06  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 120 70%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM55 Scald Has a 30% chance to burn the target. Special Damage Water 80 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM78 Bulldoze Lowers the target's Speed by 1 stage. Physical Damage Ground 60 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM94 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 95 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
HM06 Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Water 80 100%
BW2 TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 HM01 HM02 HM03 HM04 HM05
HM06  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 120 70%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM55 Scald Has a 30% chance to burn the target. Special Damage Water 80 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM78 Bulldoze Lowers the target's Speed by 1 stage. Physical Damage Ground 60 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM94 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 95 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
HM06 Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Water 80 100%
XY TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 TM96 TM97 TM98 TM99 TM100
HM01 HM02 HM03 HM04 HM05  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 60 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 90 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 110 70%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 60 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM55 Scald Has a 30% chance to burn the target. Special Damage Water 80 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM78 Bulldoze Lowers the target's Speed by 1 stage. Physical Damage Ground 60 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM88 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal Copy N/A
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM94 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
TM98 Power-Up Punch Raises the user's Evasion by 2 stages; however, Stomp and Steamroller retain their normal accuracy and double in power against Minimized opponents. Physical Damage Fighting 40 100
TM100 Confide This move never misses and lowers the target's Special Attack by one stage. Other Damage Normal N/A N/A
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 90 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
ORAS TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 TM96 TM97 TM98 TM99 TM100
HM01 HM02 HM03 HM04 HM05 HM06 HM07  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 60 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 90 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 110 70%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 60 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM55 Scald Has a 30% chance to burn the target. Special Damage Water 80 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM78 Bulldoze Lowers the target's Speed by 1 stage. Physical Damage Ground 60 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM88 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal Copy N/A
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM94 Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles). Physical Damage Normal 70 100%
TM98 Power-Up Punch Raises the user's Evasion by 2 stages; however, Stomp and Steamroller retain their normal accuracy and double in power against Minimized opponents. Physical Damage Fighting 40 100
TM100 Confide This move never misses and lowers the target's Special Attack by one stage. Other Damage Normal N/A N/A
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 90 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM07 Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Water 80 100%
SM TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 TM96 TM97 TM98 TM99 TM100
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 60 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 90 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 110 70%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM31 Brick Break