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Poliwrath   

DP RSE & FRLG GSC RBY
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MethodNameEffectTypePPPwrAcc
TM/HM 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 15 N/A 100%
Inherited Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Normal 10 N/A N/A
TM/HM Blizzard Has a 10% chance to freeze the target. Ice 5 120 70%
Tutored Body Slam Has a 30% chance to paralyze the target. Normal 15 85 100%
TM/HM Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type. Fighting 15 75 100%
Inherited Bubble Has a 10% chance to lower the target's Speed by 1 stage. Water 30 20 100%
Egg Move Bubblebeam Has a 10% chance to lower the target's Speed by 1 stage. Water 20 65 100%
TM/HM Bulk Up Raises the user's Attack and Defense by 1 stage each. Fighting 20 N/A N/A
Tutored 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 20 Var Dmg 100%
Tutored 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 40 N/A N/A
TM/HM 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 10 60 100%
TM/HM 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 10 60 100%
TM/HM Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
Tutored Double-edge The user receives 1/3 recoil damage. Normal 15 120 100%
Level-Up 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 10 15 85%
Tutored Dynamicpunch Confuses the target. Fighting 5 100 50%
TM/HM Earthquake Power doubles when performed against Pokemon using Dig. Ground 10 100 100%
Tutored 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 10 N/A N/A
TM/HM Facade Power doubles if the user is inflicted with burn, paralysis or poison. Normal 20 70 100%
TM/HM 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 20 150 100%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
TM/HM 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 10 N/A N/A
Egg Move Haze Eliminates any stat modifiers from all active Pokemon. The stat boost from Choice Band is not affected. Ice 30 N/A N/A
Other Method 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. Normal 20 N/A N/A
TM/HM 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 15 Var BP 100%
Inherited Hydro Pump Damages the target. Water 5 120 80%
TM/HM Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Normal 5 150 90%
Level-Up Hypnosis Puts the target to sleep. Psychic 20 N/A 60%
Egg Move 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 20 30 90%
TM/HM Ice Beam Has a 10% chance to freeze the target. Ice 10 95 100%
Tutored Ice Punch Has a 10% chance to freeze the target. Ice 15 75 100%
Tutored Icy Wind Lowers the target's Speed by 1 stage. Ice 15 55 95%
Tutored Mega Kick Damages the target. Normal 5 120 75%
Tutored Mega Punch Damages the target. Normal 20 80 85%
Tutored 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 10 N/A N/A
Tutored 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 10 N/A 100%
Level-Up 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 5 N/A 100%
Egg Move 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 30 N/A N/A
Tutored Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 10 20 100%
TM/HM 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 10 N/A N/A
TM/HM Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Psychic 10 90 100%
TM/HM 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 5 N/A N/A
TM/HM 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 10 N/A N/A
TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Normal 20 Var BP 100%
TM/HM Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Fighting 15 20 100%
TM/HM Rock Tomb Lowers the target's Speed by 1 stage. Rock 10 50 80%
TM/HM 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 20 70 100%
Tutored Seismic Toss Does damage equal to user's level. Fighting 20 Var Dmg 100%
Tutored 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 10 Copy N/A
Tutored Snore Has a 30% chance to make the target flinch; fails if user is awake. Normal 15 40 100%
Egg Move Splash Doesn't do anything (but we still love it). Normal 40 N/A N/A
TM/HM Strength Damages the target. Normal 15 80 100%
Level-Up Submission The user receives 1/4 recoil damage. Fighting 20 80 80%
Tutored 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 10 N/A N/A
TM/HM Surf Power doubles against a target who is in the middle of using Dive. Water 15 95 100%
Tutored Swagger Confuses the target and raises its Attack by 2 stages. Normal 15 N/A 90%
Inherited Sweet Kiss Confuses the target. Normal 10 N/A 75%
TM/HM Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold. Dark 10 40 100%
TM/HM 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 10 N/A 85%
Level-Up Water Gun Damages the target. Water 25 40 100%
TM/HM Water Pulse Has a 20% chance to confuse the target. Water 20 60 100%
Egg Move Water Sport All Fire-type moves are 50% weaker until the user switches out. Water 15 N/A N/A
TM/HM Waterfall Damages the target. Water 15 80 100%

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