#097 Hypno   

Level-Up MovesAll Generations | DPP | RSE and FRLG | GSC | RBY
DPP and HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
1 1 1 Switcheroo Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Dark N/A 100%
1 1 1 Hypnosis Puts the target to sleep. Other Damage Psychic N/A 70%
1 1 1 Nightmare This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. Other Damage Ghost N/A 100%
1 1 1 Pound Damages the target. Physical Damage Normal 40 100%
7 7 7 Disable The target cannot choose its last move for 4-7 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled. Other Damage Normal N/A 80%
9 9 9 Confusion Has a 10% chance to confuse the target. Special Damage Psychic 50 100%
18 18 18 Poison Gas Poisons the target. Other Damage Poison N/A 55%
21 21 21 Meditate Raises the user's Attack by 1 stage. Other Damage Psychic N/A N/A
28 28 28 Psybeam Has a 10% chance to confuse the target. Special Damage Psychic 65 100%
33 33 33 Psych Up The user copies all six of the target's current stat modifiers. Other Damage Normal N/A N/A
38 38 38 Headbutt Has a 30% chance to make the target flinch. Physical Damage Normal 70 100%
45 45 45 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
50 50 50 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
55 55 55 Nasty Plot Raises the user's Special Attack by 2 stages. Other Damage Dark N/A N/A
64 64 64 Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 80 90%
69 69 69 Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Psychic 80 90%

 

 

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