#151 Mew   

Tutored MovesAll Generations | DPP | RSE and FRLG | GSC
DPP and HGSS Tutored Moves:
VersionAttackEffectDamageTypePwrAcc
Platinum Air Cutter Has a high critical hit ratio. Special Damage Flying 55 95%
Platinum AncientPower Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Rock 60 100%
Platinum Aqua Tail Damages the target. Physical Damage Water 90 90%
Platinum Bounce On the first turn, the user bounces into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air 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 descends and has a 30% chance to paralyze the target. Physical Damage Flying 85 85%
Platinum 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 Earth Power Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Ground 90 100%
Platinum Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var Dmg 100%
Platinum Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 75 100%
Platinum Fury Cutter The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap. Physical Damage Bug 10 95%
Platinum Gastro Acid Negates the target's ability as long as it remains in battle. Other Damage Poison N/A 100%
Platinum Gunk Shot Has a 30% chance to poison the target. Physical Damage Poison 120 70%
Platinum Heat Wave Has a 10% chance to burn the target. Special Damage Fire 100 90%
Platinum 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
Platinum Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
Platinum Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 55 95%
Platinum Iron Defense Raises the user's Defense by 2 stages. Other Damage Steel N/A N/A
Platinum Iron Head Has a 30% chance to make the target flinch. Physical Damage Steel 80 100%
Platinum Knock Off Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Physical Damage Dark 20 100%
Platinum Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 130 100%
Platinum Magnet Rise The user receives immunity against Ground-type attacks for five turns. Other Damage Electric N/A N/A
Platinum Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 20 100%
Platinum Ominous Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Ghost 60 100%
Platinum Outrage The user attacks uncontrollably for 2-3 turns and then gets confused. Physical Damage Dragon 120 100%
Platinum Rollout 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 Rock 30 90%
Platinum Seed Bomb Damages the target. Physical Damage Grass 80 100%
Platinum Signal Beam Has a 10% chance to confuse the target. Special Damage Bug 75 100%
Platinum Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 40 100%
Platinum Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost N/A 100%
Platinum Sucker Punch Almost always goes first, but fails if the target doesn't select a move that will damage the user. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority. Physical Damage Dark 80 100%
Platinum Superpower Lowers the user's Attack and Defense by 1 stage each after use. Physical Damage Fighting 120 100%
Platinum Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Normal 60 100%
Platinum Synthesis Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Other Damage Grass N/A N/A
Platinum ThunderPunch Has a 10% chance to paralyze the target. Physical Damage Electric 75 100%
Platinum Trick 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 Psychic N/A 100%
Platinum Twister Has a 20% chance to make the target flinch; power doubles while the target is in mid-air via Fly or Bounce. Special Damage Dragon 40 100%
Platinum Uproar The user causes an Uproar and attacks uncontrollably for 2-5 turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up. Special Damage Normal 50 100%
Platinum Vacuum Wave Usually goes first. Special Damage Fighting 40 100%
Platinum Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 80 90%
HGSS Block As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. Other Damage Normal N/A N/A
HGSS Bug Bite The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Tanga Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. Physical Damage Bug 60 100%
HGSS Gravity The immunities provided by Magnet Rise, Levitate and the Flying-type are negated for all active Pokemon for five turns; these Pokemon will be affected by Ground-type moves, Arena Trap, Spikes and Toxic Spikes. Pokemon in the middle of using Bounce or Fly when Gravity is activated will immediately return to the ground, and Bounce, Fly, Hi Jump Kick, Jump Kick and Splash cannot be used until Gravity wears off. Other Damage Psychic N/A N/A
HGSS Headbutt Has a 30% chance to make the target flinch. Physical Damage Normal 70 100%
HGSS Heal Bell Every Pokemon in the user's party is cured of status conditions. Allied Pokemon who have Soundproof are not affected. Other Damage Normal N/A N/A
HGSS Low Kick Base power increases as the target's weight increases. Physical Damage Fighting Var BP 100%
HGSS Magic Coat Almost always goes first. Until the end of the turn, the user will reflect one disabling move back at its user (including teammates); these include status effect inducers, confusion inducers (including Flatter and Swagger), Attract, trapping moves that do not damage, Leech Seed, Worry Seed, Gastro Acid and negative stat modifiers (except Defog). In double battles, Magic Coat will only reflect the first applicable move performed against its user before wearing off. Other Damage Psychic N/A N/A
HGSS Pain Split Calculates the average of the user's current HP and the target's HP; the HP of both Pokemon is set to this average. Pokemon can be healed by Pain Split even under the effects of Heal Block. Other Damage Normal Var Dmg N/A
HGSS Role Play The user's own ability is overwritten with the target's ability; does nothing if the target's ability is Wonder Guard. Other Damage Psychic N/A N/A
HGSS Sky Attack The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Also has a 30% chance to make the target flinch. Physical Damage Flying 140 90%
HGSS String Shot Lowers the target's Speed by 1 stage. Other Damage Bug N/A 95%
HGSS Super Fang This move halves the target's current HP. Physical Damage Normal Var Dmg 90%
HGSS Tailwind Speed is doubled for every Pokemon on the user's team for three turns; the turn used to perform Tailwind is included in this total, as are any turns used to switch around Pokemon. Other Damage Flying N/A N/A
HGSS Worry Seed The target's ability, unless it has Multitype or Truant, is changed to Insomnia until it switches out. Other Damage Grass N/A 100%
Gift MovesAll Generations | DPP | RSE and FRLG | GSC | RBY
DPP and HGSS Gifted Moves:
VersionAttackEffectDamageTypePwrAcc
Gen 4 Special Event Teleport Escapes from wild battles; fails automatically in trainer and link battles. Other Damage Psychic N/A N/A

 

 

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