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Houndoom   

DP RSE & FRLG GSC
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MethodNameEffectDamageTypePPPwrAcc
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. Other Damage Normal 15 N/A 100%
Level-Up Beat Up Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats. Physical Damage Dark 10 10 100%
Level-Up Bite Has a 30% chance to make the target flinch. Physical Damage Dark 25 60 100%
Tutored Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 15 85 100%
TM/HM 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 20 N/A 100%
Inherited Charm Lowers the target's Attack by 2 stages. Other Damage Normal 20 N/A 100%
Egg Move 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. Physical Damage Fighting 20 Var Dmg 100%
Level-Up Crunch Has a 20% chance to lower the target's Defense by 1 stage. Physical Damage Dark 15 80 100%
TM/HM Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 15 80 100%
TM/HM Double Team Raises the user's Evasion by 1 stage. Other Damage Normal 15 N/A N/A
Tutored Double-edge The user receives 1/3 recoil damage. Physical Damage Normal 15 120 100%
TM/HM Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 15 100 100%
Level-Up Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark 15 N/A 100%
Level-Up Ember Has a 10% chance to burn the target. Special Damage Fire 25 40 100%
TM/HM 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 10 N/A N/A
TM/HM Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 20 70 100%
Level-Up Faint Attack Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Dark 20 60 100%
TM/HM Fire Blast Has a 10% chance to burn the target. Special Damage Fire 5 120 85%
Level-Up Fire Fang Has a 10% chance to burn the target. Has a 10% chance to make the target flinch. Both effects can occur from a single use. Physical Damage Fire 15 65 95%
Egg Move Fire Spin 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. Special Damage Fire 15 15 70%
Level-Up Flamethrower Has a 10% chance to burn the target. Special Damage Fire 15 95 100%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
TM/HM Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 5 150 90%
Tutored Heat Wave Has a 10% chance to burn the target. Special Damage Fire 10 100 90%
TM/HM 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 15 Var BP 100%
Level-Up Howl Raises the user's Attack by 1 stage. Other Damage Normal 40 N/A N/A
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. Special Damage Normal 5 150 90%
TM/HM Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 15 100 75%
Level-Up Leer Lowers the target's Defense by 1 stage. Other Damage Normal 30 N/A 100%
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. Other Damage Normal 10 N/A N/A
Tutored Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 10 20 100%
Level-Up Nasty Plot Raises the user's Special Attack by 2 stages. Other Damage Dark 20 N/A N/A
TM/HM 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 15 Var BP 100%
Tutored 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 15 N/A 100%
Level-Up Odor Sleuth Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type moves. Other Damage Normal 40 N/A N/A
TM/HM Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 5 140 90%
TM/HM Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 10 50 100%
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. 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 10 N/A N/A
Egg Move Punishment Power increases for every positive stat modifier of the target's. Physical Damage Dark 5 Var BP 100%
Egg Move Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Dark 20 40 100%
Egg Move Rage The user's Attack rises by 1 stage if attacked before its next move. Physical Damage Normal 20 20 100%
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. Other Damage Psychic 10 N/A N/A
TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Egg Move Reversal Base power increases as the user's HP decreases. Physical Damage Fighting 15 Var BP 100%
Level-Up Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal 20 N/A 100%
TM/HM Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 15 40 100%
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), 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 20 70 100%
TM/HM Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 15 80 100%
TM/HM 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 10 Copy N/A
TM/HM Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 10 90 100%
Level-Up Smog Has a 40% chance to poison the target. Special Damage Poison 20 20 70%
TM/HM Snatch Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In double battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. dp Other Damage Dark 10 N/A N/A
Tutored Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 15 40 100%
TM/HM SolarBeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 10 120 100%
Egg Move 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 10 N/A 100%
TM/HM Strength Damages the target. Physical Damage Normal 15 80 100%
TM/HM 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 10 N/A N/A
Tutored 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 5 80 100%
TM/HM Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire 5 N/A N/A
TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
Tutored 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 20 60 100%
TM/HM Taunt Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark 20 N/A 100%
TM/HM 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 10 40 100%
Level-Up Thunder Fang Has a 10% chance to paralyze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. Physical Damage Electric 15 65 95%
TM/HM Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Other Damage Dark 15 N/A 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. Other Damage Poison 10 N/A 85%
Tutored 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 10 50 100%
TM/HM Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire 15 N/A 75%

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