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Level-Up AttacksAll | DPP | RSE/FRLG | GSC
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Revenge Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Fighting 60 100%
1 1 Rolling Kick Has a 30% chance to make the target flinch. Physical Damage Fighting 60 85%
6 6 Focus Energy Raises the user's chance for a Critical Hit by two domains. Other Damage Normal N/A N/A
10 10 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 40 100%
15 15 Quick Attack Usually goes first. Physical Damage Normal 40 100%
19 19 Triple Kick Attacks three times in one turn, adding 10 BP for each kick. If a kick misses, the move ends instantly; if one of the kicks breaks a target's Substitute, the real Pokemon will take damage for the remaining kicks. Physical Damage Fighting 10 90%
24 24 Rapid Spin Removes Spikes, Stealth Rock, Toxic Spikes and Leech Seed from the user's side of the field; also frees the user from Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool and Wrap. These effects do not occur if the move misses or is used against Ghost-type Pokemon. Physical Damage Normal 20 100%
28 28 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 Var Dmg 100%
33 33 Feint Almost always goes first. If the target does not use Protect or Detect, this move fails. Physical Damage Normal 50 100%
37 37 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
42 42 Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel Var BP 100%
46 46 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. 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 Detect; 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 Fighting N/A N/A
51 51 Close Combat Lowers the user's Defense and Special Defense by 1 stage. Physical Damage Fighting 120 100%
55 55 Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var Dmg 100%

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