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Suicune   

DP RSE & FRLG GSC
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MethodNameEffectTypePPPwrAcc
Level-Up Aurora Beam Has a ~10% chance to lower the target's Attack by 1 stage. Ice 20 65 100%
Level-Up Bite Has a ~30% chance to make the target flinch. Dark 25 60 100%
GSC TM/HM Blizzard Has a ~10% chance to freeze the target. Ice 5 120 70%
Level-Up Bubblebeam Has a ~10% chance to lower the target's Speed by 1 stage. Water 20 65 100%
GSC TM/HM Curse When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. ??? 10 N/A N/A
GSC TM/HM Cut Damages the target. Normal 30 50 95%
GSC TM/HM 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. Fighting 5 N/A N/A
GSC TM/HM Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake, Magnitude and Fissure can hit underground, with Earthquake and Magnitude having doubled power; the user may also be hit underground if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Ground 10 60 100%
GSC TM/HM Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
GSC 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. Normal 10 N/A N/A
GSC TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
Level-Up Gust Power doubles if the target is in mid-air via Fly. Flying 35 40 100%
GSC TM/HM Headbutt Has a ~30% chance to make the target flinch. Normal 15 70 100%
GSC TM/HM Hidden Power Varies in power and type depending on the user's DVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal 15 Var BP 100%
Level-Up Hydro Pump Damages the target. Water 5 120 80%
GSC 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%
Tutored Ice Beam Has a ~10% chance to freeze the target. Ice 10 95 100%
GSC TM/HM Icy Wind Lowers the target's Speed by 1 stage. Ice 15 55 95%
GSC TM/HM Iron Tail Has a ~30% chance to lower the target's Defense by 1 stage. Steel 15 100 75%
Level-Up Leer Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
Level-Up Mirror Coat Almost always goes last; if an opponent strikes with a Special attack before the user's turn, the user retaliates for twice the damage it had endured. Psychic 20 Var Dmg 100%
Level-Up Mist Protects the user from negative stat modifiers caused by other Pokemon, but not by itself, until it switches out; can be Baton Passed by user. The user'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
GSC TM/HM Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 10 20 100%
GSC 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
GSC TM/HM Psych Up The user copies all six of the target's current stat modifiers. Normal 10 N/A N/A
Level-Up 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 halved. Water 5 N/A N/A
GSC TM/HM Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Psychic 10 N/A N/A
GSC TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Normal 20 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. Normal 20 N/A 100%
GSC TM/HM Rock Smash Has a ~50% chance to lower the target's Defense by 1 stage. Fighting 15 20 100%
GSC TM/HM Sandstorm 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 a Ground-, Rock-, or Steel-type and the healing power of Morning Sun, Synthesis and Moonlight is halved. Rock 10 N/A N/A
GSC TM/HM Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. If Rest is selected, user recovers its HP and stays asleep for two more turns. Sleep Talk can choose an attack that has run out of PP; the generated attacks also do not cost PP, and it cannot generate itself, Bide, Disabled attacks or two-turn 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
GSC TM/HM Snore Has a ~30% chance to make the target flinch; fails if user is awake. Normal 15 40 100%
GSC 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 doubled. Fire 5 N/A N/A
GSC TM/HM Surf Damages the target. Water 15 95 100%
GSC TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Normal 15 N/A 90%
GSC TM/HM Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig or Fly. Normal 20 60 100%
GSC TM/HM Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out. Poison 10 N/A 85%
Level-Up Water Gun Damages the target. Water 25 40 100%
GSC TM/HM Waterfall Damages the target. Water 15 80 100%
GSC TM/HM Whirlpool 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 uses Baton Pass. Water 15 15 70%

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