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Level-Up AttacksAll | DPP | RSE/FRLG | GSC
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Whirlwind 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 or used Ingrain. Other Damage Normal N/A 100%
9 9 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal N/A N/A
15 15 Gust Power doubles if the target is in mid-air via Fly or Bounce. Special Damage Flying 40 100%
23 23 Recover Restores 1/2 of the user's max HP. Other Damage Normal N/A N/A
29 29 Fire Blast Has a 10% chance to burn the target. Special Damage Fire 120 85%
37 37 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 N/A N/A
43 43 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%
51 51 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 Var BP 100%
57 57 AncientPower Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Rock 60 100%
65 65 Extrasensory Has a 10% chance to make the target flinch. Special Damage Psychic 80 100%
71 71 Punishment Power increases for every positive stat modifier of the target's. Physical Damage Dark Var BP 100%
79 79 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%
85 85 Sacred Fire Has a 50% chance to burn the target; can be used while frozen, which both attacks the target normally and thaws the user. Physical Damage Fire 100 95%
93 93 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
99 99 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%

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