Run Away: Unless this Pokemon is under the effects of a trapping move or ability, such as Mean Look or Shadow Tag, it will escape from wild Pokemon battles without fail.
DPP
Quick Feet: When this Pokemon is poisoned (including Toxic), burned, paralyzed, asleep (including self-induced Rest) or frozen, its Speed stat receives a 50% boost; the paralysis status' Speed drop is also ignored.
[Field Action] If Pokemon is in lead slot, wild encounters decrease.
DPP
Run Away: Unless this Pokemon is under the effects of a trapping move or ability, such as Mean Look or Shadow Tag, it will escape from wild Pokemon battles without fail.
At first site, POOCHYENA takes a bite of anything that moves. This POKéMON chases after prey until the victim becomes exhausted. However, it may turn tail if the prey strikes back.
Sapphire
POOCHYENA is an omnivore - it will eat anything. A distinguishing feature is how large its fangs are compared to its body. This POKéMON tries to intimidate its foes by making the hair on its tail bristle out.
Emerald
It savagely threatens foes with bared fangs. It chases after fleeing targets tenaciously. It turns tail and runs, however, it the foe strikes back.
FireRed
It has a very tenacious nature. Its acute sense of smell lets it chase a chosen prey without ever losing track.
LeafGreen
Diamond
A Pokemon with a persistent nature, it chases its chosen prey until the prey becomes exhausted.
Pearl
Platinum
A Pokemon with a persistent nature, it chases its chosen prey until the prey becomes exhausted.
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.
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.
Base power doubles if, since the beginning of the current turn, the target has taken residual damage from any factors such as recoil, Spikes, Stealth Rock or the effects of holding Life Orb.
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.
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.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item.
This move fails if it goes last; if the target selects a damaging move for its turn, the user copies the move and performs it with 1.5x power. In a double battle, a move copied by Me First that targets a single Pokemon will hit a random opponent; Me First cannot target the user's teammate.
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.
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.
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, Disabled attacks, Focus Punch, 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.)
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.
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.
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.
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.
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.
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.
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.
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.
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 decreased from 1/2 to 1/4 of the user's max HP.
On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground 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.
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.
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 and very shallow water), its Attack may be lowered by 1 stage while surfing on river or ocean water, its Defense may be lowered by 1 stage while diving underwater, its Speed may be lowered by 1 stage while surfing on pond water, its Accuracy may be lowered by 1 stage on beach and desert sand, it may flinch in caves, it may become confused on rocky outdoor terrain, it may be poisoned on ashy terrain and it may become paralyzed everywhere else (including link battles).
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.
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.
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.
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.
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.
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 never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.