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Level-Up AttacksAll | DPP | RSE/FRLG
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Astonish Has a 30% chance to make the target flinch. Physical Damage Ghost 30 100%
3 3 Growl Lowers the target's Attack by 1 stage. Other Damage Normal N/A 100%
5 5 Absorb Restores the user's HP by 1/2 of the damage inflicted on the target. Special Damage Grass 20 100%
7 7 Nature Power The user generates another move depending on the battle's current terrain. It generates Seed Bomb in any type of grass (as well as in puddles), Hydro Pump while surfing on top of water, Rock Slide on any rocky outdoor terrain and inside of caves, Earthquake on beach sand, desert sand and dirt paths, Blizzard in snow, and Tri Attack everywhere else (including Wi-Fi battles). In Battle Revolution, the move generates Tri Attack at Courtyard, Main Street and Neon, Seed Bomb at Sunny Park and Waterfall, Hydro Pump at Gateway, Rock Slide at Crystal, Magma and Stargazer and Earthquake at Sunset. Other Damage Normal Copy N/A
11 11 Mist Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team'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. Other Damage Ice N/A N/A
15 15 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%
19 19 Mega Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Special Damage Grass 40 100%
- 25 BubbleBeam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 65 100%
27 31 Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 80 90%
35 37 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. Other Damage Water N/A N/A
43 45 Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 80 100%

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