#297 Hariyama   

Level-Up MovesAll Generations | DPP | RSE and FRLG
DPP and HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
1 1 1 Focus Energy Raises the user's chance for a Critical Hit by two domains. Other Damage Normal N/A N/A
1 1 1 Tackle Damages the target. Physical Damage Normal 35 95%
1 1 1 Brine Base power doubles if the target is at least 50% below full health. Special Damage Water 65 100%
4 4 4 Sand-Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground N/A 100%
7 7 7 Arm Thrust Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Fighting 15 100%
10 10 10 Vital Throw This move usually goes last. It ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Fighting 70 100%
13 13 13 Fake Out If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus. Physical Damage Normal 40 100%
16 16 16 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%
19 19 19 Knock Off Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Physical Damage Dark 20 100%
22 22 22 SmellingSalt If the target is paralyzed, power is doubled but the target will be cured. Physical Damage Normal 60 100%
27 27 27 Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Other Damage Normal N/A N/A
32 32 32 Force Palm Has a 30% chance to paralyze the target. Physical Damage Fighting 60 100%
37 37 37 Seismic Toss Does damage equal to user's level. Physical Damage Fighting Var Dmg 100%
42 42 42 Wake-Up Slap If the target is asleep, power is doubled but the target will awaken. Physical Damage Fighting 60 100%
47 47 47 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. Other Damage Normal N/A N/A
52 52 52 Close Combat Lowers the user's Defense and Special Defense by 1 stage. Physical Damage Fighting 120 100%
57 57 57 Reversal Base power increases as the user's HP decreases. Physical Damage Fighting Var BP 100%

 

 

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