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Aggron   

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MethodNameEffectDamageTypePPPwrAcc
TM/HM Aerial Ace 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 Flying 20 60 100%
Tutored AncientPower Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Rock 5 60 100%
Tutored Aqua Tail Damages the target. Physical Damage Water 10 90 90%
TM/HM Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal 15 N/A 100%
TM/HM Avalanche Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Ice 10 60 100%
TM/HM Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Ice 5 120 70%
Egg Move Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 15 85 100%
TM/HM Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type. Physical Damage Fighting 15 75 100%
TM/HM Captivate Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. Other Damage Normal 20 N/A 100%
Tutored Counter 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. Physical Damage Fighting 20 Var Dmg 100%
Egg Move 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. Other Damage ??? 10 N/A N/A
TM/HM Cut Damages the target. Physical Damage Normal 30 50 95%
TM/HM Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 15 80 100%
Tutored Defense Curl Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout or Ice Ball. Other Damage Normal 40 N/A N/A
TM/HM Dig 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. Physical Damage Ground 10 80 100%
TM/HM Double Team Raises the user's Evasion by 1 stage. Other Damage Normal 15 N/A N/A
Level-Up Double-edge The user receives 1/3 recoil damage. Physical Damage Normal 15 120 100%
TM/HM Dragon Claw Damages the target. Physical Damage Dragon 15 80 100%
TM/HM Dragon Pulse Damages the target. Special Damage Dragon 10 90 100%
Egg Move Dragon Rush Has a 20% chance to make the target flinch. Physical Damage Dragon 10 100 75%
Tutored DynamicPunch Confuses the target. Physical Damage Fighting 5 100 50%
Tutored Earth Power Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Ground 10 90 100%
TM/HM Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 10 100 100%
Egg Move Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal 5 Var Dmg 100%
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. Other Damage Normal 10 N/A N/A
TM/HM Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 20 70 100%
TM/HM Fire Blast Has a 10% chance to burn the target. Special Damage Fire 5 120 85%
Tutored Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 15 75 100%
TM/HM Flamethrower Has a 10% chance to burn the target. Special Damage Fire 15 95 100%
TM/HM Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 10 80 100%
TM/HM Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark 10 Var BP 100%
TM/HM Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 5 120 70%
TM/HM Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Physical Damage Fighting 20 150 100%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Tutored Fury Cutter The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap. Physical Damage Bug 20 10 95%
TM/HM Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 5 150 90%
Level-Up Harden Raises the user's Defense by 1 stage. Other Damage Normal 30 N/A N/A
Level-Up Headbutt Has a 30% chance to make the target flinch. Physical Damage Normal 15 70 100%
TM/HM Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 15 Var BP 100%
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. Special Damage Normal 5 150 90%
TM/HM Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 10 95 100%
Tutored Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 15 75 100%
Tutored Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 15 55 95%
Level-Up Iron Defense Raises the user's Defense by 2 stages. Other Damage Steel 15 N/A N/A
Level-Up Iron Head Has a 30% chance to make the target flinch. Physical Damage Steel 15 80 100%
Level-Up Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 15 100 75%
Tutored Magnet Rise The user receives immunity against Ground-type attacks for five turns. Other Damage Electric 10 N/A N/A
Tutored Mega Kick Damages the target. Physical Damage Normal 5 120 75%
Tutored Mega Punch Damages the target. Physical Damage Normal 20 80 85%
Level-Up Metal Burst Fails unless the user goes last; if an opponent strikes with a Physical or a Special attack before the user's turn, the user retaliates for 1.5x the damage it had endured. Physical Damage Steel 10 Var Dmg 100%
Level-Up Metal Claw Has a 10% chance to raise the user's Attack by 1 stage. Physical Damage Steel 35 50 95%
Level-Up Metal Sound Lowers the target's Special Defense by 2 stages. Other Damage Steel 40 N/A 85%
Tutored Mimic 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. Other Damage Normal 10 N/A N/A
Level-Up Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 10 20 100%
TM/HM 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 15 Var BP 100%
Tutored Outrage The user attacks uncontrollably for 2-3 turns and then gets confused. Physical Damage Dragon 15 120 100%
TM/HM Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 10 50 100%
Level-Up 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. 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. Other Damage Normal 10 N/A N/A
TM/HM 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 5 N/A N/A
TM/HM Rest 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. Other Damage Psychic 10 N/A N/A
TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage 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. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal 20 N/A 100%
TM/HM Rock Climb Has a 20% chance to confuse the target. Physical Damage Normal 20 90 85%
TM/HM Rock Polish Raises the user's Speed by 2 stages. Other Damage Rock 20 N/A N/A
TM/HM Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 10 75 90%
TM/HM Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 15 40 100%
TM/HM Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 10 50 80%
Tutored Rollout The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Physical Damage Rock 20 30 90%
TM/HM Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Veil or is a Ground-, Rock-, or Steel-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock 10 N/A N/A
Egg Move Screech Lowers the target's Defense by 2 stages. Other Damage Normal 40 N/A 85%
TM/HM Secret Power 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.
Physical Damage Normal 20 70 100%
Tutored Seismic Toss Does damage equal to user's level. Physical Damage Fighting 20 Var Dmg 100%
TM/HM Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 15 70 100%
TM/HM Shock Wave 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 Electric 20 60 100%
TM/HM Sleep Talk 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, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, 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.) Other Damage Normal 10 Copy N/A
Egg Move SmellingSalt If the target is paralyzed, power is doubled but the target will be cured. Physical Damage Normal 10 60 100%
Tutored Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 15 40 100%
TM/HM SolarBeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 10 120 100%
Tutored Spite 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. Other Damage Ghost 10 N/A 100%
TM/HM Stealth Rock Damages opponents every time they switch in until they use Rapid Spin. Saps a fraction of max HP determined by the effectiveness of Rock-type attacks against the opponent's type: 1/32 for 1/4x, 1/16 for 1/2x, 1/8 for 1x, 1/4 for 2x and 1/2 for 4x. For example, Stealth Rock saps 50% of an Ice/Flying Pokemon's max HP when it switches in. Other Damage Rock 20 N/A N/A
Egg Move Stomp Has a 30% chance to make the target flinch; also retains its normal accuracy and gains doubled power against Minimized Pokemon. Physical Damage Normal 20 65 100%
TM/HM Stone Edge Has a high critical hit ratio. Physical Damage Rock 5 100 80%
TM/HM Strength Damages the target. Physical Damage Normal 15 80 100%
TM/HM Substitute 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. Other Damage Normal 10 N/A N/A
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 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 5 N/A N/A
Tutored Superpower Lowers the user's Attack and Defense by 1 stage each after use. Physical Damage Fighting 5 120 100%
TM/HM Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 15 95 100%
TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
Level-Up Tackle Damages the target. Physical Damage Normal 35 35 95%
Level-Up Take Down The user receives 1/4 recoil damage. Physical Damage Normal 20 90 85%
TM/HM Taunt Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark 20 N/A 100%
TM/HM Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Electric 10 120 70%
TM/HM Thunder Wave Paralyzes the target. This move activates Motor Drive. Other Damage Electric 20 N/A 100%
TM/HM Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 15 95 100%
Tutored ThunderPunch Has a 10% chance to paralyze the target. Physical Damage Electric 15 75 100%
TM/HM Toxic 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. Other Damage Poison 10 N/A 85%
Tutored Uproar 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. Special Damage Normal 10 50 100%
TM/HM Water Pulse Has a 20% chance to confuse the target. Special Damage Water 20 60 100%

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