#313 Volbeat   

Level-Up MovesAll Generations | DPP | RSE and FRLG
DPP and HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
1 1 1 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal N/A 100%
1 1 1 Tackle Damages the target. Physical Damage Normal 35 95%
5 5 5 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
9 9 9 Confuse Ray Confuses the target. Other Damage Ghost N/A 100%
13 13 13 Moonlight Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Other Damage Normal N/A N/A
17 17 17 Quick Attack Usually goes first. Physical Damage Normal 40 100%
21 21 21 Tail Glow Raises the user's Special Attack by 2 stages. Other Damage Bug N/A N/A
25 25 25 Signal Beam Has a 10% chance to confuse the target. Special Damage Bug 75 100%
29 29 29 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 N/A N/A
33 33 33 Helping Hand Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. Other Damage Normal N/A N/A
37 37 37 Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 80 90%
41 41 41 Bug Buzz Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Bug 90 100%
45 45 45 Double-edge The user receives 1/3 recoil damage. Physical Damage Normal 120 100%

 

 

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