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Trapinch   

Level-Up AttacksAll | DP | RSE/FRLG
DP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1   Bite Has a 30% chance to make the target flinch. Physical Damage Dark 60 100%
9   Sand-Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground N/A 100%
17   Faint Attack 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 Dark 60 100%
25   Sand Tomb Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Physical Damage Ground 15 70%
33   Crunch Has a 20% chance to lower the target's Defense by 1 stage. Physical Damage Dark 80 100%
41   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 80 100%
49   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 N/A N/A
57   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 150 90%
65   Earth Power Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Ground 90 100%
73   Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
81   Feint Almost always goes first. If the target does not use Protect or Detect, this move fails. Physical Damage Normal 50 100%
89   Fissure The target faints; doesn't work on higher-leveled Pokemon. Physical Damage Ground KO 30%

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