#359 Absol   

Level-Up MovesAll Generations | DPP | RSE and FRLG
DPP and HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
- 1 1 Feint Almost always goes first. If the target does not use Protect or Detect, this move fails. Physical Damage Normal 50 100%
1 1 1 Scratch Damages the target. Physical Damage Normal 40 100%
4 4 4 Leer Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
9 9 9 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 N/A 100%
12 12 12 Quick Attack Usually goes first. Physical Damage Normal 40 100%
17 17 17 Razor Wind The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Has a high critical hit ratio. Special Damage Normal 80 100%
20 20 20 Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Dark 40 100%
25 25 25 Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal N/A N/A
28 28 28 Bite Has a 30% chance to make the target flinch. Physical Damage Dark 60 100%
33 33 33 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
36 36 36 Slash Has a high critical hit ratio. Physical Damage Normal 70 100%
41 41 41 Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Psychic 80 90%
44 44 44 Sucker Punch Almost always goes first, but fails if the target doesn't select a move that will damage the user. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority. Physical Damage Dark 80 100%
49 49 49 Detect 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 Detect; 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 Fighting N/A N/A
52 52 52 Night Slash Has a high critical hit ratio. Physical Damage Dark 70 100%
57 57 57 Me First This move fails if it goes last; if the target selects a damaging move for its turn, the user copies the move and performs it with 1.5x power. In a double battle, a move copied by Me First that targets a single Pokemon will hit a random opponent; Me First cannot target the user's teammate. Other Damage Normal Copy N/A
60 60 60 Psycho Cut Has a high critical hit ratio. Physical Damage Psychic 70 100%
65 65 65 Perish Song All active Pokemon will faint in 3 turns unless they are switched out. Other Damage Normal N/A N/A

 

 

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