#375 Metang   

Level-Up MovesAll Generations | DPP | RSE and FRLG
DPP and HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
1 1 1 Magnet Rise The user receives immunity against Ground-type attacks for five turns. Other Damage Electric N/A N/A
1 1 1 Take Down The user receives 1/4 recoil damage. Physical Damage Normal 90 85%
20 20 20 Metal Claw Has a 10% chance to raise the user's Attack by 1 stage. Physical Damage Steel 50 95%
20 20 20 Confusion Has a 10% chance to confuse the target. Special Damage Psychic 50 100%
24 24 24 Scary Face Lowers the target's Speed by 2 stages. Other Damage Normal N/A 90%
28 28 28 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%
32 32 32 Bullet Punch Usually goes first. Physical Damage Steel 40 100%
36 36 36 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
40 40 40 Iron Defense Raises the user's Defense by 2 stages. Other Damage Steel N/A N/A
44 44 44 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
48 48 48 Meteor Mash Has a 20% chance to raise the user's Attack by 1 stage. Physical Damage Steel 100 85%
52 52 52 Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 80 90%
56 56 56 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%

 

 

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