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Level-Up AttacksAll | DPP | RSE/FRLG
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
- 1 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 65 100%
1 1 Explosion The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Physical Damage Normal 250 100%
9 9 Metal Claw Has a 10% chance to raise the user's Attack by 1 stage. Physical Damage Steel 50 95%
17 17 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 ??? N/A N/A
25 25 Superpower Lowers the user's Attack and Defense by 1 stage each after use. Physical Damage Fighting 120 100%
33 33 AncientPower Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Rock 60 100%
41 41 Iron Defense Raises the user's Defense by 2 stages. Other Damage Steel N/A N/A
41 41 Amnesia Raises the user's Special Defense by 2 stages. Other Damage Psychic N/A N/A
49 49 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 50 90%
57 57 Lock-On This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Lock-On fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. Other Damage Normal N/A N/A
65 65 Zap Cannon Paralyzes the target. Special Damage Electric 120 50%
73 73 Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 80 100%
73 73 Iron Head Has a 30% chance to make the target flinch. Physical Damage Steel 80 100%
81 81 Hammer Arm Lowers the user's Speed by 1 stage. Physical Damage Fighting 100 90%
89 89 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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