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Jirachi   

Level-Up AttacksAll | DPP | RSE/FRLG
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Wish At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of its max HP; this can be any member of the user's team. Other Damage Normal N/A N/A
1 1 Confusion Has a 10% chance to confuse the target. Special Damage Psychic 50 100%
10 10 Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Normal 60 100%
15 15 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
20 20 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
25 25 Refresh The user recovers from burn, poison and paralysis. Other Damage Normal N/A N/A
30 30 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
35 35 Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 80 90%
40 40 Double-edge The user receives 1/3 recoil damage. Physical Damage Normal 120 100%
45 45 Gravity The immunities provided by Magnet Rise, Levitate and the Flying-type are negated for all active Pokemon for five turns; these Pokemon will be affected by Ground-type moves, Arena Trap, Spikes and Toxic Spikes. Pokemon in the middle of using Bounce or Fly when Gravity is activated will immediately return to the ground, and Bounce, Fly, Hi Jump Kick, Jump Kick and Splash cannot be used until Gravity wears off. Other Damage Psychic N/A N/A
50 50 Healing Wish The user sacrifices itself so that its replacement will be cured of status conditions and have its HP fully restored upon entering the field. This move fails if the user is the only non-fainted Pokemon on its team. Other Damage Psychic N/A N/A
55 55 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%
60 60 Cosmic Power Raises the user's Defense and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
65 65 Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 130 100%
70 70 Doom Desire 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 Doom Desire or Future Sight may be active at a time; because Doom Desire is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Steel 120 85%

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