#386 Deoxys   

Level-Up MovesAll Generations | DPP | RSE and FRLG
DPP and HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
1 1 1 Leer Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
1 1 1 Wrap 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 Normal 15 85%
9 9 9 Night Shade Does damage equal to user's level. Special Damage Ghost Var Dmg 100%
17 17 17 Teleport Escapes from wild battles; fails automatically in trainer and link battles. Other Damage Psychic N/A N/A
25 25 25 Knock Off Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Physical Damage Dark 20 100%
33 33 33 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%
41 41 41 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
49 49 49 Snatch Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In double battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. Other Damage Dark N/A N/A
57 57 57 Psycho Shift The user is cured of status effects by passing them to a healthy target. Other Damage Psychic N/A 90%
65 65 65 Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 80 90%
73 73 73 Cosmic Power Raises the user's Defense and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
81 81 81 Recover Restores 1/2 of the user's max HP. Other Damage Normal N/A N/A
89 89 89 Psycho Boost Lowers the user's Special Attack by 2 stages after use. Special Damage Psychic 140 90%
97 97 97 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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