Technician: When this Pokemon uses an attack that has 60 Base Power or less, the move's Base Power receives a 50% boost. For example, a move with 60 Base Power effectively becomes a move with 90 Base Power.
DPP
Pick Up: If it is not already holding an item, this Pokemon may find and be holding a variety of items after a battle: see the full Pickup List for more information.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times.
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats.
On the first turn, the user bounces into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target.
Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item.
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times.
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus.
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.
The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle.
On the first turn, the user bounces into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target.
The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap.
The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle.
The user causes an Uproar and attacks uncontrollably for 2-5 turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up.
Almost always goes first. Until the end of the turn, the user will reflect one disabling move back at its user (including teammates); these include status effect inducers, confusion inducers (including Flatter and Swagger), Attract, trapping moves that do not damage, Leech Seed, Worry Seed, Gastro Acid and negative stat modifiers (except Defog). In double battles, Magic Coat will only reflect the first applicable move performed against its user before wearing off.
At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn.
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock.
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 Protect; 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.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power.
Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect.
On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks.
This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).
In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
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.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle.
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.
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows U-Turn and is holding Choice Band, Choice Lens or Choice Scarf, it will be locked into U-Turn, though Pokemon holding those items who don't know U-Turn can select their attack as normal. 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.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn.
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out.
Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock.
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 Protect; 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.
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock.
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power.
Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect.
On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks.
This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).
In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
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.
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle.
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.
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles.
The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows U-Turn and is holding Choice Band, Choice Lens or Choice Scarf, it will be locked into U-Turn, though Pokemon holding those items who don't know U-Turn can select their attack as normal. 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.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.