#428 Lopunny   

Level-Up Moves
DPP and HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
1 1 1 Magic Coat 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. Other Damage Psychic N/A N/A
1 1 1 Splash Doesn't do anything (but we still love it). Unfortunately, it also cannot be used during the effects of Gravity! :( Other Damage Normal N/A N/A
1 1 1 Defense Curl Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout or Ice Ball. Other Damage Normal N/A N/A
1 1 1 Foresight Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type moves. Other Damage Normal N/A N/A
1 1 1 Pound Damages the target. Physical Damage Normal 40 100%
1 1 1 Mirror Coat Almost always goes last; if an opponent strikes with a Special 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 Special attack and cannot hit the user's teammate. Special Damage Psychic Var Dmg 100%
6 6 6 Endure 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. Other Damage Normal N/A N/A
13 13 13 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
16 16 16 Quick Attack Usually goes first. Physical Damage Normal 40 100%
23 23 23 Jump Kick If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. Physical Damage Fighting 85 95%
26 26 26 Baton Pass The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative, including from Charge and Stockpile), as well as confusion, Focus Energy/Lansat Berry boosts, Ingrain, Aqua Ring, Embargo, Gastro Acid, Power Trick, Magnet Rise, Stockpiles, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. Other Damage Normal N/A N/A
33 33 33 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
36 36 36 Dizzy Punch Has a 20% chance to confuse the target. Physical Damage Normal 70 100%
43 43 43 Charm Lowers the target's Attack by 2 stages. Other Damage Normal N/A 100%
46 46 46 Bounce 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. Physical Damage Flying 85 85%
53 53 53 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

 

 

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