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Weavile   

Level-Up Attacks
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Revenge Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Fighting 60 100%
1 1 Assurance Base power doubles if, since the beginning of the current turn, the target has taken residual damage from any factors such as recoil, Spikes, Stealth Rock or the effects of holding Life Orb. Physical Damage Dark 50 100%
1 1 Scratch Damages the target. Physical Damage Normal 40 100%
1 1 Leer Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
1 1 Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark N/A 100%
1 1 Taunt Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
8 8 Quick Attack Usually goes first. Physical Damage Normal 40 100%
10 10 Screech Lowers the target's Defense by 2 stages. Other Damage Normal N/A 85%
14 14 Faint Attack Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Dark 60 100%
21 21 Fury Swipes 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. Physical Damage Normal 18 80%
24 24 Nasty Plot Raises the user's Special Attack by 2 stages. Other Damage Dark N/A N/A
28 28 Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 55 95%
35 35 Night Slash Has a high critical hit ratio. Physical Damage Dark 70 100%
38 38 Fling 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. Physical Damage Dark Var BP 100%
42 42 Metal Claw Has a 10% chance to raise the user's Attack by 1 stage. Physical Damage Steel 50 95%
49 49 Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 80 100%

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