| DPP Level-Up Attacks: |
| 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. |
 |
Psychic |
Var Dmg |
100% |
| 1 |
1 |
Tackle |
Damages the target. |
 |
Normal |
35 |
95% |
| 1 |
1 |
Metal Sound |
Lowers the target's Special Defense by 2 stages. |
 |
Steel |
N/A |
85% |
| 1 |
1 |
Barrier |
Raises the user's Defense by 2 stages. |
 |
Psychic |
N/A |
N/A |
| 6 |
6 |
ThunderShock |
Has a 10% chance to paralyze the target. |
 |
Electric |
40 |
100% |
| 11 |
11 |
Supersonic |
Confuses the target. |
 |
Normal |
N/A |
55% |
| 14 |
14 |
SonicBoom |
Always deals 20 points of damage. |
 |
Normal |
Set |
90% |
| 17 |
17 |
Thunder Wave |
Paralyzes the target. This move activates Motor Drive. |
 |
Electric |
N/A |
100% |
| 22 |
22 |
Spark |
Has a 30% chance to paralyze the target. |
 |
Electric |
65 |
100% |
| 27 |
27 |
Lock-On |
This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Lock-On fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. |
 |
Normal |
N/A |
N/A |
| 30 |
30 |
Magnet Bomb |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Steel |
60 |
100% |
| 34 |
34 |
Screech |
Lowers the target's Defense by 2 stages. |
 |
Normal |
N/A |
85% |
| 40 |
40 |
Discharge |
Has a 30% chance to paralyze the target. |
 |
Electric |
80 |
100% |
| 46 |
46 |
Mirror Shot |
Has a 30% chance to lower the target's Accuracy by 1 stage. |
 |
Steel |
65 |
85% |
| 50 |
50 |
Magnet Rise |
The user receives immunity against Ground-type attacks for five turns. |
 |
Electric |
N/A |
N/A |
| 54 |
54 |
Gyro Ball |
Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. |
 |
Steel |
Var BP |
100% |
| 60 |
60 |
Zap Cannon |
Paralyzes the target. |
 |
Electric |
120 |
50% |