#477 Dusknoir   

Level-Up Moves
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 Gravity The immunities provided by Magnet Rise, Levitate and the Flying-type are negated for all active Pokemon for five turns; these Pokemon will be affected by Ground-type moves, Arena Trap, Spikes and Toxic Spikes. Pokemon in the middle of using Bounce or Fly when Gravity is activated will immediately return to the ground, and Bounce, Fly, Hi Jump Kick, Jump Kick and Splash cannot be used until Gravity wears off. Other Damage Psychic N/A N/A
1 1 1 Bind 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 75%
1 1 1 Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 75 100%
1 1 1 Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
1 1 1 ThunderPunch Has a 10% chance to paralyze the target. Physical Damage Electric 75 100%
1 1 1 Night Shade Does damage equal to user's level. Special Damage Ghost Var Dmg 100%
6 6 6 Disable The target cannot choose its last move for 4-7 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled. Other Damage Normal N/A 80%
9 9 9 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
14 14 14 Astonish Has a 30% chance to make the target flinch. Physical Damage Ghost 30 100%
17 17 17 Confuse Ray Confuses the target. Other Damage Ghost N/A 100%
22 22 22 Shadow Sneak Usually goes first. Physical Damage Ghost 40 100%
25 25 25 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%
30 30 30 Curse When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. Other Damage ??? N/A N/A
33 33 33 Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire N/A 75%
37 37 37 Shadow Punch 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 Ghost 60 100%
43 43 43 Mean Look As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. Other Damage Normal N/A N/A
51 51 51 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
61 61 61 Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Psychic 80 90%

 

 

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