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Giratina    [Another Forme]

Another FormeOrigin Forme

DP
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MethodNameEffectDamageTypePPPwrAcc
TM/HM Aerial Ace 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 Flying 20 60 100%
Tutored Air Cutter Has a high critical hit ratio. Special Damage Flying 25 55 95%
Level-Up AncientPower Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Rock 5 60 100%
Tutored Aqua Tail Damages the target. Physical Damage Water 10 90 90%
Level-Up Aura Sphere Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Fighting 20 90 100%
TM/HM Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic 20 N/A N/A
TM/HM Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 10 50 90%
TM/HM Cut Damages the target. Physical Damage Normal 30 50 95%
TM/HM Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 15 80 100%
TM/HM Defog Lowers the target's Evasion by 1 stage and removes Reflect, Light Screen, Safeguard, Mist, Spikes, Stealth Rock and Toxic Spikes from the target's side of the field. Other Damage Flying 15 N/A N/A
TM/HM Double Team Raises the user's Evasion by 1 stage. Other Damage Normal 15 N/A N/A
Tutored Draco Meteor Lowers the user's Special Attack by 2 stages after use. Special Damage Dragon 5 140 90%
Level-Up Dragon Claw Damages the target. Physical Damage Dragon 15 80 100%
TM/HM Dragon Pulse Damages the target. Special Damage Dragon 10 90 100%
Level-Up DragonBreath Has a 30% chance to paralyze the target. Special Damage Dragon 20 60 100%
TM/HM Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 15 100 100%
Level-Up Earth Power Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Ground 10 90 100%
TM/HM Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 10 100 100%
TM/HM 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 10 N/A N/A
TM/HM Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 10 80 100%
TM/HM Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 20 70 100%
TM/HM Fly On the first turn, the user flies 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 attacks. Physical Damage Flying 15 90 95%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Tutored Fury Cutter 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. Physical Damage Bug 20 10 95%
TM/HM Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 5 150 90%
Level-Up Heal Block For five turns, or until switching out, the target(s) will not be healed by Absorb, Aqua Ring, Drain Punch, Dream Eater, Giga Drain, Heal Order, Ingrain, Leech Life, Leech Seed, Mega Drain, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Slack Off, Softboiled, Swallow, Synthesis or Wish, but any additional effects from these moves, such as damaging another target, will still occur. Healing caused from held items or Pain Split will not be prevented. Other Damage Psychic 15 N/A 100%
TM/HM Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 15 Var BP 100%
TM/HM Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 5 150 90%
Tutored Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 15 55 95%
Tutored Iron Head Has a 30% chance to make the target flinch. Physical Damage Steel 15 80 100%
TM/HM Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 15 100 75%
Tutored Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 10 20 100%
TM/HM Natural Gift 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. Physical Damage Normal 15 Var BP 100%
Level-Up Ominous Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Ghost 5 60 100%
Tutored Outrage The user attacks uncontrollably for 2-3 turns and then gets confused. Physical Damage Dragon 15 120 100%
TM/HM Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 10 50 100%
TM/HM Protect 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. Other Damage Normal 10 N/A N/A
TM/HM Psych Up The user copies all six of the target's current stat modifiers. Other Damage Normal 10 N/A N/A
TM/HM Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 10 90 100%
TM/HM 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. Other Damage Water 5 N/A N/A
TM/HM Rest 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. Other Damage Psychic 10 N/A N/A
TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
TM/HM Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal 20 N/A 100%
TM/HM Rock Climb Has a 20% chance to confuse the target. Physical Damage Normal 20 90 85%
TM/HM Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 15 40 100%
TM/HM Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal 25 N/A N/A
Level-Up Scary Face Lowers the target's Speed by 2 stages. Other Damage Normal 10 N/A 90%
TM/HM Secret Power 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.
Physical Damage Normal 20 70 100%
TM/HM Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 15 80 100%
Level-Up Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 15 70 100%
Level-Up Shadow Force The user disappears on the first turn, becoming uncontrollable and evading all attacks, and strikes on the second turn. This move is not stopped by Protect or Detect. Physical Damage Ghost 5 120 100%
TM/HM Shock Wave Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Electric 20 60 100%
TM/HM Silver Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Bug 5 60 100%
Level-Up Slash Has a high critical hit ratio. Physical Damage Normal 20 70 100%
TM/HM Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal 10 Copy N/A
Tutored Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 15 40 100%
Tutored Spite 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. Other Damage Ghost 10 N/A 100%
TM/HM Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Physical Damage Steel 25 70 90%
TM/HM Stone Edge Has a high critical hit ratio. Physical Damage Rock 5 100 80%
TM/HM Strength Damages the target. Physical Damage Normal 15 80 100%
TM/HM Substitute 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. Other Damage Normal 10 N/A N/A
TM/HM Sunny Day 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. Other Damage Fire 5 N/A N/A
TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
Tutored Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Normal 20 60 100%
TM/HM Thunder 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. Special Damage Electric 10 120 70%
TM/HM Thunder Wave Paralyzes the target. This move activates Motor Drive. Other Damage Electric 20 N/A 100%
TM/HM Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 15 95 100%
TM/HM Toxic 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. Other Damage Poison 10 N/A 85%
Tutored Twister Has a 20% chance to make the target flinch; power doubles while the target is in mid-air via Fly or Bounce. Special Damage Dragon 20 40 100%
TM/HM Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire 15 N/A 75%

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