#488 Cresselia   

LearnsetsDPP
DPP Learnsets:Sorted by Attack Name (Ascending)
Method Sort Ascending Sort DescendingAttack Sort Ascending Sort DescendingEffectDamage Sort Ascending Sort DescendingType Sort Ascending Sort DescendingPP Sort Ascending Sort DescendingPwr Sort Ascending Sort DescendingAcc Sort Ascending Sort Descending
Gen4 TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal 15 N/A 100%
Level Up Aurora Beam Has a 10% chance to lower the target's Attack by 1 stage. Special Damage Ice 20 65 100%
Gen4 TM04 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic 20 N/A N/A
Gen4 TM78 Captivate Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. Other Damage Normal 20 N/A 100%
Gen4 TM57 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 10 50 90%
Level Up Confusion Has a 10% chance to confuse the target. Special Damage Psychic 25 50 100%
Level Up Double Team Raises the user's Evasion by 1 stage. Other Damage Normal 15 N/A N/A
Gen4 TM85 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%
Gen4 TM58 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
Gen4 TM53 Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 10 80 100%
Gen4 TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 20 70 100%
Gen4 TM70 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal 20 N/A 100%
Gen4 TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Tutor (From Platinum) 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%
Level Up 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 15 80 90%
Gen4 TM68 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%
Gen4 TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass 20 Var BP 100%
Tutor (From HGSS) 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 5 N/A N/A
Tutor (From Platinum) Helping Hand Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. Other Damage Normal 20 N/A N/A
Gen4 TM10 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%
Gen4 TM15 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%
Gen4 TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 10 95 100%
Tutor (From Platinum) Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 15 55 95%
Gen4 TM16 Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic 30 N/A N/A
Level Up Lunar Dance The user sacrifices itself so that its replacement will be cured of status conditions and have its HP and PP fully restored upon entering the field. This move fails if the user is the only non-fainted Pokemon on its team. Other Damage Psychic 10 N/A N/A
Tutor (From HGSS) 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 15 N/A N/A
Level Up Mist Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Other Damage Ice 30 N/A N/A
Level Up Moonlight Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Other Damage Normal 5 N/A N/A
Tutor (From Platinum) Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 10 20 100%
Gen4 TM83 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%
Gen4 TM17 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
Gen4 TM77 Psych Up The user copies all six of the target's current stat modifiers. Other Damage Normal 10 N/A N/A
Level Up Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 10 90 100%
Level Up Psycho Cut Has a high critical hit ratio. Physical Damage Psychic 20 70 100%
Level Up Psycho Shift The user is cured of status effects by passing them to a healthy target. Other Damage Psychic 10 N/A 90%
Gen4 TM18 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
Gen4 TM67 Recycle The user's lost item is recovered. Items lost to Bug Bite, Fling, Natural Gift and Pluck will be recovered if the user of Recycle was the item's original holder; items lost to Trick, Switcheroo, Thief, Covet or Knock Off cannot be recovered. Other Damage Normal 10 N/A N/A
Gen4 TM33 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic 20 N/A N/A
Gen4 TM44 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
Gen4 TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Tutor (From HGSS) Role Play The user's own ability is overwritten with the target's ability; does nothing if the target's ability is Wonder Guard. Other Damage Psychic 10 N/A N/A
Level Up Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal 25 N/A N/A
Gen4 TM43 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%
Gen4 TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 15 80 100%
Tutor (From Platinum) Signal Beam Has a 10% chance to confuse the target. Special Damage Bug 15 75 100%
Gen4 TM48 Skill Swap The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. Other Damage Psychic 10 N/A N/A
Level Up Slash Has a high critical hit ratio. Physical Damage Normal 20 70 100%
Gen4 TM82 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
Tutor (From Platinum) Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 15 40 100%
Gen4 TM22 SolarBeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 10 120 100%
Gen4 TM90 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
Gen4 TM11 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
Gen4 TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
Tutor (From Platinum) 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%
Gen4 TM73 Thunder Wave Paralyzes the target. This move activates Motor Drive. Other Damage Electric 20 N/A 100%
Gen4 TM06 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%
Tutor (From Platinum) Trick Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Psychic 10 N/A 100%
Gen4 TM92 Trick Room Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail and Quick Claw. Other Damage Psychic 5 N/A N/A
Tutor (From Platinum) Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 15 80 90%

Total: 59 attacks

 

 

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