#493 Arceus   

LearnsetsDPP
DPP Learnsets:Sorted by Type (Descending)
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 HM05 (From HGSS) Whirlpool 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. Base power also doubles when performed against a Pokemon in the middle of using Dive. Special Damage Water 15 15 70%
Gen4 HM07 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 15 80 100%
Gen4 TM03 Water Pulse Has a 20% chance to confuse the target. Special Damage Water 20 60 100%
Gen4 HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 15 95 100%
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
Tutor (From Platinum) Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater 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 Water 10 80 100%
Gen4 TM55 Brine Base power doubles if the target is at least 50% below full health. Special Damage Water 10 65 100%
Tutor (From Platinum) Aqua Tail Damages the target. Physical Damage Water 10 90 90%
Gen4 TM23 Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 15 100 75%
Tutor (From Platinum) Iron Head Has a 30% chance to make the target flinch. Physical Damage Steel 15 80 100%
Tutor (From Platinum) Iron Defense Raises the user's Defense by 2 stages. Other Damage Steel 15 N/A N/A
Gen4 TM91 Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 10 80 100%
Gen4 TM71 Stone Edge Has a high critical hit ratio. Physical Damage Rock 5 100 80%
Gen4 TM76 Stealth Rock Damages opponents every time they switch in until they use Rapid Spin. Saps a fraction of max HP determined by the effectiveness of Rock-type attacks against the opponent's type: 1/32 for 1/4x, 1/16 for 1/2x, 1/8 for 1x, 1/4 for 2x and 1/2 for 4x. For example, Stealth Rock saps 50% of an Ice/Flying Pokemon's max HP when it switches in. Other Damage Rock 20 N/A N/A
Gen4 TM37 Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Veil or is a Ground-, Rock-, or Steel-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock 10 N/A N/A
Gen4 TM39 Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 10 50 80%
Gen4 TM80 Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 10 75 90%
Tutor (From Platinum) AncientPower Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Rock 5 60 100%
Tutor (From Platinum) Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 15 80 90%
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) 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%
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
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 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 TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 10 90 100%
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
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 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
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 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%
Level Up Cosmic Power Raises the user's Defense and Special Defense by 1 stage each. Other Damage Psychic 20 N/A N/A
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 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%
Gen4 TM36 Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 10 90 100%
Gen4 TM84 Poison Jab Has a 30% chance to poison the target. Physical Damage Poison 20 80 100%
Gen4 TM75 Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal 30 N/A N/A
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 TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
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 HM04 Strength Damages the target. Physical Damage Normal 15 80 100%
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 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
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 TM20 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal 25 N/A N/A
Gen4 HM08 Rock Climb Has a 20% chance to confuse the target. Physical Damage Normal 20 90 85%
Gen4 TM05 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%
Gen4 TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Level Up Refresh The user recovers from burn, poison and paralysis. Other Damage Normal 20 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
Level Up Recover Restores 1/2 of the user's max HP. 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
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
Level Up Perish Song All active Pokemon will faint in 3 turns unless they are switched out. Other Damage Normal 5 N/A N/A
Level Up 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%
Tutor (From Platinum) Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 5 130 100%
Level Up Judgment This move's type changes according to the user's held plate. Special Damage Normal 10 100 100%
Level Up Hyper Voice Damages the target. Special Damage Normal 10 90 100%
Level Up 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 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%
Tutor (From HGSS) Headbutt Has a 30% chance to make the target flinch. Physical Damage Normal 15 70 100%
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 TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Gen4 TM70 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal 20 N/A 100%
Gen4 TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 20 70 100%
Level Up ExtremeSpeed Usually goes first. Physical Damage Normal 5 80 100%
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 TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal 15 N/A N/A
Gen4 HM01 Cut Damages the target. Physical Damage Normal 30 50 95%
Tutor (From Platinum) Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 15 55 95%
Gen4 TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 10 95 100%
Gen4 TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice 10 N/A N/A
Gen4 TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Ice 5 120 70%
Gen4 TM72 Avalanche 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 Ice 10 60 100%
Tutor (From Platinum) Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 10 20 100%
Gen4 TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 10 100 100%
Level Up Earth Power Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Ground 10 90 100%
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 TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass 20 Var BP 100%
Gen4 TM19 Giga Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Special Damage Grass 10 60 100%
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 TM09 Bullet Seed 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 Grass 30 10 100%
Gen4 TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 15 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) Ominous Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Ghost 5 60 100%
Tutor (From HGSS) Tailwind Speed is doubled for every Pokemon on the user's team for three turns; the turn used to perform Tailwind is included in this total, as are any turns used to switch around Pokemon. Other Damage Flying 30 N/A N/A
Gen4 HM02 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%
Gen4 HM05 (From DPP) 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
Gen4 TM40 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%
Gen4 TM61 Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire 15 N/A 75%
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 TM50 Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 5 140 90%
Tutor (From Platinum) Heat Wave Has a 10% chance to burn the target. Special Damage Fire 10 100 90%
Gen4 TM35 Flamethrower Has a 10% chance to burn the target. Special Damage Fire 15 95 100%
Gen4 TM38 Fire Blast Has a 10% chance to burn the target. Special Damage Fire 5 120 85%
Level Up Seismic Toss Does damage equal to user's level. Physical Damage Fighting 20 Var Dmg 100%
Gen4 HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 15 40 100%
Gen4 TM52 Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 5 120 70%
Gen4 TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type. Physical Damage Fighting 15 75 100%
Gen4 TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 15 95 100%
Gen4 TM73 Thunder Wave Paralyzes the target. This move activates Motor Drive. Other Damage Electric 20 N/A 100%
Gen4 TM25 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%
Gen4 TM34 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%
Gen4 TM57 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 10 50 90%
Tutor (From Platinum) 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%
Tutor (From Platinum) Outrage The user attacks uncontrollably for 2-3 turns and then gets confused. Physical Damage Dragon 15 120 100%
Gen4 TM59 Dragon Pulse Damages the target. Special Damage Dragon 10 90 100%
Gen4 TM02 Dragon Claw Damages the target. Physical Damage Dragon 15 80 100%
Tutor (From DPP) Draco Meteor Lowers the user's Special Attack by 2 stages after use. Special Damage Dragon 5 140 90%
Level Up Punishment Power increases for every positive stat modifier of the target's. Physical Damage Dark 5 Var BP 100%
Gen4 TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 10 50 100%
Gen4 TM79 Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 15 80 100%
Gen4 TM81 X-Scissor Damages the target. Physical Damage Bug 15 80 100%
Gen4 TM62 Silver Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Bug 5 60 100%
Tutor (From Platinum) Signal Beam Has a 10% chance to confuse the target. Special Damage Bug 15 75 100%
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%

Total: 115 attacks

 

 

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