This Pokémon's Speed is doubled during rain.
This bonus does not count as a stat modifier.
This Pokémon is cured of any major status ailment after each turn during rain.
Work in progress ... Essentials | ||||||
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Species | South Sea Pokémon | National Pokédex | 368 | Introduced in | 3 | |
Shape | Footprint | Color | Pink | |||
Height | 1.8 m | Weight | 22.6 kg |
Breeding & Training | ||||||
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Egg groups | Water 1 | Hatch counter | 20 | Capture rate | 60 | |
Base EXP | 170 | Growth rate | 600.000 | Base happiness | 70 | |
Gender |
Baby | Base | Fase 1 | Fase 2 |
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Clamperl | HuntailTrade, while holding a Deep Sea Tooth | ||
GorebyssTrade, while holding a Deep Sea Scale |
Quick Sprite |
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Global Link Artwork |
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Flavor Text | |
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Omega Ruby Gorebyss vive nei mari meridionali a profondità estreme. Il suo corpo è strutturato in modo da poter resistere all’incredibile pressione degli abissi. Proprio per questo il Pokémon è immune agli attacchi comuni. |
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Alpha Sapphire Nonostante Gorebyss sia il ritratto dell’eleganza e della bellezza in nuoto, è anche molto crudele. Quando scova una preda, la perfora con il muso appuntito e ne succhia i fluidi corporei. |
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Y Nuota con grande eleganza. Si nutre di alghe, che cattura tra le rocce con il muso appuntito. |
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X Vive sui fondali marini. In primavera il suo corpo rosato diventa più vivido per chissà quale motivo. |
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Black 2, White 2 Vive sui fondali marini. In primavera il suo corpo rosato diventa più vivido per chissà quale motivo. |
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Black, White Vive sui fondali marini. In primavera il suo corpo rosato diventa più vivido per chissà quale motivo. |
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SoulSilver In primavera, con la temperatura del mare che aumenta, il suo corpo diventa di un rosa più vivido. |
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HeartGold In primavera, con l’aumento della temperatura del mare, il suo corpo diventa di un rosa più vivido. |
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Platinum Vive sui fondali marini. In primavera il suo corpo rosato diventa più vivido per chissà quale motivo. |
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Diamond, Pearl Vive sui fondali marini. In primavera il suo corpo rosato diventa più vivido per chissà quale motivo. |
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FireRed, LeafGreen Nuota con grande eleganza. Si nutre di alghe, che cattura tra le rocce con il muso appuntito. |
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Emerald GOREBYSS assorbe i liquidi della preda con il suo muso appuntito. Il rosa pallido del suo corpo diventa vivido quando il POKéMON termina il pasto. |
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Ruby GOREBYSS vive nei mari meridionali a profondità estreme. Il suo corpo è strutturato in modo da poter resistere all’incredibile pressione degli abissi. Proprio per questo il POKéMON è immune agli attacchi comuni. |
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Sapphire Nonostante GOREBYSS sia il ritratto dell’eleganza e della bellezza in nuoto, è anche molto crudele. Quando scova una preda, la perfora con il muso appuntito e la dissangua totalmente. |
Modifica i campi per calcolare le statistiche del Pokémon | Livello Natura |
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Stat | Base | Rank | IV | EPs | Value | |
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Punti Salute | 29.7 | 314 | ||||
Attacco | 58.3 | 267 | ||||
Difesa | 85.4 | 309 | ||||
Attacco Speciale | 88.1 | 327 | ||||
Difesa Speciale | 57.4 | 249 | ||||
Velocità | 32.8 | 203 | ||||
Media | 61.6 | — | — | — |
Pokémon version Ultra Sun & Ultra Moon | ||||||||
---|---|---|---|---|---|---|---|---|
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
— | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
5 | Water Sport | — | — | 15 | Halves all Fire-type damage. | |||
9 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
11 | Draining Kiss | 50 | 100% | 10 | Drains 75% of the damage inflicted to heal the user. | |||
14 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
16 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
19 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |||
23 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
26 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
29 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
34 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
39 | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
45 | Coil | — | — | 20 | Raises the user's Attack, Defense, and accuracy by one stage each. | |||
50 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
50 | Shell Smash | — | — | 15 | Raises user's Attack, Special Attack, and Speed by two stages. Lower user's Defense and Special Defense by one stage. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | ||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Brine | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | |||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Muddy Water | 90 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
— | Bind | 15 | 85% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Bounce | 85 | 85% | 5 | User bounces high into the air, dodging all attacks, and hits next turn. | |||
— | Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |||
— | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
— | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Imparata da Clamperl ma non da Gorebyss. Can be taught at any time by an NPC. | ||||||||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
55 | Scald | 80 | 100% | 15 | Has a 30% chance to burn the target. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
83 | Infestation | 20 | 100% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
88 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
94 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
98 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H5 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
Pokémon version Sun & Moon | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
— | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
5 | Water Sport | — | — | 15 | Halves all Fire-type damage. | |||
9 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
11 | Draining Kiss | 50 | 100% | 10 | Drains 75% of the damage inflicted to heal the user. | |||
14 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
16 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
19 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |||
23 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
26 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
29 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
34 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
39 | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
45 | Coil | — | — | 20 | Raises the user's Attack, Defense, and accuracy by one stage each. | |||
50 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
50 | Shell Smash | — | — | 15 | Raises user's Attack, Special Attack, and Speed by two stages. Lower user's Defense and Special Defense by one stage. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | ||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Brine | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | |||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Muddy Water | 90 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
55 | Scald | 80 | 100% | 15 | Has a 30% chance to burn the target. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
83 | Infestation | 20 | 100% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
88 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
94 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
98 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H5 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
Pokémon version Omega Ruby & Alpha Sapphire | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
— | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
5 | Water Sport | — | — | 15 | Halves all Fire-type damage. | |||
9 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
11 | Draining Kiss | 50 | 100% | 10 | Drains 75% of the damage inflicted to heal the user. | |||
14 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
16 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
19 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |||
23 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
26 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
29 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
34 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
39 | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
45 | Coil | — | — | 20 | Raises the user's Attack, Defense, and accuracy by one stage each. | |||
50 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
50 | Shell Smash | — | — | 15 | Raises user's Attack, Special Attack, and Speed by two stages. Lower user's Defense and Special Defense by one stage. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | ||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Brine | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | |||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Muddy Water | 90 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
— | Bind | 15 | 85% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Bounce | 85 | 85% | 5 | User bounces high into the air, dodging all attacks, and hits next turn. | |||
— | Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |||
— | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
— | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Imparata da Clamperl ma non da Gorebyss. Can be taught at any time by an NPC. | ||||||||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
55 | Scald | 80 | 100% | 15 | Has a 30% chance to burn the target. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
83 | Infestation | 20 | 100% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
88 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
94 | Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H5 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
H7 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
Pokémon version X & Y | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
6 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
10 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
15 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
19 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
24 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |||
28 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
33 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
37 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
42 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
46 | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
50 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
50 | Shell Smash | — | — | 15 | Raises user's Attack, Special Attack, and Speed by two stages. Lower user's Defense and Special Defense by one stage. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | ||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Brine | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | |||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Muddy Water | 90 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
55 | Scald | 80 | 100% | 15 | Has a 30% chance to burn the target. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
83 | Infestation | 20 | 100% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
88 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H5 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
Pokémon version Black 2 & White 2 | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
6 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
10 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
15 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
19 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
24 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |||
28 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
33 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
37 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
42 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
46 | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
51 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
51 | Shell Smash | — | — | 15 | Raises user's Attack, Special Attack, and Speed by two stages. Lower user's Defense and Special Defense by one stage. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | ||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Brine | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | |||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Muddy Water | 90 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
— | Bind | 15 | 85% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Bounce | 85 | 85% | 5 | User bounces high into the air, dodging all attacks, and hits next turn. | |||
— | Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |||
— | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
— | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Imparata da Clamperl ma non da Gorebyss. Can be taught at any time by an NPC. | ||||||||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
55 | Scald | 80 | 100% | 15 | Has a 30% chance to burn the target. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H5 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
H6 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
Pokémon version Black & White | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
6 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
10 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
15 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
19 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
24 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |||
28 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
33 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
37 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
42 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
46 | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
51 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
51 | Shell Smash | — | — | 15 | Raises user's Attack, Special Attack, and Speed by two stages. Lower user's Defense and Special Defense by one stage. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | ||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Brine | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | |||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Muddy Water | 90 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
55 | Scald | 80 | 100% | 15 | Has a 30% chance to burn the target. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H5 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
H6 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
Pokémon version HeartGold & SoulSilver | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
6 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
10 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
15 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
19 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
24 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |||
28 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
33 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
37 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
42 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
46 | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
51 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | ||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Muddy Water | 90 | 85% | 10 | Has a 30% chance to lower the target's accuracy by one stage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
— | Bounce | 85 | 85% | 5 | User bounces high into the air, dodging all attacks, and hits next turn. | |||
— | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
— | Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |||
— | Mud-Slap | 20 | 100% | 10 | Has a 100% chance to lower the target's accuracy by one stage. | |||
— | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
— | Swift | 60 | — | 20 | Never misses. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Imparata da Clamperl ma non da Gorebyss. Can be taught at any time by an NPC. | ||||||||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
03 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
43 | Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
55 | Brine | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. | |||
58 | Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | ||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
78 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
82 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
83 | Natural Gift | * | 100% | 15 | Power and type depend on the held berry. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H5 | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
H7 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
Pokémon version Platinum | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
6 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
10 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
15 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
19 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
24 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |||
28 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
33 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
37 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
42 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
46 | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
51 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | ||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
— | Bounce | 85 | 85% | 5 | User bounces high into the air, dodging all attacks, and hits next turn. | |||
— | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
— | Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |||
— | Mud-Slap | 20 | 100% | 10 | Has a 100% chance to lower the target's accuracy by one stage. | |||
— | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
— | Swift | 60 | — | 20 | Never misses. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Imparata da Clamperl ma non da Gorebyss. Can be taught at any time by an NPC. | ||||||||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
03 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
43 | Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
55 | Brine | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. | |||
58 | Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | ||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
78 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
82 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
83 | Natural Gift | * | 100% | 15 | Power and type depend on the held berry. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H7 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
Pokémon version Diamond & Pearl | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
6 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
10 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
15 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
19 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
24 | Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | |||
28 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
33 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
37 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
42 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
46 | Aqua Tail | 90 | 90% | 10 | Inflicts regular damage with no additional effect. | |||
51 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Aqua Ring | — | — | 20 | Restores 1/16 of the user's max HP each turn. | ||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
03 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
43 | Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
55 | Brine | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. | |||
58 | Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | ||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
78 | Captivate | — | 100% | 20 | Lowers the target's Special Attack by two stages if it's the opposite gender. | |||
82 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
83 | Natural Gift | * | 100% | 15 | Power and type depend on the held berry. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H7 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
Pokémon version FireRed & LeafGreen | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
8 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
15 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
22 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
29 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
36 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
43 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
50 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | |||
— | Double-Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |||
— | Mimic | — | — | 10 | Copies the target's last used move. | |||
— | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
03 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
43 | Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H7 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
H8 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
Pokémon version XD | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
8 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
15 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
22 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
29 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
36 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
43 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
50 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | |||
— | Double-Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |||
— | Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |||
— | Mimic | — | — | 10 | Copies the target's last used move. | |||
— | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
— | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
03 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
43 | Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H7 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
H8 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
Pokémon version Colosseum | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
8 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
15 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
22 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
29 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
36 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
43 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
50 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
03 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
43 | Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H7 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
H8 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
Pokémon version Emerald | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
8 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
15 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
22 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
29 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
36 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
43 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
50 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | |||
— | Double-Edge | 120 | 100% | 15 | User receives 1/3 the damage inflicted in recoil. | |||
— | Endure | — | — | 10 | +4 | Prevents the user's HP from lowering below 1 this turn. | ||
— | Icy Wind | 55 | 95% | 15 | Has a 100% chance to lower the target's Speed by one stage. | |||
— | Mimic | — | — | 10 | Copies the target's last used move. | |||
— | Mud-Slap | 20 | 100% | 10 | Has a 100% chance to lower the target's accuracy by one stage. | |||
— | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
— | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
— | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
— | Swift | 60 | — | 20 | Never misses. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
03 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
43 | Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H7 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
H8 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. | |||
Pokémon version Ruby & Sapphire | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Whirlpool | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | |||
8 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
15 | Agility | — | — | 30 | Raises the user's Speed by two stages. | |||
22 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
29 | Amnesia | — | — | 20 | Raises the user's Special Defense by two stages. | |||
36 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
43 | Baton Pass | — | — | 40 | Allows the trainer to switch out the user and pass effects along to its replacement. | |||
50 | Hydro Pump | 110 | 80% | 5 | Inflicts regular damage with no additional effect. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Clamperl ma non da Gorebyss. Learned when a Pokémon reaches a certain level. | ||||||||
— | Clamp | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Water Gun | 40 | 100% | 25 | Inflicts regular damage with no additional effect. | |||
— | Iron Defense | — | — | 15 | Raises the user's Defense by two stages. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Clamperl ma non da Gorebyss. Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Body Slam | 85 | 100% | 15 | Has a 30% chance to paralyze the target. | ||||
Confuse Ray | — | 100% | 10 | Confuses the target. | ||||
Mud Sport | — | — | 15 | Halves all Electric-type damage. | ||||
Refresh | — | — | 20 | Cleanses the user of a burn, paralysis, or poison. | ||||
Supersonic | — | 55% | 20 | Confuses the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
03 | Water Pulse | 60 | 100% | 20 | Has a 20% chance to confuse the target. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
07 | Hail | — | — | 10 | Changes the weather to a hailstorm for five turns. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
13 | Ice Beam | 90 | 100% | 10 | Has a 10% chance to freeze the target. | |||
14 | Blizzard | 110 | 70% | 5 | Has a 10% chance to freeze the target. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
43 | Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
H3 | Surf | 90 | 100% | 15 | Inflicts regular damage and can hit Dive users. | |||
H7 | Waterfall | 80 | 100% | 15 | Has a 20% chance to make the target flinch. | |||
H8 | Dive | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. |