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User:TehPerson/Transfer-only moves (Generation VII)/10

< User:TehPerson‎ | Transfer-only moves (Generation VII)

Turtwig

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Turtwig
  • Italic indicates a move that gets STAB only when used by an evolution of Turtwig
  • Click on the generation numbers at the top to see level-up moves from other generations

Grotle

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Grotle
  • Italic indicates a move that gets STAB only when used by an evolution of Grotle
  • Click on the generation numbers at the top to see level-up moves from other generations

Torterra

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Torterra
  • Italic indicates a move that gets STAB only when used by an evolution of Torterra
  • Click on the generation numbers at the top to see level-up moves from other generations

Chimchar

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Vacuum Wave Fighting Special 40 100% 30
  • Bold indicates a move that gets STAB when used by Chimchar
  • Italic indicates a move that gets STAB only when used by an evolution of Chimchar
  • Click on the generation numbers at the top to see level-up moves from other generations

Monferno

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Vacuum Wave Fighting Special 40 100% 30
  • Bold indicates a move that gets STAB when used by Monferno
  • Italic indicates a move that gets STAB only when used by an evolution of Monferno
  • Click on the generation numbers at the top to see level-up moves from other generations

Infernape

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Vacuum Wave Fighting Special 40 100% 30
  • Bold indicates a move that gets STAB when used by Infernape
  • Italic indicates a move that gets STAB only when used by an evolution of Infernape
  • Click on the generation numbers at the top to see level-up moves from other generations

Piplup

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Piplup
  • Italic indicates a move that gets STAB only when used by an evolution of Piplup
  • Click on the generation numbers at the top to see level-up moves from other generations

Prinplup

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Prinplup
  • Italic indicates a move that gets STAB only when used by an evolution of Prinplup
  • Click on the generation numbers at the top to see level-up moves from other generations

Empoleon

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Avalanche Ice Physical 60 100% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Empoleon
  • Italic indicates a move that gets STAB only when used by an evolution of Empoleon
  • Click on the generation numbers at the top to see level-up moves from other generations

Starly

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Air Cutter Flying Special 60 95% 25
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Starly
  • Italic indicates a move that gets STAB only when used by an evolution of Starly
  • Click on the generation numbers at the top to see level-up moves from other generations

Staravia

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Air Cutter Flying Special 60 95% 25
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Staravia
  • Italic indicates a move that gets STAB only when used by an evolution of Staravia
  • Click on the generation numbers at the top to see level-up moves from other generations

Staraptor

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Air Cutter Flying Special 60 95% 25
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Staraptor
  • Italic indicates a move that gets STAB only when used by an evolution of Staraptor
  • Click on the generation numbers at the top to see level-up moves from other generations

Bidoof

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Bidoof
  • Italic indicates a move that gets STAB only when used by an evolution of Bidoof
  • Click on the generation numbers at the top to see level-up moves from other generations

Bibarel

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Bibarel
  • Italic indicates a move that gets STAB only when used by an evolution of Bibarel
  • Click on the generation numbers at the top to see level-up moves from other generations

Kricketot

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI String Shot Bug Status 95% 40
  • Bold indicates a move that gets STAB when used by Kricketot
  • Italic indicates a move that gets STAB only when used by an evolution of Kricketot
  • Click on the generation numbers at the top to see level-up moves from other generations

Kricketune

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI String Shot Bug Status 95% 40
  • Bold indicates a move that gets STAB when used by Kricketune
  • Italic indicates a move that gets STAB only when used by an evolution of Kricketune
  • Click on the generation numbers at the top to see level-up moves from other generations

Shinx

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Shinx
  • Italic indicates a move that gets STAB only when used by an evolution of Shinx
  • Click on the generation numbers at the top to see level-up moves from other generations

Luxio

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Luxio
  • Italic indicates a move that gets STAB only when used by an evolution of Luxio
  • Click on the generation numbers at the top to see level-up moves from other generations

Luxray

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Luxray
  • Italic indicates a move that gets STAB only when used by an evolution of Luxray
  • Click on the generation numbers at the top to see level-up moves from other generations

Budew

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Budew
  • Italic indicates a move that gets STAB only when used by an evolution of Budew
  • Click on the generation numbers at the top to see level-up moves from other generations

Roserade

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Roserade
  • Italic indicates a move that gets STAB only when used by an evolution of Roserade
  • Click on the generation numbers at the top to see level-up moves from other generations

Cranidos

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Cranidos
  • Italic indicates a move that gets STAB only when used by an evolution of Cranidos
  • Click on the generation numbers at the top to see level-up moves from other generations

Rampardos

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Avalanche Ice Physical 60 100% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Rampardos
  • Italic indicates a move that gets STAB only when used by an evolution of Rampardos
  • Click on the generation numbers at the top to see level-up moves from other generations

Shieldon

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Shieldon
  • Italic indicates a move that gets STAB only when used by an evolution of Shieldon
  • Click on the generation numbers at the top to see level-up moves from other generations

Bastiodon

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Avalanche Ice Physical 60 100% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Bastiodon
  • Italic indicates a move that gets STAB only when used by an evolution of Bastiodon
  • Click on the generation numbers at the top to see level-up moves from other generations

Burmy

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI String Shot Bug Status 95% 40
  • Bold indicates a move that gets STAB when used by Burmy
  • Italic indicates a move that gets STAB only when used by an evolution of Burmy
  • Click on the generation numbers at the top to see level-up moves from other generations

Wormadam

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Wormadam
  • Italic indicates a move that gets STAB only when used by an evolution of Wormadam
  • Click on the generation numbers at the top to see level-up moves from other generations

Wormadam

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Wormadam
  • Italic indicates a move that gets STAB only when used by an evolution of Wormadam
  • Click on the generation numbers at the top to see level-up moves from other generations

Wormadam

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Wormadam
  • Italic indicates a move that gets STAB only when used by an evolution of Wormadam
  • Click on the generation numbers at the top to see level-up moves from other generations

Mothim

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Air Cutter Flying Special 60 95% 25
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Struggle Bug Bug Special 50 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Mothim
  • Italic indicates a move that gets STAB only when used by an evolution of Mothim
  • Click on the generation numbers at the top to see level-up moves from other generations

Combee

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Air Cutter Flying Special 60 95% 25
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Ominous Wind Ghost Special 60 100% 5
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Combee
  • Italic indicates a move that gets STAB only when used by an evolution of Combee
  • Click on the generation numbers at the top to see level-up moves from other generations

Vespiquen

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Air Cutter Flying Special 60 95% 25
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Struggle Bug Bug Special 50 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Vespiquen
  • Italic indicates a move that gets STAB only when used by an evolution of Vespiquen
  • Click on the generation numbers at the top to see level-up moves from other generations

Pachirisu

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Pachirisu
  • Italic indicates a move that gets STAB only when used by an evolution of Pachirisu
  • Click on the generation numbers at the top to see level-up moves from other generations

Buizel

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Brine Water Special 65 100% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Buizel
  • Italic indicates a move that gets STAB only when used by an evolution of Buizel
  • Click on the generation numbers at the top to see level-up moves from other generations

Floatzel

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Brine Water Special 65 100% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Floatzel
  • Italic indicates a move that gets STAB only when used by an evolution of Floatzel
  • Click on the generation numbers at the top to see level-up moves from other generations

Cherubi

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Cherubi
  • Italic indicates a move that gets STAB only when used by an evolution of Cherubi
  • Click on the generation numbers at the top to see level-up moves from other generations

Cherrim

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Cherrim
  • Italic indicates a move that gets STAB only when used by an evolution of Cherrim
  • Click on the generation numbers at the top to see level-up moves from other generations

Shellos

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Ancient Power Rock Special 60 100% 5
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Shellos
  • Italic indicates a move that gets STAB only when used by an evolution of Shellos
  • Click on the generation numbers at the top to see level-up moves from other generations

Gastrodon

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Ancient Power Rock Special 60 100% 5
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Gastrodon
  • Italic indicates a move that gets STAB only when used by an evolution of Gastrodon
  • Click on the generation numbers at the top to see level-up moves from other generations

Ambipom

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Ambipom
  • Italic indicates a move that gets STAB only when used by an evolution of Ambipom
  • Click on the generation numbers at the top to see level-up moves from other generations

Drifloon

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Air Cutter Flying Special 60 95% 25
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
I II III IV V VI Sucker Punch Dark Physical 70 100% 5
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Drifloon
  • Italic indicates a move that gets STAB only when used by an evolution of Drifloon
  • Click on the generation numbers at the top to see level-up moves from other generations

Drifblim

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Air Cutter Flying Special 60 95% 25
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
I II III IV V VI Sucker Punch Dark Physical 70 100% 5
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Drifblim
  • Italic indicates a move that gets STAB only when used by an evolution of Drifblim
  • Click on the generation numbers at the top to see level-up moves from other generations

Buneary

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Buneary
  • Italic indicates a move that gets STAB only when used by an evolution of Buneary
  • Click on the generation numbers at the top to see level-up moves from other generations

Lopunny

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Lopunny
  • Italic indicates a move that gets STAB only when used by an evolution of Lopunny
  • Click on the generation numbers at the top to see level-up moves from other generations

Mismagius

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Mismagius
  • Italic indicates a move that gets STAB only when used by an evolution of Mismagius
  • Click on the generation numbers at the top to see level-up moves from other generations

Honchkrow

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Air Cutter Flying Special 60 95% 25
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Honchkrow
  • Italic indicates a move that gets STAB only when used by an evolution of Honchkrow
  • Click on the generation numbers at the top to see level-up moves from other generations

Glameow

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Glameow
  • Italic indicates a move that gets STAB only when used by an evolution of Glameow
  • Click on the generation numbers at the top to see level-up moves from other generations

Purugly

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Purugly
  • Italic indicates a move that gets STAB only when used by an evolution of Purugly
  • Click on the generation numbers at the top to see level-up moves from other generations

Chingling

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Chingling
  • Italic indicates a move that gets STAB only when used by an evolution of Chingling
  • Click on the generation numbers at the top to see level-up moves from other generations

Stunky

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Stunky
  • Italic indicates a move that gets STAB only when used by an evolution of Stunky
  • Click on the generation numbers at the top to see level-up moves from other generations

Skuntank

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Skuntank
  • Italic indicates a move that gets STAB only when used by an evolution of Skuntank
  • Click on the generation numbers at the top to see level-up moves from other generations

Bronzor

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Ancient Power Rock Special 60 100% 5
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Bronzor
  • Italic indicates a move that gets STAB only when used by an evolution of Bronzor
  • Click on the generation numbers at the top to see level-up moves from other generations

Bronzong

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Ancient Power Rock Special 60 100% 5
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Bronzong
  • Italic indicates a move that gets STAB only when used by an evolution of Bronzong
  • Click on the generation numbers at the top to see level-up moves from other generations

Bonsly

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Slam Normal Physical 80 75% 20
  • Bold indicates a move that gets STAB when used by Bonsly
  • Italic indicates a move that gets STAB only when used by an evolution of Bonsly
  • Click on the generation numbers at the top to see level-up moves from other generations

Mime Jr.

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Mime Jr.
  • Italic indicates a move that gets STAB only when used by an evolution of Mime Jr.
  • Click on the generation numbers at the top to see level-up moves from other generations

Happiny

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Happiny
  • Italic indicates a move that gets STAB only when used by an evolution of Happiny
  • Click on the generation numbers at the top to see level-up moves from other generations

Chatot

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Chatot
  • Italic indicates a move that gets STAB only when used by an evolution of Chatot
  • Click on the generation numbers at the top to see level-up moves from other generations

Spiritomb

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
  • Bold indicates a move that gets STAB when used by Spiritomb
  • Italic indicates a move that gets STAB only when used by an evolution of Spiritomb
  • Click on the generation numbers at the top to see level-up moves from other generations

Gible

Generation VII
Other generations:
V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mud-Slap Ground Special 20 100% 10