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User:TehPerson/Transfer-only moves (Generation VII)/12

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

Victini

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
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
  • Bold indicates a move that gets STAB when used by Victini
  • Italic indicates a move that gets STAB only when used by an evolution of Victini
  • Click on the generation numbers at the top to see level-up moves from other generations

Snivy

Generation VII
Other generations:
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 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 Snivy
  • Italic indicates a move that gets STAB only when used by an evolution of Snivy
  • Click on the generation numbers at the top to see level-up moves from other generations

Servine

Generation VII
Other generations:
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 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 Servine
  • Italic indicates a move that gets STAB only when used by an evolution of Servine
  • Click on the generation numbers at the top to see level-up moves from other generations

Serperior

Generation VII
Other generations:
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 Flash Normal Status 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 Serperior
  • Italic indicates a move that gets STAB only when used by an evolution of Serperior
  • Click on the generation numbers at the top to see level-up moves from other generations

Tepig

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Incinerate Fire Special 60 100% 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 Tepig
  • Italic indicates a move that gets STAB only when used by an evolution of Tepig
  • Click on the generation numbers at the top to see level-up moves from other generations

Pignite

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Incinerate Fire Special 60 100% 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 Pignite
  • Italic indicates a move that gets STAB only when used by an evolution of Pignite
  • Click on the generation numbers at the top to see level-up moves from other generations

Emboar

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Incinerate Fire Special 60 100% 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 Emboar
  • Italic indicates a move that gets STAB only when used by an evolution of Emboar
  • Click on the generation numbers at the top to see level-up moves from other generations

Oshawott

Generation VII
Other generations:
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 Dive Water Physical 80 100% 10
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
  • Bold indicates a move that gets STAB when used by Oshawott
  • Italic indicates a move that gets STAB only when used by an evolution of Oshawott
  • Click on the generation numbers at the top to see level-up moves from other generations

Dewott

Generation VII
Other generations:
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 Dive Water Physical 80 100% 10
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
  • Bold indicates a move that gets STAB when used by Dewott
  • Italic indicates a move that gets STAB only when used by an evolution of Dewott
  • Click on the generation numbers at the top to see level-up moves from other generations

Samurott

Generation VII
Other generations:
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 Dive Water Physical 80 100% 10
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 Samurott
  • Italic indicates a move that gets STAB only when used by an evolution of Samurott
  • Click on the generation numbers at the top to see level-up moves from other generations

Patrat

Generation VII
Other generations:
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 Retaliate Normal Physical 70 100% 5
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Patrat
  • Italic indicates a move that gets STAB only when used by an evolution of Patrat
  • Click on the generation numbers at the top to see level-up moves from other generations

Watchog

Generation VII
Other generations:
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 Flash Normal Status 100% 20
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 Watchog
  • Italic indicates a move that gets STAB only when used by an evolution of Watchog
  • Click on the generation numbers at the top to see level-up moves from other generations

Lillipup

Generation VII
Other generations:
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 Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Lillipup
  • Italic indicates a move that gets STAB only when used by an evolution of Lillipup
  • Click on the generation numbers at the top to see level-up moves from other generations

Herdier

Generation VII
Other generations:
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 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 Herdier
  • Italic indicates a move that gets STAB only when used by an evolution of Herdier
  • Click on the generation numbers at the top to see level-up moves from other generations

Stoutland

Generation VII
Other generations:
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 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 Stoutland
  • Italic indicates a move that gets STAB only when used by an evolution of Stoutland
  • Click on the generation numbers at the top to see level-up moves from other generations

Purrloin

Generation VII
Other generations:
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 Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Purrloin
  • Italic indicates a move that gets STAB only when used by an evolution of Purrloin
  • Click on the generation numbers at the top to see level-up moves from other generations

Liepard

Generation VII
Other generations:
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 Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Liepard
  • Italic indicates a move that gets STAB only when used by an evolution of Liepard
  • Click on the generation numbers at the top to see level-up moves from other generations

Pansage

Generation VII
Other generations:
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 Flash Normal Status 100% 20
I II III IV V VI Hone Claws Dark Status —% 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
  • Bold indicates a move that gets STAB when used by Pansage
  • Italic indicates a move that gets STAB only when used by an evolution of Pansage
  • Click on the generation numbers at the top to see level-up moves from other generations

Simisage

Generation VII
Other generations:
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 Flash Normal Status 100% 20
I II III IV V VI Hone Claws Dark Status —% 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
  • Bold indicates a move that gets STAB when used by Simisage
  • Italic indicates a move that gets STAB only when used by an evolution of Simisage
  • Click on the generation numbers at the top to see level-up moves from other generations

Pansear

Generation VII
Other generations:
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 Hone Claws Dark Status —% 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
  • Bold indicates a move that gets STAB when used by Pansear
  • Italic indicates a move that gets STAB only when used by an evolution of Pansear
  • Click on the generation numbers at the top to see level-up moves from other generations

Simisear

Generation VII
Other generations:
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 Hone Claws Dark Status —% 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
  • Bold indicates a move that gets STAB when used by Simisear
  • Italic indicates a move that gets STAB only when used by an evolution of Simisear
  • Click on the generation numbers at the top to see level-up moves from other generations

Panpour

Generation VII
Other generations:
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 Dive Water Physical 80 100% 10
I II III IV V VI Hone Claws Dark Status —% 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
  • Bold indicates a move that gets STAB when used by Panpour
  • Italic indicates a move that gets STAB only when used by an evolution of Panpour
  • Click on the generation numbers at the top to see level-up moves from other generations

Simipour

Generation VII
Other generations:
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 Dive Water Physical 80 100% 10
I II III IV V VI Hone Claws Dark Status —% 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
  • Bold indicates a move that gets STAB when used by Simipour
  • Italic indicates a move that gets STAB only when used by an evolution of Simipour
  • Click on the generation numbers at the top to see level-up moves from other generations

Munna

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
  • Bold indicates a move that gets STAB when used by Munna
  • Italic indicates a move that gets STAB only when used by an evolution of Munna
  • Click on the generation numbers at the top to see level-up moves from other generations

Musharna

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
  • Bold indicates a move that gets STAB when used by Musharna
  • Italic indicates a move that gets STAB only when used by an evolution of Musharna
  • Click on the generation numbers at the top to see level-up moves from other generations

Pidove

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Pidove
  • Italic indicates a move that gets STAB only when used by an evolution of Pidove
  • Click on the generation numbers at the top to see level-up moves from other generations

Tranquill

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Tranquill
  • Italic indicates a move that gets STAB only when used by an evolution of Tranquill
  • Click on the generation numbers at the top to see level-up moves from other generations

Unfezant

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Unfezant
  • Italic indicates a move that gets STAB only when used by an evolution of Unfezant
  • Click on the generation numbers at the top to see level-up moves from other generations

Blitzle

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Blitzle
  • Italic indicates a move that gets STAB only when used by an evolution of Blitzle
  • Click on the generation numbers at the top to see level-up moves from other generations

Zebstrika

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

Roggenrola

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Roggenrola
  • Italic indicates a move that gets STAB only when used by an evolution of Roggenrola
  • Click on the generation numbers at the top to see level-up moves from other generations

Boldore

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Boldore
  • Italic indicates a move that gets STAB only when used by an evolution of Boldore
  • Click on the generation numbers at the top to see level-up moves from other generations

Gigalith

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Gigalith
  • Italic indicates a move that gets STAB only when used by an evolution of Gigalith
  • Click on the generation numbers at the top to see level-up moves from other generations

Woobat

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
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 Woobat
  • Italic indicates a move that gets STAB only when used by an evolution of Woobat
  • Click on the generation numbers at the top to see level-up moves from other generations

Swoobat

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
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 Swoobat
  • Italic indicates a move that gets STAB only when used by an evolution of Swoobat
  • Click on the generation numbers at the top to see level-up moves from other generations

Drilbur

Generation VII
Other generations:
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 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 Drilbur
  • Italic indicates a move that gets STAB only when used by an evolution of Drilbur
  • Click on the generation numbers at the top to see level-up moves from other generations

Excadrill

Generation VII
Other generations:
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 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 Excadrill
  • Italic indicates a move that gets STAB only when used by an evolution of Excadrill
  • Click on the generation numbers at the top to see level-up moves from other generations

Audino

Generation VII
Other generations:
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 Flash Normal Status 100% 20
I II III IV V VI Incinerate Fire Special 60 100% 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
  • Bold indicates a move that gets STAB when used by Audino
  • Italic indicates a move that gets STAB only when used by an evolution of Audino
  • Click on the generation numbers at the top to see level-up moves from other generations

Timburr

Generation VII
Other generations:
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 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 Timburr
  • Italic indicates a move that gets STAB only when used by an evolution of Timburr
  • Click on the generation numbers at the top to see level-up moves from other generations

Gurdurr

Generation VII
Other generations:
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 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 Gurdurr
  • Italic indicates a move that gets STAB only when used by an evolution of Gurdurr
  • Click on the generation numbers at the top to see level-up moves from other generations

Conkeldurr

Generation VII
Other generations:
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 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 Conkeldurr
  • Italic indicates a move that gets STAB only when used by an evolution of Conkeldurr
  • Click on the generation numbers at the top to see level-up moves from other generations

Tympole

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

Palpitoad

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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
  • Bold indicates a move that gets STAB when used by Palpitoad
  • Italic indicates a move that gets STAB only when used by an evolution of Palpitoad
  • Click on the generation numbers at the top to see level-up moves from other generations

Seismitoad

Generation VII
Other generations:
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 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 Seismitoad
  • Italic indicates a move that gets STAB only when used by an evolution of Seismitoad
  • Click on the generation numbers at the top to see level-up moves from other generations

Throh

Generation VII
Other generations:
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 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 Throh
  • Italic indicates a move that gets STAB only when used by an evolution of Throh
  • Click on the generation numbers at the top to see level-up moves from other generations

Sawk

Generation VII
Other generations:
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 Power-Up Punch Fighting Physical 40 100% 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 Sawk
  • Italic indicates a move that gets STAB only when used by an evolution of Sawk
  • Click on the generation numbers at the top to see level-up moves from other generations

Sewaddle

Generation VII
Other generations:
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 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 Sewaddle
  • Italic indicates a move that gets STAB only when used by an evolution of Sewaddle
  • Click on the generation numbers at the top to see level-up moves from other generations

Swadloon

Generation VII
Other generations:
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 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 Swadloon
  • Italic indicates a move that gets STAB only when used by an evolution of Swadloon
  • Click on the generation numbers at the top to see level-up moves from other generations

Leavanny

Generation VII
Other generations:
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 Flash Normal Status 100% 20
I II III IV V VI Hone Claws Dark Status —% 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
  • Bold indicates a move that gets STAB when used by Leavanny
  • Italic indicates a move that gets STAB only when used by an evolution of Leavanny
  • Click on the generation numbers at the top to see level-up moves from other generations

Venipede

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Venipede
  • Italic indicates a move that gets STAB only when used by an evolution of Venipede
  • Click on the generation numbers at the top to see level-up moves from other generations

Whirlipede

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Whirlipede
  • Italic indicates a move that gets STAB only when used by an evolution of Whirlipede
  • Click on the generation numbers at the top to see level-up moves from other generations

Scolipede

Generation VII
Other generations:
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 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 Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Scolipede
  • Italic indicates a move that gets STAB only when used by an evolution of Scolipede
  • Click on the generation numbers at the top to see level-up moves from other generations

Cottonee

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Cottonee
  • Italic indicates a move that gets STAB only when used by an evolution of Cottonee
  • Click on the generation numbers at the top to see level-up moves from other generations

Whimsicott

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Whimsicott
  • Italic indicates a move that gets STAB only when used by an evolution of Whimsicott
  • Click on the generation numbers at the top to see level-up moves from other generations

Petilil

Generation VII
Other generations:
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 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 Petilil
  • Italic indicates a move that gets STAB only when used by an evolution of Petilil
  • Click on the generation numbers at the top to see level-up moves from other generations

Lilligant

Generation VII
Other generations:
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 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 Lilligant
  • Italic indicates a move that gets STAB only when used by an evolution of Lilligant
  • Click on the generation numbers at the top to see level-up moves from other generations

Basculin

Generation VII
Other generations:
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 Dive Water Physical 80 100% 10
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Basculin
  • Italic indicates a move that gets STAB only when used by an evolution of Basculin
  • Click on the generation numbers at the top to see level-up moves from other generations

Basculin

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Agility Psychic Status —% 30
I II III IV V VI Brine Water Special 65 100% 10
I II III IV V VI Bubble Beam Water Special 65 100% 20
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Mud Shot Ground Special 55 95% 15
I II III IV V VI Muddy Water Water Special 90 85% 10
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Revenge Fighting Physical 60 100% 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
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Basculin
  • Italic indicates a move that gets STAB only when used by an evolution of Basculin
  • Click on the generation numbers at the top to see level-up moves from other generations

Sandile

Generation VII
Other generations:
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 Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 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
  • Bold indicates a move that gets STAB when used by Sandile
  • Italic indicates a move that gets STAB only when used by an evolution of Sandile
  • Click on the generation numbers at the top to see level-up moves from other generations

Krokorok

Generation VII
Other generations:
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 Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 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 Krokorok
  • Italic indicates a move that gets STAB only when used by an evolution of Krokorok
  • Click on the generation numbers at the top to see level-up moves from other generations

Krookodile

Generation VII
Other generations:
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 Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 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 Krookodile
  • Italic indicates a move that gets STAB only when used by an evolution of Krookodile
  • Click on the generation numbers at the top to see level-up moves from other generations

Darumaka

Generation VII
Other generations:
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 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 Darumaka
  • Italic indicates a move that gets STAB only when used by an evolution of Darumaka
  • Click on the generation numbers at the top to see level-up moves from other generations

Darmanitan

Generation VII
Other generations:
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 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 Darmanitan
  • Italic indicates a move that gets STAB only when used by an evolution of Darmanitan
  • Click on the generation numbers at the top to see level-up moves from other generations

Maractus

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

Dwebble

Generation VII
Other generations:
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 Hone Claws Dark Status —% 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 Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Dwebble
  • Italic indicates a move that gets STAB only when used by an evolution of Dwebble
  • Click on the generation numbers at the top to see level-up moves from other generations

Crustle

Generation VII
Other generations:
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 Hone Claws Dark Status —% 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 Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Crustle
  • Italic indicates a move that gets STAB only when used by an evolution of Crustle
  • Click on the generation numbers at the top to see level-up moves from other generations

Scraggy

Generation VII
Other generations:
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 Incinerate Fire Special 60 100% 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
  • Bold indicates a move that gets STAB when used by Scraggy
  • Italic indicates a move that gets STAB only when used by an evolution of Scraggy
  • Click on the generation numbers at the top to see level-up moves from other generations

Scrafty

Generation VII
Other generations:
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 Incinerate Fire Special 60 100% 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
  • Bold indicates a move that gets STAB when used by Scrafty
  • Italic indicates a move that gets STAB only when used by an evolution of Scrafty
  • Click on the generation numbers at the top to see level-up moves from other generations

Sigilyph

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
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 Sigilyph
  • Italic indicates a move that gets STAB only when used by an evolution of Sigilyph
  • Click on the generation numbers at the top to see level-up moves from other generations

Yamask

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Yamask
  • Italic indicates a move that gets STAB only when used by an evolution of Yamask
  • Click on the generation numbers at the top to see level-up moves from other generations

Cofagrigus

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Cofagrigus
  • Italic indicates a move that gets STAB only when used by an evolution of Cofagrigus
  • Click on the generation numbers at the top to see level-up moves from other generations

Tirtouga

Generation VII
Other generations:
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 Dive Water Physical 80 100% 10
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 Tirtouga
  • Italic indicates a move that gets STAB only when used by an evolution of Tirtouga
  • Click on the generation numbers at the top to see level-up moves from other generations

Carracosta

Generation VII
Other generations:
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 Dive Water Physical 80 100% 10
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 Carracosta
  • Italic indicates a move that gets STAB only when used by an evolution of Carracosta
  • Click on the generation numbers at the top to see level-up moves from other generations

Archen

Generation VII
Other generations:
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 Hone Claws Dark Status —% 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
  • Bold indicates a move that gets STAB when used by Archen
  • Italic indicates a move that gets STAB only when used by an evolution of Archen
  • Click on the generation numbers at the top to see level-up moves from other generations

Archeops

Generation VII
Other generations:
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 Hone Claws Dark Status —% 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
  • Bold indicates a move that gets STAB when used by Archeops
  • Italic indicates a move that gets STAB only when used by an evolution of Archeops
  • Click on the generation numbers at the top to see level-up moves from other generations

Trubbish

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

Garbodor

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

Zorua

Generation VII
Other generations:
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 Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 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
  • Bold indicates a move that gets STAB when used by Zorua
  • Italic indicates a move that gets STAB only when used by an evolution of Zorua
  • Click on the generation numbers at the top to see level-up moves from other generations

Zoroark

Generation VII
Other generations:
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 Incinerate Fire Special 60 100% 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
  • Bold indicates a move that gets STAB when used by Zoroark
  • Italic indicates a move that gets STAB only when used by an evolution of Zoroark
  • Click on the generation numbers at the top to see level-up moves from other generations

Minccino

Generation VII
Other generations:
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 Growl Normal Status 100% 40
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
  • Bold indicates a move that gets STAB when used by Minccino
  • Italic indicates a move that gets STAB only when used by an evolution of Minccino
  • Click on the generation numbers at the top to see level-up moves from other generations

Cinccino

Generation VII
Other generations:
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 Growl Normal Status 100% 40
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
  • Bold indicates a move that gets STAB when used by Cinccino
  • Italic indicates a move that gets STAB only when used by an evolution of Cinccino
  • Click on the generation numbers at the top to see level-up moves from other generations

Gothita

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Gothita
  • Italic indicates a move that gets STAB only when used by an evolution of Gothita
  • Click on the generation numbers at the top to see level-up moves from other generations

Gothorita

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Gothorita
  • Italic indicates a move that gets STAB only when used by an evolution of Gothorita
  • Click on the generation numbers at the top to see level-up moves from other generations

Gothitelle

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Gothitelle
  • Italic indicates a move that gets STAB only when used by an evolution of Gothitelle
  • Click on the generation numbers at the top to see level-up moves from other generations

Solosis

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
  • Bold indicates a move that gets STAB when used by Solosis
  • Italic indicates a move that gets STAB only when used by an evolution of Solosis
  • Click on the generation numbers at the top to see level-up moves from other generations

Duosion

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
  • Bold indicates a move that gets STAB when used by Duosion
  • Italic indicates a move that gets STAB only when used by an evolution of Duosion
  • Click on the generation numbers at the top to see level-up moves from other generations

Reuniclus

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Flash Normal Status 100% 20
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 Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Reuniclus
  • Italic indicates a move that gets STAB only when used by an evolution of Reuniclus
  • Click on the generation numbers at the top to see level-up moves from other generations

Ducklett

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Dive Water Physical 80 100% 10
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 Ducklett
  • Italic indicates a move that gets STAB only when used by an evolution of Ducklett
  • Click on the generation numbers at the top to see level-up moves from other generations

Swanna

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Dive Water Physical 80 100% 10
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 Swanna
  • Italic indicates a move that gets STAB only when used by an evolution of Swanna
  • Click on the generation numbers at the top to see level-up moves from other generations

Vanillite

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

Vanillish

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

Vanilluxe

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

Deerling

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

Sawsbuck

Generation VII
Other generations:
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 Flash Normal Status 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
  • Bold indicates a move that gets STAB when used by Sawsbuck
  • Italic indicates a move that gets STAB only when used by an evolution of Sawsbuck
  • Click on the generation numbers at the top to see level-up moves from other generations

Emolga

Generation VII
Other generations:
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 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 Emolga
  • Italic indicates a move that gets STAB only when used by an evolution of Emolga
  • Click on the generation numbers at the top to see level-up moves from other generations

Karrablast

Generation VII
Other generations:
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 Secret Power Normal Physical 70 100% 20
I II III IV V VI Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Karrablast
  • Italic indicates a move that gets STAB only when used by an evolution of Karrablast
  • Click on the generation numbers at the top to see level-up moves from other generations

Escavalier

Generation VII
Other generations:
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 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 Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Escavalier
  • Italic indicates a move that gets STAB only when used by an evolution of Escavalier
  • Click on the generation numbers at the top to see level-up moves from other generations

Foongus

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Foongus
  • Italic indicates a move that gets STAB only when used by an evolution of Foongus
  • Click on the generation numbers at the top to see level-up moves from other generations

Amoonguss

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Amoonguss
  • Italic indicates a move that gets STAB only when used by an evolution of Amoonguss
  • Click on the generation numbers at the top to see level-up moves from other generations

Frillish

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Dive Water Physical 80 100% 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 Frillish
  • Italic indicates a move that gets STAB only when used by an evolution of Frillish
  • Click on the generation numbers at the top to see level-up moves from other generations

Jellicent

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Dive Water Physical 80 100% 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 Jellicent
  • Italic indicates a move that gets STAB only when used by an evolution of Jellicent
  • Click on the generation numbers at the top to see level-up moves from other generations

Alomomola

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

Joltik

Generation VII
Other generations:
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 Flash Normal Status 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Joltik
  • Italic indicates a move that gets STAB only when used by an evolution of Joltik
  • Click on the generation numbers at the top to see level-up moves from other generations

Galvantula

Generation VII
Other generations:
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 Flash Normal Status 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Galvantula
  • Italic indicates a move that gets STAB only when used by an evolution of Galvantula
  • Click on the generation numbers at the top to see level-up moves from other generations

Ferroseed

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
  • Bold indicates a move that gets STAB when used by Ferroseed
  • Italic indicates a move that gets STAB only when used by an evolution of Ferroseed
  • Click on the generation numbers at the top to see level-up moves from other generations

Ferrothorn

Generation VII
Other generations:
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 Flash Normal Status 100% 20
I II III IV V VI Hone Claws Dark Status —% 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 Ferrothorn
  • Italic indicates a move that gets STAB only when used by an evolution of Ferrothorn
  • Click on the generation numbers at the top to see level-up moves from other generations

Klink

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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
  • Bold indicates a move that gets STAB when used by Klink
  • Italic indicates a move that gets STAB only when used by an evolution of Klink
  • Click on the generation numbers at the top to see level-up moves from other generations

Klang

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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
  • Bold indicates a move that gets STAB when used by Klang
  • Italic indicates a move that gets STAB only when used by an evolution of Klang
  • Click on the generation numbers at the top to see level-up moves from other generations

Klinklang

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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
  • Bold indicates a move that gets STAB when used by Klinklang
  • Italic indicates a move that gets STAB only when used by an evolution of Klinklang
  • Click on the generation numbers at the top to see level-up moves from other generations

Eelektrik

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Eelektrik
  • Italic indicates a move that gets STAB only when used by an evolution of Eelektrik
  • Click on the generation numbers at the top to see level-up moves from other generations

Eelektross

Generation VII
Other generations:
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 Flash Normal Status 100% 20
I II III IV V VI Hone Claws Dark Status —% 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 Eelektross
  • Italic indicates a move that gets STAB only when used by an evolution of Eelektross
  • Click on the generation numbers at the top to see level-up moves from other generations

Elgyem

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Elgyem
  • Italic indicates a move that gets STAB only when used by an evolution of Elgyem
  • Click on the generation numbers at the top to see level-up moves from other generations

Beheeyem

Generation VII
Other generations:
VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Beheeyem
  • Italic indicates a move that gets STAB only when used by an evolution of Beheeyem
  • Click on the generation numbers at the top to see level-up moves from other generations

Litwick

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

Lampent

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

Chandelure

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

Axew

Generation VII
Other generations:
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 Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 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 Axew
  • Italic indicates a move that gets STAB only when used by an evolution of Axew
  • Click on the generation numbers at the top to see level-up moves from other generations

Fraxure

Generation VII
Other generations:
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 Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 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 Fraxure
  • Italic indicates a move that gets STAB only when used by an evolution of Fraxure
  • Click on the generation numbers at the top to see level-up moves from other generations

Haxorus

Generation VII
Other generations:
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 Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 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 Haxorus
  • Italic indicates a move that gets STAB only when used by an evolution of Haxorus
  • Click on the generation numbers at the top to see level-up moves from other generations

Cubchoo

Generation VII
Other generations:
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 Hone Claws Dark Status —% 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 Cubchoo
  • Italic indicates a move that gets STAB only when used by an evolution of Cubchoo
  • Click on the generation numbers at the top to see level-up moves from other generations

Beartic

Generation VII
Other generations:
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 Dive Water Physical 80 100% 10
I II III IV V VI Hone Claws Dark Status —% 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 Beartic
  • Italic indicates a move that gets STAB only when used by an evolution of Beartic
  • Click on the generation numbers at the top to see level-up moves from other generations

Cryogonal

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

Shelmet

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

Accelgor

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

Stunfisk

Generation VII
Other generations:
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 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 Stunfisk
  • Italic indicates a move that gets STAB only when used by an evolution of Stunfisk
  • Click on the generation numbers at the top to see level-up moves from other generations

Mienfoo

Generation VII
Other generations:
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 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 Mienfoo
  • Italic indicates a move that gets STAB only when used by an evolution of Mienfoo
  • Click on the generation numbers at the top to see level-up moves from other generations

Mienshao

Generation VII
Other generations:
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 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 Mienshao
  • Italic indicates a move that gets STAB only when used by an evolution of Mienshao
  • Click on the generation numbers at the top to see level-up moves from other generations

Druddigon

Generation VII
Other generations:
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 Incinerate Fire Special 60 100% 15
I II III IV V VI