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User:TehPerson/Transfer-only moves (Generation VII)/3

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


Geodude

Generation VII
Other generations:
II - IV - 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 Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Counter Fighting Physical 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI Fissure Ground Physical 30% 5
I II III IV V VI Harden Normal Status —% 30
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 Metronome Normal Status —% 10
I II III IV V VI Mimic 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rage Normal Physical 20 100% 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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Submission Fighting Physical 80 80% 20
I II III IV V VI Sucker Punch Dark Physical 70 100% 5
I II III IV V VI Take Down Normal Physical 90 85% 20
  • Bold indicates a move that gets STAB when used by Geodude
  • Italic indicates a move that gets STAB only when used by an evolution of Geodude
  • Click on the generation numbers at the top to see level-up moves from other generations

Graveler

Generation VII
Other generations:
II - IV - 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 Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Counter Fighting Physical 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI Fissure Ground Physical 30% 5
I II III IV V VI Harden Normal Status —% 30
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 Metronome Normal Status —% 10
I II III IV V VI Mimic 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rage Normal Physical 20 100% 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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Submission Fighting Physical 80 80% 20
I II III IV V VI Sucker Punch Dark Physical 70 100% 5
I II III IV V VI Take Down Normal Physical 90 85% 20
  • Bold indicates a move that gets STAB when used by Graveler
  • Italic indicates a move that gets STAB only when used by an evolution of Graveler
  • Click on the generation numbers at the top to see level-up moves from other generations

Golem

Generation VII
Other generations:
II - IV - 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 Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Counter Fighting Physical 100% 20
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI Fissure Ground Physical 30% 5
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Harden Normal Status —% 30
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 Mega Kick Normal Physical 120 75% 5
I II III IV V VI Metronome Normal Status —% 10
I II III IV V VI Mimic 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rage Normal Physical 20 100% 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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Submission Fighting Physical 80 80% 20
I II III IV V VI Sucker Punch Dark Physical 70 100% 5
I II III IV V VI Take Down Normal Physical 90 85% 20
  • Bold indicates a move that gets STAB when used by Golem
  • Italic indicates a move that gets STAB only when used by an evolution of Golem
  • Click on the generation numbers at the top to see level-up moves from other generations

Ponyta

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Curse Ghost Status —% 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 Incinerate Fire Special 60 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Quick Attack Normal Physical 40 100% 30
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
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 Ponyta
  • Italic indicates a move that gets STAB only when used by an evolution of Ponyta
  • Click on the generation numbers at the top to see level-up moves from other generations

Rapidash

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Curse Ghost Status —% 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 Incinerate Fire Special 60 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
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 Rapidash
  • Italic indicates a move that gets STAB only when used by an evolution of Rapidash
  • Click on the generation numbers at the top to see level-up moves from other generations

Slowpoke

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
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 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 Double-Edge Normal Physical 120 100% 15
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Fissure Ground Physical 30% 5
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 Mimic 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 Nightmare Ghost Status 100% 15
I II III IV V VI Pay Day Normal Physical 40 100% 20
I II III IV V VI Psywave Psychic Special 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
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 Take Down Normal Physical 90 85% 20
I II III IV V VI Teleport Psychic Status —% 20
I II III IV V VI Tri Attack Normal Special 80 100% 10
I II III IV V VI Whirlpool Water Special 35 85% 15
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Slowpoke
  • Italic indicates a move that gets STAB only when used by an evolution of Slowpoke
  • Click on the generation numbers at the top to see level-up moves from other generations

Slowbro

Generation VII
Other generations:
II - IV - 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 Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
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 Captivate Normal Status 100% 20
I II III IV V VI Counter Fighting Physical 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 Double-Edge Normal Physical 120 100% 15
I II III IV V VI Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Fissure Ground Physical 30% 5
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 Incinerate Fire Special 60 100% 15
I II III IV V VI Mega Kick Normal Physical 120 75% 5
I II III IV V VI Mega Punch Normal Physical 80 85% 20
I II III IV V VI Mimic 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 Nightmare Ghost Status 100% 15
I II III IV V VI Pay Day Normal Physical 40 100% 20
I II III IV V VI Psywave Psychic Special 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Reflect Psychic Status —% 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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Submission Fighting Physical 80 80% 20
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Teleport Psychic Status —% 20
I II III IV V VI Tri Attack Normal Special 80 100% 10
I II III IV V VI Whirlpool Water Special 35 85% 15
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Slowbro
  • Italic indicates a move that gets STAB only when used by an evolution of Slowbro
  • Click on the generation numbers at the top to see level-up moves from other generations

Magnemite

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
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 Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
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
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Teleport Psychic Status —% 20
  • Bold indicates a move that gets STAB when used by Magnemite
  • Italic indicates a move that gets STAB only when used by an evolution of Magnemite
  • Click on the generation numbers at the top to see level-up moves from other generations

Magneton

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
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 Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
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
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Teleport Psychic Status —% 20
  • Bold indicates a move that gets STAB when used by Magneton
  • Italic indicates a move that gets STAB only when used by an evolution of Magneton
  • Click on the generation numbers at the top to see level-up moves from other generations

Farfetch'd

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
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 Detect Fighting Status —% 5
I II III IV V VI Double-Edge Normal Physical 120 100% 15
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 Mimic Normal Status —% 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 Rage Normal Physical 20 100% 20
I II III IV V VI Razor Wind Normal Special 80 100% 10
I II III IV V VI Reflect Psychic Status —% 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 Skull Bash Normal Physical 130 100% 10
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Twister Dragon Special 40 100% 20
I II III IV V VI Whirlwind Normal Status —% 20
  • Bold indicates a move that gets STAB when used by Farfetch'd
  • Italic indicates a move that gets STAB only when used by an evolution of Farfetch'd
  • Click on the generation numbers at the top to see level-up moves from other generations

Doduo

Generation VII
Other generations:
II - IV - 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 Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Sky Attack Flying Physical 140 90% 5
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Tri Attack Normal Special 80 100% 10
I II III IV V VI Whirlwind Normal Status —% 20
  • Bold indicates a move that gets STAB when used by Doduo
  • Italic indicates a move that gets STAB only when used by an evolution of Doduo
  • Click on the generation numbers at the top to see level-up moves from other generations

Dodrio

Generation VII
Other generations:
II - IV - 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 Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 10
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Whirlwind Normal Status —% 20
  • Bold indicates a move that gets STAB when used by Dodrio
  • Italic indicates a move that gets STAB only when used by an evolution of Dodrio
  • Click on the generation numbers at the top to see level-up moves from other generations

Seel

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Bubble Beam Water Special 65 100% 20
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Pay Day Normal Physical 40 100% 20
I II III IV V VI Peck Flying Physical 35 100% 35
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Water Gun Water Special 40 100% 25
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Seel
  • Italic indicates a move that gets STAB only when used by an evolution of Seel
  • Click on the generation numbers at the top to see level-up moves from other generations

Dewgong

Generation VII
Other generations:
II - IV - 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 Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Bubble Beam Water Special 65 100% 20
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Pay Day Normal Physical 40 100% 20
I II III IV V VI Peck Flying Physical 35 100% 35
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Water Gun Water Special 40 100% 25
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Dewgong
  • Italic indicates a move that gets STAB only when used by an evolution of Dewgong
  • Click on the generation numbers at the top to see level-up moves from other generations

Grimer

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
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 Dynamic Punch Fighting Physical 100 50% 5
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 Mega Drain Grass Special 40 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Grimer
  • Italic indicates a move that gets STAB only when used by an evolution of Grimer
  • Click on the generation numbers at the top to see level-up moves from other generations

Muk

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
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 Dynamic Punch Fighting Physical 100 50% 5
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 Mega Drain Grass Special 40 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rage Normal Physical 20 100% 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 Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Muk
  • Italic indicates a move that gets STAB only when used by an evolution of Muk
  • Click on the generation numbers at the top to see level-up moves from other generations

Shellder

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Teleport Psychic Status —% 20
I II III IV V VI Tri Attack Normal Special 80 100% 10
  • Bold indicates a move that gets STAB when used by Shellder
  • Italic indicates a move that gets STAB only when used by an evolution of Shellder
  • Click on the generation numbers at the top to see level-up moves from other generations

Cloyster

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Teleport Psychic Status —% 20
I II III IV V VI Tri Attack Normal Special 80 100% 10
  • Bold indicates a move that gets STAB when used by Cloyster
  • Italic indicates a move that gets STAB only when used by an evolution of Cloyster
  • Click on the generation numbers at the top to see level-up moves from other generations

Gastly

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
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 Mega Drain Grass Special 40 100% 15
I II III IV V VI Mimic Normal Status —% 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 Rage Normal Physical 20 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Thunder Electric Special 110 70% 10
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Gastly
  • Italic indicates a move that gets STAB only when used by an evolution of Gastly
  • Click on the generation numbers at the top to see level-up moves from other generations

Haunter

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
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 Mega Drain Grass Special 40 100% 15
I II III IV V VI Mimic Normal Status —% 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 Rage Normal Physical 20 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Thunder Electric Special 110 70% 10
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Haunter
  • Italic indicates a move that gets STAB only when used by an evolution of Haunter
  • Click on the generation numbers at the top to see level-up moves from other generations

Gengar

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Counter Fighting Physical 100% 20
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Dynamic Punch Fighting Physical 100 50% 5
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 Mega Drain Grass Special 40 100% 15
I II III IV V VI Mega Kick Normal Physical 120 75% 5
I II III IV V VI Mega Punch Normal Physical 80 85% 20
I II III IV V VI Metronome Normal Status —% 10
I II III IV V VI Mimic Normal Status —% 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rage Normal Physical 20 100% 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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Submission Fighting Physical 80 80% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Gengar
  • Italic indicates a move that gets STAB only when used by an evolution of Gengar
  • Click on the generation numbers at the top to see level-up moves from other generations

Onix

Generation VII
Other generations:
II - IV - 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 Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
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 Fissure Ground Physical 30% 5
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mimic 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 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 Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Onix
  • Italic indicates a move that gets STAB only when used by an evolution of Onix
  • Click on the generation numbers at the top to see level-up moves from other generations

Drowzee

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Counter Fighting Physical 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Dynamic Punch Fighting Physical 100 50% 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 Mega Kick Normal Physical 120 75% 5
I II III IV V VI Mega Punch Normal Physical 80 85% 20
I II III IV V VI Metronome Normal Status —% 10
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Nightmare Ghost Status 100% 15
I II III IV V VI Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Psywave Psychic Special 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Seismic Toss Fighting Physical 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Submission Fighting Physical 80 80% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Teleport Psychic Status —% 20
I II III IV V VI Tri Attack Normal Special 80 100% 10
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Drowzee
  • Italic indicates a move that gets STAB only when used by an evolution of Drowzee
  • Click on the generation numbers at the top to see level-up moves from other generations

Hypno

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Counter Fighting Physical 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Dynamic Punch Fighting Physical 100 50% 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 Mega Kick Normal Physical 120 75% 5
I II III IV V VI Mega Punch Normal Physical 80 85% 20
I II III IV V VI Metronome Normal Status —% 10
I II III IV V VI Mimic 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 Psywave Psychic Special 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Seismic Toss Fighting Physical 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Submission Fighting Physical 80 80% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Teleport Psychic Status —% 20
I II III IV V VI Tri Attack Normal Special 80 100% 10
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Hypno
  • Italic indicates a move that gets STAB only when used by an evolution of Hypno
  • Click on the generation numbers at the top to see level-up moves from other generations

Krabby

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
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 Double-Edge Normal Physical 120 100% 15
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Mimic 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 Rage Normal Physical 20 100% 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
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Water Gun Water Special 40 100% 25
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Krabby
  • Italic indicates a move that gets STAB only when used by an evolution of Krabby
  • Click on the generation numbers at the top to see level-up moves from other generations

Kingler

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Body Slam Normal Physical 85 100% 15
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
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 Double-Edge Normal Physical 120 100% 15
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Mimic 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 Rage Normal Physical 20 100% 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
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Water Gun Water Special 40 100% 25
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Kingler
  • Italic indicates a move that gets STAB only when used by an evolution of Kingler
  • Click on the generation numbers at the top to see level-up moves from other generations

Voltorb

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Curse Ghost Status —% 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 Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Sucker Punch Dark Physical 70 100% 5
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Teleport Psychic Status —% 20
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Voltorb
  • Italic indicates a move that gets STAB only when used by an evolution of Voltorb
  • Click on the generation numbers at the top to see level-up moves from other generations

Electrode

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Curse Ghost Status —% 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 Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Skull Bash Normal Physical 130 100% 10
I II III IV V VI Sucker Punch Dark Physical 70 100% 5
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Teleport Psychic Status —% 20
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Electrode
  • Italic indicates a move that gets STAB only when used by an evolution of Electrode
  • Click on the generation numbers at the top to see level-up moves from other generations

Exeggcute

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Egg Bomb Normal Physical 100 75% 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 Mega Drain Grass Special 40 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Nightmare Ghost Status 100% 15
I II III IV V VI Psywave Psychic Special 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
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 Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Take Down Normal Physical 90 85% 20
I II III IV V VI Teleport Psychic Status —% 20
  • Bold indicates a move that gets STAB when used by Exeggcute
  • Italic indicates a move that gets STAB only when used by an evolution of Exeggcute
  • Click on the generation numbers at the top to see level-up moves from other generations

Exeggutor

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bide Normal Physical —% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Double-Edge Normal Physical 120 100% 15
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 Mega Drain Grass Special 40 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Nightmare Ghost Status 100% 15
I II III IV V VI Psywave Psychic Special 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70