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User:TehPerson/Transfer-only moves (Generation VII)/4

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

Tangela

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 Bullet Seed Grass Physical 25 100% 30
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 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 Mimic Normal Status —% 10
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 Skull Bash Normal Physical 130 100% 10
I II III IV V VI Sweet Scent Normal Status 100% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
  • Bold indicates a move that gets STAB when used by Tangela
  • Italic indicates a move that gets STAB only when used by an evolution of Tangela
  • Click on the generation numbers at the top to see level-up moves from other generations

Kangaskhan

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 Cut Normal Physical 50 95% 30
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 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 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 Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI 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 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
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Kangaskhan
  • Italic indicates a move that gets STAB only when used by an evolution of Kangaskhan
  • Click on the generation numbers at the top to see level-up moves from other generations

Horsea

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 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 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 Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Horsea
  • Italic indicates a move that gets STAB only when used by an evolution of Horsea
  • Click on the generation numbers at the top to see level-up moves from other generations

Seadra

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 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 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 Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Seadra
  • Italic indicates a move that gets STAB only when used by an evolution of Seadra
  • Click on the generation numbers at the top to see level-up moves from other generations

Goldeen

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 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 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 Fury Cutter Bug Physical 40 95% 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 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 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 Goldeen
  • Italic indicates a move that gets STAB only when used by an evolution of Goldeen
  • Click on the generation numbers at the top to see level-up moves from other generations

Seaking

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 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 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 Fury Cutter Bug Physical 40 95% 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 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 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 Seaking
  • Italic indicates a move that gets STAB only when used by an evolution of Seaking
  • Click on the generation numbers at the top to see level-up moves from other generations

Staryu

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Attract Normal Status 100% 15
I II III IV V VI Aurora Beam Ice Special 65 100% 20
I II III IV V VI Barrier Psychic Status —% 20
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 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 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 Skull Bash Normal Physical 130 100% 10
I II III IV V VI Supersonic Normal Status 55% 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 Twister Dragon Special 40 100% 20
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 Staryu
  • Italic indicates a move that gets STAB only when used by an evolution of Staryu
  • Click on the generation numbers at the top to see level-up moves from other generations

Starmie

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Attract Normal Status 100% 15
I II III IV V VI Aurora Beam Ice Special 65 100% 20
I II III IV V VI Avalanche Ice Physical 60 100% 10
I II III IV V VI Barrier Psychic Status —% 20
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 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 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 Nightmare Ghost Status 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 Skull Bash Normal Physical 130 100% 10
I II III IV V VI Supersonic Normal Status 55% 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 Twister Dragon Special 40 100% 20
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 Starmie
  • Italic indicates a move that gets STAB only when used by an evolution of Starmie
  • Click on the generation numbers at the top to see level-up moves from other generations

Mr. Mime

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 Headbutt Normal Physical 70 100% 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 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 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 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 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 Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Mr. Mime
  • Italic indicates a move that gets STAB only when used by an evolution of Mr. Mime
  • Click on the generation numbers at the top to see level-up moves from other generations

Scyther

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 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 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 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 Skull Bash Normal Physical 130 100% 10
I II III IV V VI Struggle Bug Bug Special 50 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
  • Bold indicates a move that gets STAB when used by Scyther
  • Italic indicates a move that gets STAB only when used by an evolution of Scyther
  • Click on the generation numbers at the top to see level-up moves from other generations

Jynx

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 Bubble Beam Water Special 65 100% 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 Headbutt Normal Physical 70 100% 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 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 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 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 Submission Fighting Physical 80 80% 20
I II III IV V VI Sweet Scent Normal Status 100% 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 Thrash Normal Physical 120 100% 10
I II III IV V VI Water Gun Water Special 40 100% 25
  • Bold indicates a move that gets STAB when used by Jynx
  • Italic indicates a move that gets STAB only when used by an evolution of Jynx
  • Click on the generation numbers at the top to see level-up moves from other generations

Electabuzz

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 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 Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 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 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 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 Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI 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 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 Electabuzz
  • Italic indicates a move that gets STAB only when used by an evolution of Electabuzz
  • Click on the generation numbers at the top to see level-up moves from other generations

Magmar

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 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 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 Psywave Psychic Special 100% 15
I II III IV V VI Rage Normal Physical 20 100% 20
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI 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 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 Magmar
  • Italic indicates a move that gets STAB only when used by an evolution of Magmar
  • Click on the generation numbers at the top to see level-up moves from other generations

Pinsir

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 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 Double-Edge Normal Physical 120 100% 15
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI 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 Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Slash Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Struggle Bug Bug Special 50 100% 20
I II III IV V VI Take Down Normal Physical 90 85% 20
  • Bold indicates a move that gets STAB when used by Pinsir
  • Italic indicates a move that gets STAB only when used by an evolution of Pinsir
  • Click on the generation numbers at the top to see level-up moves from other generations

Tauros

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 Curse Ghost Status —% 10
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 Horn Drill Normal Physical 30% 5
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Leer Normal Status 100% 30
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 Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI 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 Stomp Normal Physical 65 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Whirlpool Water Special 35 85% 15
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Tauros
  • Italic indicates a move that gets STAB only when used by an evolution of Tauros
  • Click on the generation numbers at the top to see level-up moves from other generations

Gyarados

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 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 Dragon Breath Dragon Special 60 100% 20
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 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 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 Water Gun Water Special 40 100% 25
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 Gyarados
  • Italic indicates a move that gets STAB only when used by an evolution of Gyarados
  • Click on the generation numbers at the top to see level-up moves from other generations

Lapras

Generation VII
Other generations:
II - IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Aurora Beam Ice Special 65 100% 20
I II III IV V VI Bide Normal Physical —% 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 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 Dragon Breath Dragon Special 60 100% 20
I II III IV V VI Dragon Rage Dragon Special 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI 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 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 Skull Bash Normal Physical 130 100% 10
I II III IV V VI Solar Beam Grass Special 120 100% 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 Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Lapras
  • Italic indicates a move that gets STAB only when used by an evolution of Lapras
  • Click on the generation numbers at the top to see level-up moves from other generations

Eevee

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 Dig Ground Physical 80 100% 10
I II III IV V VI Focus Energy Normal Status —% 30
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 Rage Normal Physical 20 100% 20
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
  • Bold indicates a move that gets STAB when used by Eevee
  • Italic indicates a move that gets STAB only when used by an evolution of Eevee
  • Click on the generation numbers at the top to see level-up moves from other generations

Vaporeon

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 Dig Ground Physical 80 100% 10
I II III IV V VI Dive Water Physical 80 100% 10
I II III IV V VI Focus Energy Normal Status —% 30
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 Mist Ice Status —% 30
I II III IV V VI Mud-Slap Ground Special 20 100% 10
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 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 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 Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Vaporeon
  • Italic indicates a move that gets STAB only when used by an evolution of Vaporeon
  • Click on the generation numbers at the top to see level-up moves from other generations

Jolteon

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 Dig Ground Physical 80 100% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Focus Energy Normal Status —% 30
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 Rage Normal Physical 20 100% 20
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 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 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 Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Jolteon
  • Italic indicates a move that gets STAB only when used by an evolution of Jolteon
  • Click on the generation numbers at the top to see level-up moves from other generations

Flareon

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 Dig Ground Physical 80 100% 10
I II III IV V VI Focus Energy 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 Leer Normal Status 100% 30
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 Rage Normal Physical 20 100% 20
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 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 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 Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Flareon
  • Italic indicates a move that gets STAB only when used by an evolution of Flareon
  • Click on the generation numbers at the top to see level-up moves from other generations

Porygon

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 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 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 Teleport Psychic Status —% 20
  • Bold indicates a move that gets STAB when used by Porygon
  • Italic indicates a move that gets STAB only when used by an evolution of Porygon
  • Click on the generation numbers at the top to see level-up moves from other generations

Omanyte

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 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 Headbutt Normal Physical 70 100% 15
I II III IV V VI Horn Attack Normal Physical 65 100% 25
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 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 Spike Cannon Normal Physical 20 100% 15
I II III IV V VI Take Down Normal Physical 90 85% 20
  • Bold indicates a move that gets STAB when used by Omanyte
  • Italic indicates a move that gets STAB only when used by an evolution of Omanyte
  • Click on the generation numbers at the top to see level-up moves from other generations

Omastar

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 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 Headbutt Normal Physical 70 100% 15
I II III IV V VI Horn Attack Normal Physical 65 100% 25
I II III IV V VI Horn Drill Normal Physical 30% 5
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 Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI 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
  • Bold indicates a move that gets STAB when used by Omastar
  • Italic indicates a move that gets STAB only when used by an evolution of Omastar
  • Click on the generation numbers at the top to see level-up moves from other generations

Kabuto

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 Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Hydro Pump Water Special 110 80% 5
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 Reflect Psychic Status —% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Slash Normal Physical 70 100% 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 Kabuto
  • Italic indicates a move that gets STAB only when used by an evolution of Kabuto
  • Click on the generation numbers at the top to see level-up moves from other generations

Kabutops

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 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 Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Hydro Pump Water Special 110 80% 5
I II III IV V VI Mega Kick Normal Physical 120 75% 5
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 Razor Wind Normal Special 80 100% 10
I II III IV V VI Reflect Psychic Status —% 20
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI 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 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 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 Kabutops
  • Italic indicates a move that gets STAB only when used by an evolution of Kabutops
  • Click on the generation numbers at the top to see level-up moves from other generations

Aerodactyl

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 Captivate Normal Status 100% 20
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 Dragon Rage Dragon Special 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI 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 Razor Wind Normal Special 80 100% 10
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 Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Aerodactyl
  • Italic indicates a move that gets STAB only when used by an evolution of Aerodactyl
  • Click on the generation numbers at the top to see level-up moves from other generations

Snorlax

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 Bubble Beam Water Special 65 100% 20
I II III IV V VI Captivate Normal Status 100% 20
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 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