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User:TehPerson/Transfer-only moves (Generation VII)/5

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

Chikorita

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

Bayleef

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI 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 Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 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 Bayleef
  • Italic indicates a move that gets STAB only when used by an evolution of Bayleef
  • Click on the generation numbers at the top to see level-up moves from other generations

Meganium

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

Cyndaquil

Generation VII
Other generations:
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 Detect Fighting Status —% 5
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Iron Tail Steel Physical 100 75% 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 Secret Power Normal Physical 70 100% 20
I II III IV V VI Submission Fighting Physical 80 80% 20
  • Bold indicates a move that gets STAB when used by Cyndaquil
  • Italic indicates a move that gets STAB only when used by an evolution of Cyndaquil
  • Click on the generation numbers at the top to see level-up moves from other generations

Quilava

Generation VII
Other generations:
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 Detect Fighting Status —% 5
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Fury Cutter Bug Physical 40 95% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Iron Tail Steel Physical 100 75% 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 Strength Normal Physical 80 100% 15
I II III IV V VI Submission Fighting Physical 80 80% 20
  • Bold indicates a move that gets STAB when used by Quilava
  • Italic indicates a move that gets STAB only when used by an evolution of Quilava
  • Click on the generation numbers at the top to see level-up moves from other generations

Typhlosion

Generation VII
Other generations:
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 Counter Fighting Physical 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 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 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 Iron Tail Steel Physical 100 75% 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI 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
  • Bold indicates a move that gets STAB when used by Typhlosion
  • Italic indicates a move that gets STAB only when used by an evolution of Typhlosion
  • Click on the generation numbers at the top to see level-up moves from other generations

Totodile

Generation VII
Other generations:
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 Counter Fighting Physical 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 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 Headbutt Normal Physical 70 100% 15
I II III IV V VI Hone Claws Dark Status —% 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Razor Wind Normal Special 80 100% 10
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 Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Totodile
  • Italic indicates a move that gets STAB only when used by an evolution of Totodile
  • Click on the generation numbers at the top to see level-up moves from other generations

Croconaw

Generation VII
Other generations:
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 Counter Fighting Physical 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 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 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 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Razor Wind Normal Special 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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Croconaw
  • Italic indicates a move that gets STAB only when used by an evolution of Croconaw
  • Click on the generation numbers at the top to see level-up moves from other generations

Feraligatr

Generation VII
Other generations:
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 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 Cut Normal Physical 50 95% 30
I II III IV V VI Detect Fighting Status —% 5
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 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 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Razor Wind Normal Special 80 100% 10
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 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 Feraligatr
  • Italic indicates a move that gets STAB only when used by an evolution of Feraligatr
  • Click on the generation numbers at the top to see level-up moves from other generations

Sentret

Generation VII
Other generations:
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 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 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 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 Mimic Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 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 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 Tackle Normal Physical 40 100% 35
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Sentret
  • Italic indicates a move that gets STAB only when used by an evolution of Sentret
  • Click on the generation numbers at the top to see level-up moves from other generations

Furret

Generation VII
Other generations:
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 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 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 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 Mimic Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 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 Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Tackle Normal Physical 40 100% 35
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Furret
  • Italic indicates a move that gets STAB only when used by an evolution of Furret
  • Click on the generation numbers at the top to see level-up moves from other generations

Hoothoot

Generation VII
Other generations:
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 Captivate Normal Status 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 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 Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
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 Hoothoot
  • Italic indicates a move that gets STAB only when used by an evolution of Hoothoot
  • Click on the generation numbers at the top to see level-up moves from other generations

Noctowl

Generation VII
Other generations:
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 Captivate Normal Status 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 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 Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
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 Noctowl
  • Italic indicates a move that gets STAB only when used by an evolution of Noctowl
  • Click on the generation numbers at the top to see level-up moves from other generations

Ledyba

Generation VII
Other generations:
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 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 Dynamic Punch Fighting Physical 100 50% 5
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 Punch Normal Physical 80 85% 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 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 Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Struggle Bug Bug Special 50 100% 20
I II III IV V VI Sweet Scent Normal Status 100% 20
  • Bold indicates a move that gets STAB when used by Ledyba
  • Italic indicates a move that gets STAB only when used by an evolution of Ledyba
  • Click on the generation numbers at the top to see level-up moves from other generations

Ledian

Generation VII
Other generations:
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 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 Dynamic Punch Fighting Physical 100 50% 5
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 Punch Normal Physical 80 85% 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 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 Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI 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 Sweet Scent Normal Status 100% 20
  • Bold indicates a move that gets STAB when used by Ledian
  • Italic indicates a move that gets STAB only when used by an evolution of Ledian
  • Click on the generation numbers at the top to see level-up moves from other generations

Spinarak

Generation VII
Other generations:
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 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 Flash Normal Status 100% 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 Natural Gift Normal Physical 100% 15
I II III IV V VI Screech Normal Status 85% 40
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 Spinarak
  • Italic indicates a move that gets STAB only when used by an evolution of Spinarak
  • Click on the generation numbers at the top to see level-up moves from other generations

Ariados

Generation VII
Other generations:
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 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 Flash Normal Status 100% 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 Natural Gift Normal Physical 100% 15
I II III IV V VI Screech Normal Status 85% 40
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 Ariados
  • Italic indicates a move that gets STAB only when used by an evolution of Ariados
  • Click on the generation numbers at the top to see level-up moves from other generations

Crobat

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

Chinchou

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI 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 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 Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Chinchou
  • Italic indicates a move that gets STAB only when used by an evolution of Chinchou
  • Click on the generation numbers at the top to see level-up moves from other generations

Lanturn

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI 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 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 Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Lanturn
  • Italic indicates a move that gets STAB only when used by an evolution of Lanturn
  • Click on the generation numbers at the top to see level-up moves from other generations

Pichu

Generation VII
Other generations:
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 Counter Fighting Physical 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Defense Curl Normal Status —% 40
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 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 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 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 Swift Normal Special 60 —% 20
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Pichu
  • Italic indicates a move that gets STAB only when used by an evolution of Pichu
  • Click on the generation numbers at the top to see level-up moves from other generations

Cleffa

Generation VII
Other generations:
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 Counter Fighting Physical 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Defense Curl Normal Status —% 40
I II III IV V VI Detect Fighting Status —% 5
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 Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI 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 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 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 Soft-Boiled Normal Status —% 10
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Cleffa
  • Italic indicates a move that gets STAB only when used by an evolution of Cleffa
  • Click on the generation numbers at the top to see level-up moves from other generations

Igglybuff

Generation VII
Other generations:
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 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 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 Flash Normal Status 100% 20
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI 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 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 Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Igglybuff
  • Italic indicates a move that gets STAB only when used by an evolution of Igglybuff
  • Click on the generation numbers at the top to see level-up moves from other generations

Togepi

Generation VII
Other generations:
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 Counter Fighting Physical 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Defense Curl Normal Status —% 40
I II III IV V VI Detect Fighting Status —% 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 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 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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Soft-Boiled Normal Status —% 10
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Togepi
  • Italic indicates a move that gets STAB only when used by an evolution of Togepi
  • Click on the generation numbers at the top to see level-up moves from other generations

Togetic

Generation VII
Other generations:
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 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 Defense Curl Normal Status —% 40
I II III IV V VI Detect Fighting Status —% 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 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 Ominous Wind Ghost Special 60 100% 5
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 Rollout Rock Physical 30 90% 20
I II III IV V VI Seismic Toss Fighting Physical 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
I II III IV V VI Sky Attack Flying Physical 140 90% 5
I II III IV V VI Soft-Boiled Normal Status —% 10
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Twister Dragon Special 40 100% 20
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Togetic
  • Italic indicates a move that gets STAB only when used by an evolution of Togetic
  • Click on the generation numbers at the top to see level-up moves from other generations

Natu

Generation VII
Other generations:
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 Captivate Normal Status 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 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 Pluck Flying Physical 60 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
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 Natu
  • Italic indicates a move that gets STAB only when used by an evolution of Natu
  • Click on the generation numbers at the top to see level-up moves from other generations

Xatu

Generation VII
Other generations:
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 Captivate Normal Status 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 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 Pluck Flying Physical 60 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Silver Wind Bug Special 60 100% 5
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 Xatu
  • Italic indicates a move that gets STAB only when used by an evolution of Xatu
  • Click on the generation numbers at the top to see level-up moves from other generations

Mareep

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Defense Curl Normal Status —% 40
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 Natural Gift Normal Physical 100% 15
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 Swift Normal Special 60 —% 20
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Mareep
  • Italic indicates a move that gets STAB only when used by an evolution of Mareep
  • Click on the generation numbers at the top to see level-up moves from other generations

Flaaffy

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Counter Fighting Physical 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Defense Curl Normal Status —% 40
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 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 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 Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Flaaffy
  • Italic indicates a move that gets STAB only when used by an evolution of Flaaffy
  • Click on the generation numbers at the top to see level-up moves from other generations

Ampharos

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Counter Fighting Physical 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Defense Curl Normal Status —% 40
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 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 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 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 Ampharos
  • Italic indicates a move that gets STAB only when used by an evolution of Ampharos
  • Click on the generation numbers at the top to see level-up moves from other generations

Bellossom

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

Marill

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
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 Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Foresight Normal Status —% 40
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 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 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 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 Marill
  • Italic indicates a move that gets STAB only when used by an evolution of Marill
  • Click on the generation numbers at the top to see level-up moves from other generations

Azumarill

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III