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User:TehPerson/Transfer-only moves (Generation VII)/6

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

Girafarig

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 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 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 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 Strength Normal Physical 80 100% 15
I II III IV V VI Sucker Punch Dark Physical 70 100% 5
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 Girafarig
  • Italic indicates a move that gets STAB only when used by an evolution of Girafarig
  • Click on the generation numbers at the top to see level-up moves from other generations

Pineco

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 Defense Curl Normal Status —% 40
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mimic Normal Status —% 10
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 Pineco
  • Italic indicates a move that gets STAB only when used by an evolution of Pineco
  • Click on the generation numbers at the top to see level-up moves from other generations

Forretress

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 Defense Curl Normal Status —% 40
I II III IV V VI Dig Ground Physical 80 100% 10
I II III IV V VI Headbutt Normal Physical 70 100% 15
I II III IV V VI Mimic Normal Status —% 10
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 Forretress
  • Italic indicates a move that gets STAB only when used by an evolution of Forretress
  • Click on the generation numbers at the top to see level-up moves from other generations

Dunsparce

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 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 Nightmare Ghost Status 100% 15
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI 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 Dunsparce
  • Italic indicates a move that gets STAB only when used by an evolution of Dunsparce
  • Click on the generation numbers at the top to see level-up moves from other generations

Gligar

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 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 Dream Eater Psychic Special 100 100% 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 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 Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Struggle Bug Bug Special 50 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Gligar
  • Italic indicates a move that gets STAB only when used by an evolution of Gligar
  • Click on the generation numbers at the top to see level-up moves from other generations

Steelix

Generation VII
Other generations:
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 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 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 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 Strength Normal Physical 80 100% 15
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Steelix
  • Italic indicates a move that gets STAB only when used by an evolution of Steelix
  • Click on the generation numbers at the top to see level-up moves from other generations

Steelix

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI 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 Steelix
  • Italic indicates a move that gets STAB only when used by an evolution of Steelix
  • Click on the generation numbers at the top to see level-up moves from other generations

Snubbull

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 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 Leer Normal Status 100% 30
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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Seismic Toss Fighting Physical 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 Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Snubbull
  • Italic indicates a move that gets STAB only when used by an evolution of Snubbull
  • Click on the generation numbers at the top to see level-up moves from other generations

Granbull

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 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 Leer Normal Status 100% 30
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 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 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 Granbull
  • Italic indicates a move that gets STAB only when used by an evolution of Granbull
  • Click on the generation numbers at the top to see level-up moves from other generations

Qwilfish

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 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 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 Swords Dance Normal Status —% 20
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Qwilfish
  • Italic indicates a move that gets STAB only when used by an evolution of Qwilfish
  • Click on the generation numbers at the top to see level-up moves from other generations

Scizor

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 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 Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Struggle Bug Bug Special 50 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Scizor
  • Italic indicates a move that gets STAB only when used by an evolution of Scizor
  • Click on the generation numbers at the top to see level-up moves from other generations

Shuckle

Generation VII
Other generations:
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 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 Defense Curl Normal Status —% 40
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 Mimic Normal Status —% 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 String Shot Bug Status 95% 40
  • Bold indicates a move that gets STAB when used by Shuckle
  • Italic indicates a move that gets STAB only when used by an evolution of Shuckle
  • Click on the generation numbers at the top to see level-up moves from other generations

Heracross

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 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 Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Struggle Bug Bug Special 50 100% 20
I II III IV V VI Vacuum Wave Fighting Special 40 100% 30
  • Bold indicates a move that gets STAB when used by Heracross
  • Italic indicates a move that gets STAB only when used by an evolution of Heracross
  • Click on the generation numbers at the top to see level-up moves from other generations

Sneasel

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 Cut Normal Physical 50 95% 30
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 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 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 Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Sneasel
  • Italic indicates a move that gets STAB only when used by an evolution of Sneasel
  • Click on the generation numbers at the top to see level-up moves from other generations

Teddiursa

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 Defense Curl Normal Status —% 40
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 Focus Energy Normal Status —% 30
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 Leer Normal Status 100% 30
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 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 Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Teddiursa
  • Italic indicates a move that gets STAB only when used by an evolution of Teddiursa
  • Click on the generation numbers at the top to see level-up moves from other generations

Ursaring

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 Curse Ghost Status —% 10
I II III IV V VI Cut Normal Physical 50 95% 30
I II III IV V VI Defense Curl Normal Status —% 40
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 Focus Energy Normal Status —% 30
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 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 Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Climb Normal Physical 90 85% 20
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Rollout Rock Physical 30 90% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Ursaring
  • Italic indicates a move that gets STAB only when used by an evolution of Ursaring
  • Click on the generation numbers at the top to see level-up moves from other generations

Slugma

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

Magcargo

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 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 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 Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Magcargo
  • Italic indicates a move that gets STAB only when used by an evolution of Magcargo
  • Click on the generation numbers at the top to see level-up moves from other generations

Swinub

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

Piloswine

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

Corsola

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 Defense Curl Normal Status —% 40
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 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 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 Sucker Punch Dark Physical 70 100% 5
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Corsola
  • Italic indicates a move that gets STAB only when used by an evolution of Corsola
  • Click on the generation numbers at the top to see level-up moves from other generations

Remoraid

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Brine Water Special 65 100% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Defense Curl Normal Status —% 40
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 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 Secret Power Normal Physical 70 100% 20
I II III IV V VI String Shot Bug Status 95% 40
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Remoraid
  • Italic indicates a move that gets STAB only when used by an evolution of Remoraid
  • Click on the generation numbers at the top to see level-up moves from other generations

Octillery

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Brine Water Special 65 100% 10
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Curse Ghost Status —% 10
I II III IV V VI Defense Curl Normal Status —% 40
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 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 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 String Shot Bug Status 95% 40
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Octillery
  • Italic indicates a move that gets STAB only when used by an evolution of Octillery
  • Click on the generation numbers at the top to see level-up moves from other generations

Delibird

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 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 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 Pluck Flying Physical 60 100% 20
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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Delibird
  • Italic indicates a move that gets STAB only when used by an evolution of Delibird
  • Click on the generation numbers at the top to see level-up moves from other generations

Mantine

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

Skarmory

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 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 Flash Normal Status 100% 20
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 Mud-Slap Ground Special 20 100% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Ominous Wind Ghost Special 60 100% 5
I II III IV V VI Pluck Flying Physical 60 100% 20
I II III IV V VI 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 Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Skarmory
  • Italic indicates a move that gets STAB only when used by an evolution of Skarmory
  • Click on the generation numbers at the top to see level-up moves from other generations

Houndour

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 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 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 Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Houndour
  • Italic indicates a move that gets STAB only when used by an evolution of Houndour
  • Click on the generation numbers at the top to see level-up moves from other generations

Houndoom

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 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 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 Retaliate Normal Physical 70 100% 5
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Houndoom
  • Italic indicates a move that gets STAB only when used by an evolution of Houndoom
  • Click on the generation numbers at the top to see level-up moves from other generations

Kingdra

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 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 Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
I II III IV V VI Whirlpool Water Special 35 85% 15
  • Bold indicates a move that gets STAB when used by Kingdra
  • Italic indicates a move that gets STAB only when used by an evolution of Kingdra
  • Click on the generation numbers at the top to see level-up moves from other generations

Phanpy

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 Headbutt Normal Physical 70 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Water Gun Water Special 40 100% 25
  • Bold indicates a move that gets STAB when used by Phanpy
  • Italic indicates a move that gets STAB only when used by an evolution of Phanpy
  • Click on the generation numbers at the top to see level-up moves from other generations

Donphan

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 Headbutt Normal Physical 70 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Rock Smash Fighting Physical 40 100% 15
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Water Gun Water Special 40 100% 25
  • Bold indicates a move that gets STAB when used by Donphan
  • Italic indicates a move that gets STAB only when used by an evolution of Donphan
  • Click on the generation numbers at the top to see level-up moves from other generations

Porygon2

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
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 Secret Power Normal Physical 70 100% 20
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Porygon2
  • Italic indicates a move that gets STAB only when used by an evolution of Porygon2
  • Click on the generation numbers at the top to see level-up moves from other generations

Stantler

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 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 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 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 Sucker Punch Dark Physical 70 100% 5
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Stantler
  • Italic indicates a move that gets STAB only when used by an evolution of Stantler
  • Click on the generation numbers at the top to see level-up moves from other generations

Tyrogue

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Ally Switch Psychic Status —% 15
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 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 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 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 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 Tyrogue
  • Italic indicates a move that gets STAB only when used by an evolution of Tyrogue
  • Click on the generation numbers at the top to see level-up moves from other generations

Hitmontop

Generation VII
Other generations:
IV - V - VI 
 Generation   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI Ally Switch Psychic Status —% 15
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 Drill Run Ground Physical 80 95% 10
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 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 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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
I II III IV V VI Sucker Punch Dark Physical 70 100% 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 Hitmontop
  • Italic indicates a move that gets STAB only when used by an evolution of Hitmontop
  • Click on the generation numbers at the top to see level-up moves from other generations

Smoochum

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 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 Lovely Kiss Normal Status 75% 10
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 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 Sweet Scent Normal Status 100% 20
  • Bold indicates a move that gets STAB when used by Smoochum
  • Italic indicates a move that gets STAB only when used by an evolution of Smoochum
  • Click on the generation numbers at the top to see level-up moves from other generations

Elekid

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 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 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