Open main menu

Bulbapedia β

User:TehPerson/Transfer-only moves (Generation VII)/8

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


Meditite

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 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 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 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 Vacuum Wave Fighting Special 40 100% 30
  • Bold indicates a move that gets STAB when used by Meditite
  • Italic indicates a move that gets STAB only when used by an evolution of Meditite
  • Click on the generation numbers at the top to see level-up moves from other generations

Medicham

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 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 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 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 Vacuum Wave Fighting Special 40 100% 30
  • Bold indicates a move that gets STAB when used by Medicham
  • Italic indicates a move that gets STAB only when used by an evolution of Medicham
  • Click on the generation numbers at the top to see level-up moves from other generations

Electrike

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

Manectric

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

Plusle

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

Minun

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

Volbeat

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 Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI Endure Normal Status —% 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 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 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
  • Bold indicates a move that gets STAB when used by Volbeat
  • Italic indicates a move that gets STAB only when used by an evolution of Volbeat
  • Click on the generation numbers at the top to see level-up moves from other generations

Illumise

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 Counter Fighting Physical 100% 20
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Flash Normal Status 100% 20
I II III IV V VI Mega Kick Normal Physical 120 75% 5
I II III IV V VI Mega Punch Normal Physical 80 85% 20
I II III IV V VI Metronome Normal Status —% 10
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI Seismic Toss Fighting Physical 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
  • Bold indicates a move that gets STAB when used by Illumise
  • Italic indicates a move that gets STAB only when used by an evolution of Illumise
  • Click on the generation numbers at the top to see level-up moves from other generations

Roselia

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

Gulpin

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 Bullet Seed Grass Physical 25 100% 30
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 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 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 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 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 Gulpin
  • Italic indicates a move that gets STAB only when used by an evolution of Gulpin
  • Click on the generation numbers at the top to see level-up moves from other generations

Swalot

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 Counter Fighting Physical 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 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 Mimic Normal Status —% 10
I II III IV V VI Natural Gift Normal Physical 100% 15
I II III IV V VI Nightmare Ghost Status 100% 15
I II III IV V VI Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI 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
  • Bold indicates a move that gets STAB when used by Swalot
  • Italic indicates a move that gets STAB only when used by an evolution of Swalot
  • Click on the generation numbers at the top to see level-up moves from other generations

Carvanha

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

Sharpedo

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 Captivate Normal Status 100% 20
I II III IV V VI Dive Water 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 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 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 Sharpedo
  • Italic indicates a move that gets STAB only when used by an evolution of Sharpedo
  • Click on the generation numbers at the top to see level-up moves from other generations

Wailmer

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

Wailord

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

Numel

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

Camerupt

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

Torkoal

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

Spoink

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

Grumpig

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 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 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI Secret Power Normal Physical 70 100% 20
I II III IV V VI 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 Grumpig
  • Italic indicates a move that gets STAB only when used by an evolution of Grumpig
  • Click on the generation numbers at the top to see level-up moves from other generations

Spinda

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 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 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 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 Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Spinda
  • Italic indicates a move that gets STAB only when used by an evolution of Spinda
  • Click on the generation numbers at the top to see level-up moves from other generations

Trapinch

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

Vibrava

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 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 Silver Wind Bug Special 60 100% 5
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
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Vibrava
  • Italic indicates a move that gets STAB only when used by an evolution of Vibrava
  • Click on the generation numbers at the top to see level-up moves from other generations

Flygon

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 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 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 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 Silver Wind Bug Special 60 100% 5
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
I II III IV V VI Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Flygon
  • Italic indicates a move that gets STAB only when used by an evolution of Flygon
  • Click on the generation numbers at the top to see level-up moves from other generations

Cacnea

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 Bullet Seed Grass Physical 25 100% 30
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 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 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 Secret Power Normal Physical 70 100% 20
I II III IV V VI Seismic Toss Fighting Physical 100% 20
  • Bold indicates a move that gets STAB when used by Cacnea
  • Italic indicates a move that gets STAB only when used by an evolution of Cacnea
  • Click on the generation numbers at the top to see level-up moves from other generations

Cacturne

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 Bullet Seed Grass Physical 25 100% 30
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 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 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 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 Seismic Toss Fighting Physical 100% 20
I II III IV V VI Strength Normal Physical 80 100% 15
  • Bold indicates a move that gets STAB when used by Cacturne
  • Italic indicates a move that gets STAB only when used by an evolution of Cacturne
  • Click on the generation numbers at the top to see level-up moves from other generations

Swablu

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

Altaria

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 Double-Edge Normal Physical 120 100% 15
I II III IV V VI Endure Normal Status —% 10
I II III IV V VI Hone Claws Dark Status —% 15
I II III IV V VI Incinerate Fire Special 60 100% 15
I II III IV V VI Mimic Normal Status —% 10
I II III IV V VI Mud-Slap Ground Special 20 100% 10
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 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 Altaria
  • Italic indicates a move that gets STAB only when used by an evolution of Altaria
  • Click on the generation numbers at the top to see level-up moves from other generations

Zangoose

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 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 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 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 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 Thunder Wave Electric Status 90% 20
  • Bold indicates a move that gets STAB when used by Zangoose
  • Italic indicates a move that gets STAB only when used by an evolution of Zangoose
  • Click on the generation numbers at the top to see level-up moves from other generations

Seviper

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

Lunatone

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 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 Mimic Normal Status —% 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 Self-Destruct Normal Physical 200 100% 5
I II III IV V VI Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Lunatone
  • Italic indicates a move that gets STAB only when used by an evolution of Lunatone
  • Click on the generation numbers at the top to see level-up moves from other generations

Solrock

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 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 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 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 Swift Normal Special 60 —% 20
  • Bold indicates a move that gets STAB when used by Solrock
  • Italic indicates a move that gets STAB only when used by an evolution of Solrock
  • Click on the generation numbers at the top to see level-up moves from other generations

Barboach

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

Whiscash

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

Corphish

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

Crawdaunt

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

Baltoy

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

Claydol

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

Lileep

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 Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI 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 Psych Up Normal Status —% 10
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
  • Bold indicates a move that gets STAB when used by Lileep
  • Italic indicates a move that gets STAB only when used by an evolution of Lileep
  • Click on the generation numbers at the top to see level-up moves from other generations

Cradily

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 Bullet Seed Grass Physical 25 100% 30
I II III IV V VI Captivate Normal Status 100% 20
I II III IV V VI Double-Edge Normal Physical 120 100% 15
I II III IV V VI 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 Psych Up 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 String Shot Bug Status 95% 40
  • Bold indicates a move that gets STAB when used by Cradily
  • Italic indicates a move that gets STAB only when used by an evolution of Cradily
  • Click on the generation numbers at the top to see level-up moves from other generations

Anorith

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 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 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 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 String Shot Bug Status 95% 40
I II III IV V VI Struggle Bug Bug Special 50 100% 20
  • Bold indicates a move that gets STAB when used by Anorith
  • Italic indicates a move that gets STAB only when used by an evolution of Anorith
  • Click on the generation numbers at the top to see level-up moves from other generations

Armaldo

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 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 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 Natural Gift Normal Physical 100% 15
I II III IV V VI Rock Smash Fighting Physical 40 100%