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User:TehPerson/Transfer-only moves (Generation VIII)/2

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

Ponyta

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Incinerate Fire Special 60 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Quick Attack Normal Physical 40 100% 30
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Ponyta
  • Italic indicates a move that gets STAB only when used by an evolution of Ponyta
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Rapidash

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Fury Attack Normal Physical 15 85% 20
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Incinerate Fire Special 60 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Rapidash
  • Italic indicates a move that gets STAB only when used by an evolution of Rapidash
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Farfetch'd

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Defog Flying Status —% 15
I II III IV V VI VII Detect Fighting Status —% 5
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Fury Attack Normal Physical 15 85% 20
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Laser Focus Normal Status —% 30
I II III IV V VI VII Last Resort Normal Physical 140 100% 5
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Pluck Flying Physical 60 100% 20
I II III IV V VI VII Psych Up Normal Status —% 10
I II III IV V VI VII Razor Leaf Grass Physical 55 95% 25
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Tailwind Flying Status —% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Twister Dragon Special 40 100% 20
I II III IV V VI VII Whirlwind Normal Status —% 20
  • Bold indicates a move that gets STAB when used by Farfetch'd
  • Italic indicates a move that gets STAB only when used by an evolution of Farfetch'd
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Shellder

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Explosion Normal Physical 250 100% 5
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Rapid Spin Normal Physical 50 100% 40
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Teleport Psychic Status —% 20
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Shellder
  • Italic indicates a move that gets STAB only when used by an evolution of Shellder
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Cloyster

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Explosion Normal Physical 250 100% 5
I II III IV V VI VII Frost Breath Ice Special 60 90% 10
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Rapid Spin Normal Physical 50 100% 40
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Teleport Psychic Status —% 20
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Cloyster
  • Italic indicates a move that gets STAB only when used by an evolution of Cloyster
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Gastly

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Explosion Normal Physical 250 100% 5
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Infestation Bug Special 20 100% 20
I II III IV V VI VII Knock Off Dark Physical 65 100% 20
I II III IV V VI VII Mega Drain Grass Special 40 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Pain Split Normal Status —% 20
I II III IV V VI VII Poison Gas Poison Status 90% 40
I II III IV V VI VII Psych Up Normal Status —% 10
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Thunder Electric Special 110 70% 10
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Gastly
  • Italic indicates a move that gets STAB only when used by an evolution of Gastly
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Haunter

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Explosion Normal Physical 250 100% 5
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Infestation Bug Special 20 100% 20
I II III IV V VI VII Knock Off Dark Physical 65 100% 20
I II III IV V VI VII Mega Drain Grass Special 40 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Pain Split Normal Status —% 20
I II III IV V VI VII Poison Gas Poison Status 90% 40
I II III IV V VI VII Psych Up Normal Status —% 10
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Thunder Electric Special 110 70% 10
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Haunter
  • Italic indicates a move that gets STAB only when used by an evolution of Haunter
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Gengar

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Counter Fighting Physical 100% 20
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI VII Explosion Normal Physical 250 100% 5
I II III IV V VI VII Focus Punch Fighting Physical 150 100% 20
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Infestation Bug Special 20 100% 20
I II III IV V VI VII Knock Off Dark Physical 65 100% 20
I II III IV V VI VII Laser Focus Normal Status —% 30
I II III IV V VI VII Mega Drain Grass Special 40 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Pain Split Normal Status —% 20
I II III IV V VI VII Poison Gas Poison Status 90% 40
I II III IV V VI VII Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI VII Psych Up Normal Status —% 10
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Role Play Psychic Status —% 10
I II III IV V VI VII Seismic Toss Fighting Physical 100% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Submission Fighting Physical 80 80% 20
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Gengar
  • Italic indicates a move that gets STAB only when used by an evolution of Gengar
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Onix

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Ancient Power Rock Special 60 100% 5
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Explosion Normal Physical 250 100% 5
I II III IV V VI VII Fissure Ground Physical 30% 5
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Nature Power Normal Status —% 20
I II III IV V VI VII Psych Up Normal Status —% 10
I II III IV V VI VII Roar Normal Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Onix
  • Italic indicates a move that gets STAB only when used by an evolution of Onix
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Krabby

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Cut Normal Physical 50 95% 30
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Fury Cutter Bug Physical 40 95% 20
I II III IV V VI VII Haze Ice Status —% 30
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Hone Claws Dark Status —% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Tickle Normal Status 100% 20
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Vise Grip Normal Physical 55 100% 30
I II III IV V VI VII Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Krabby
  • Italic indicates a move that gets STAB only when used by an evolution of Krabby
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Kingler

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Cut Normal Physical 50 95% 30
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Fury Cutter Bug Physical 40 95% 20
I II III IV V VI VII Haze Ice Status —% 30
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Hone Claws Dark Status —% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Quash Dark Status 100% 15
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Tickle Normal Status 100% 20
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Vise Grip Normal Physical 55 100% 30
I II III IV V VI VII Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Kingler
  • Italic indicates a move that gets STAB only when used by an evolution of Kingler
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Hitmonlee

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Ally Switch Psychic Status —% 15
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Covet Normal Physical 60 100% 25
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Detect Fighting Status —% 5
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI VII Focus Punch Fighting Physical 150 100% 20
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Knock Off Dark Physical 65 100% 20
I II III IV V VI VII Laser Focus Normal Status —% 30
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Role Play Psychic Status —% 10
I II III IV V VI VII Seismic Toss Fighting Physical 100% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Submission Fighting Physical 80 80% 20
I II III IV V VI VII Sucker Punch Dark Physical 70 100% 5
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Hitmonlee
  • Italic indicates a move that gets STAB only when used by an evolution of Hitmonlee
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Hitmonchan

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Ally Switch Psychic Status —% 15
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Covet Normal Physical 60 100% 25
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Laser Focus Normal Status —% 30
I II III IV V VI VII Leer Normal Status 100% 30
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Role Play Psychic Status —% 10
I II III IV V VI VII Seismic Toss Fighting Physical 100% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Submission Fighting Physical 80 80% 20
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Hitmonchan
  • Italic indicates a move that gets STAB only when used by an evolution of Hitmonchan
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Koffing

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Incinerate Fire Special 60 100% 15
I II III IV V VI VII Infestation Bug Special 20 100% 20
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Rollout Rock Physical 30 90% 20
I II III IV V VI VII Shock Wave Electric Special 60 —% 20
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Koffing
  • Italic indicates a move that gets STAB only when used by an evolution of Koffing
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Weezing

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Incinerate Fire Special 60 100% 15
I II III IV V VI VII Infestation Bug Special 20 100% 20
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Rollout Rock Physical 30 90% 20
I II III IV V VI VII Shock Wave Electric Special 60 —% 20
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Weezing
  • Italic indicates a move that gets STAB only when used by an evolution of Weezing
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Rhyhorn

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Ancient Power Rock Special 60 100% 5
I II III IV V VI VII Aqua Tail Water Physical 90 90% 10
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Crush Claw Normal Physical 75 95% 10
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Endeavor Normal Physical 100% 5
I II III IV V VI VII Fissure Ground Physical 30% 5
I II III IV V VI VII Fury Attack Normal Physical 15 85% 20
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Incinerate Fire Special 60 100% 15
I II III IV V VI VII Leer Normal Status 100% 30
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Roar Normal Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Rock Throw Rock Physical 50 90% 15
I II III IV V VI VII Rollout Rock Physical 30 90% 20
I II III IV V VI VII Sand Attack Ground Status 100% 15
I II III IV V VI VII Shock Wave Electric Special 60 —% 20
I II III IV V VI VII Spite Ghost Status 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Thrash Normal Physical 120 100% 10
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Rhyhorn
  • Italic indicates a move that gets STAB only when used by an evolution of Rhyhorn
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Rhydon

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Ancient Power Rock Special 60 100% 5
I II III IV V VI VII Aqua Tail Water Physical 90 90% 10
I II III IV V VI VII Block Normal Status —% 5
I II III IV V VI VII Bubble Beam Water Special 65 100% 20
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Crush Claw Normal Physical 75 95% 10
I II III IV V VI VII Cut Normal Physical 50 95% 30
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Dragon Tail Dragon Physical 60 90% 10
I II III IV V VI VII Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI VII Endeavor Normal Physical 100% 5
I II III IV V VI VII Fissure Ground Physical 30% 5
I II III IV V VI VII Focus Punch Fighting Physical 150 100% 20
I II III IV V VI VII Fury Attack Normal Physical 15 85% 20
I II III IV V VI VII Fury Cutter Bug Physical 40 95% 20
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Incinerate Fire Special 60 100% 15
I II III IV V VI VII Leer Normal Status 100% 30
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI VII Roar Normal Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Rock Throw Rock Physical 50 90% 15
I II III IV V VI VII Rollout Rock Physical 30 90% 20
I II III IV V VI VII Sand Attack Ground Status 100% 15
I II III IV V VI VII Seismic Toss Fighting Physical 100% 20
I II III IV V VI VII Shock Wave Electric Special 60 —% 20
I II III IV V VI VII Spite Ghost Status 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Submission Fighting Physical 80 80% 20
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Thrash Normal Physical 120 100% 10
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Water Gun Water Special 40 100% 25
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Rhydon
  • Italic indicates a move that gets STAB only when used by an evolution of Rhydon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Goldeen

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Bubble Beam Water Special 65 100% 20
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Fury Attack Normal Physical 15 85% 20
I II III IV V VI VII Fury Cutter Bug Physical 40 95% 20
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Knock Off Dark Physical 65 100% 20
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Quick Attack Normal Physical 40 100% 30
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Water Gun Water Special 40 100% 25
  • Bold indicates a move that gets STAB when used by Goldeen
  • Italic indicates a move that gets STAB only when used by an evolution of Goldeen
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Seaking

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Bubble Beam Water Special 65 100% 20
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Fury Attack Normal Physical 15 85% 20
I II III IV V VI VII Fury Cutter Bug Physical 40 95% 20
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Knock Off Dark Physical 65 100% 20
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Quick Attack Normal Physical 40 100% 30
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Water Gun Water Special 40 100% 25
  • Bold indicates a move that gets STAB when used by Seaking
  • Italic indicates a move that gets STAB only when used by an evolution of Seaking
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Mr. Mime

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Aerial Ace Flying Physical 60 —% 20
I II III IV V VI VII Charge Beam Electric Special 50 90% 10
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Counter Fighting Physical 100% 20
I II III IV V VI VII Covet Normal Physical 60 100% 25
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Dream Eater Psychic Special 100 100% 15
I II III IV V VI VII Dynamic Punch Fighting Physical 100 50% 5
I II III IV V VI VII Focus Punch Fighting Physical 150 100% 20
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Healing Wish Psychic Status —% 10
I II III IV V VI VII Infestation Bug Special 20 100% 20
I II III IV V VI VII Magic Coat Psychic Status —% 15
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI VII Psych Up Normal Status —% 10
I II III IV V VI VII Seismic Toss Fighting Physical 100% 20
I II III IV V VI VII Shock Wave Electric Special 60 —% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Submission Fighting Physical 80 80% 20
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Teleport Psychic Status —% 20
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Mr. Mime
  • Italic indicates a move that gets STAB only when used by an evolution of Mr. Mime
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Gyarados

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Bind Normal Physical 15 85% 20
I II III IV V VI VII Bubble Beam Water Special 65 100% 20
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Dragon Breath Dragon Special 60 100% 20
I II III IV V VI VII Dragon Tail Dragon Physical 60 90% 10
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Incinerate Fire Special 60 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Roar Normal Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Spite Ghost Status 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Water Gun Water Special 40 100% 25
I II III IV V VI VII Water Pulse Water Special 60 100% 20
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Gyarados
  • Italic indicates a move that gets STAB only when used by an evolution of Gyarados
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Lapras

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Aqua Tail Water Physical 90 90% 10
I II III IV V VI VII Aurora Beam Ice Special 65 100% 20
I II III IV V VI VII Block Normal Status —% 5
I II III IV V VI VII Bubble Beam Water Special 65 100% 20
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Dragon Breath Dragon Special 60 100% 20
I II III IV V VI VII Dream Eater Psychic Special 100 100% 15
I II III IV V VI VII Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Frost Breath Ice Special 60 90% 10
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Roar Normal Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Shock Wave Electric Special 60 —% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Solar Beam Grass Special 120 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Take Down Normal Physical 90 85% 20
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Lapras
  • Italic indicates a move that gets STAB only when used by an evolution of Lapras
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Eevee

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Laser Focus Normal Status —% 30
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Eevee
  • Italic indicates a move that gets STAB only when used by an evolution of Eevee
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Vaporeon

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Aqua Tail Water Physical 90 90% 10
I II III IV V VI VII Bubble Beam Water Special 65 100% 20
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Laser Focus Normal Status —% 30
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Mist Ice Status —% 30
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Roar Normal Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Vaporeon
  • Italic indicates a move that gets STAB only when used by an evolution of Vaporeon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Jolteon

Generation VIII
Other generations:
I - II - IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Charge Beam Electric Special 50 90% 10
I II III IV V VI VII Confide Normal Status —% 20
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Laser Focus Normal Status —% 30
I II III IV V VI VII Magnet Rise Electric Status —% 10
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Reflect Psychic Status —% 20
I II III IV V VI VII Roar Normal Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Shock Wave Electric Special 60 —% 20
I II III IV V VI VII Skull Bash Normal Physical 130 100% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Jolteon
  • Italic indicates a move that gets STAB only when used by an evolution of Jolteon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Flareon

Generation VIII
Other generations:
I - II - IV -