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User:TehPerson/Transfer-only moves (Generation VIII)/3

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

Hoothoot

Generation VIII
Other generations:
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 Air Cutter Flying Special 60 95% 25
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 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 Magic Coat Psychic Status —% 15
I II III IV V VI VII Mean Look Normal Status —% 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 Recycle Normal Status —% 10
I II III IV V VI VII Sky Attack Flying Physical 140 90% 5
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 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 Hoothoot
  • Italic indicates a move that gets STAB only when used by an evolution of Hoothoot
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Noctowl

Generation VIII
Other generations:
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 Air Cutter Flying Special 60 95% 25
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 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 Laser Focus Normal Status —% 30
I II III IV V VI VII Magic Coat Psychic Status —% 15
I II III IV V VI VII Mean Look Normal Status —% 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 Recycle Normal Status —% 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 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 Noctowl
  • Italic indicates a move that gets STAB only when used by an evolution of Noctowl
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Chinchou

Generation VIII
Other generations:
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 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 Heal Bell Normal Status —% 5
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Shock Wave Electric Special 60 —% 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 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 Chinchou
  • Italic indicates a move that gets STAB only when used by an evolution of Chinchou
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Lanturn

Generation VIII
Other generations:
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 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 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 Heal Bell Normal Status —% 5
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Shock Wave Electric Special 60 —% 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 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 Lanturn
  • Italic indicates a move that gets STAB only when used by an evolution of Lanturn
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Pichu

Generation VIII
Other generations:
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 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 Defense Curl Normal Status —% 40
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 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 Magnet Rise Electric Status —% 10
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 Rollout Rock Physical 30 90% 20
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 Swagger Normal Status 85% 15
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Volt Tackle Electric Physical 120 100% 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 Pichu
  • Italic indicates a move that gets STAB only when used by an evolution of Pichu
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Cleffa

Generation VIII
Other generations:
IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII After You Normal Status —% 15
I II III IV V VI VII Belly Drum Normal Status —% 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 Defense Curl Normal Status —% 40
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 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 Endeavor Normal Physical 100% 5
I II III IV V VI VII Gravity Psychic Status —% 5
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 Last Resort Normal Physical 140 100% 5
I II III IV V VI VII Magic Coat Psychic 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 Psych Up Normal Status —% 10
I II III IV V VI VII Recycle Normal Status —% 10
I II III IV V VI VII Role Play Psychic Status —% 10
I II III IV V VI VII Rollout Rock Physical 30 90% 20
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 Soft-Boiled Normal Status —% 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
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 Cleffa
  • Italic indicates a move that gets STAB only when used by an evolution of Cleffa
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Togepi

Generation VIII
Other generations:
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 Covet Normal Physical 60 100% 25
I II III IV V VI VII Curse Ghost Status —% 10
I II III IV V VI VII Defense Curl Normal Status —% 40
I II III IV V VI VII Detect Fighting Status —% 5
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 Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Endeavor Normal Physical 100% 5
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 Incinerate Fire Special 60 100% 15
I II III IV V VI VII Magic Coat Psychic 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 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 Rollout Rock Physical 30 90% 20
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 Soft-Boiled Normal Status —% 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
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 Togepi
  • Italic indicates a move that gets STAB only when used by an evolution of Togepi
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Togetic

Generation VIII
Other generations:
IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Air Cutter Flying Special 60 95% 25
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 Defense Curl Normal Status —% 40
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 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 Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Endeavor Normal Physical 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 Heal Bell Normal Status —% 5
I II III IV V VI VII Incinerate Fire Special 60 100% 15
I II III IV V VI VII Magic Coat Psychic 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 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 Rollout Rock Physical 30 90% 20
I II III IV V VI VII Roost Flying 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 Sky Attack Flying Physical 140 90% 5
I II III IV V VI VII Soft-Boiled Normal Status —% 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 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 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 Togetic
  • Italic indicates a move that gets STAB only when used by an evolution of Togetic
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Natu

Generation VIII
Other generations:
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 Air Cutter Flying Special 60 95% 25
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 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 Dream Eater Psychic Special 100 100% 15
I II III IV V VI VII Haze Ice Status —% 30
I II III IV V VI VII Magic Coat Psychic Status —% 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 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 Sky Attack Flying Physical 140 90% 5
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 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 Natu
  • Italic indicates a move that gets STAB only when used by an evolution of Natu
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Xatu

Generation VIII
Other generations:
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 Air Cutter Flying Special 60 95% 25
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 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 Dream Eater Psychic Special 100 100% 15
I II III IV V VI VII Haze Ice Status —% 30
I II III IV V VI VII Laser Focus Normal Status —% 30
I II III IV V VI VII Magic Coat Psychic Status —% 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 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 Sky Attack Flying Physical 140 90% 5
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 Twister Dragon Special 40 100% 20
  • Bold indicates a move that gets STAB when used by Xatu
  • Italic indicates a move that gets STAB only when used by an evolution of Xatu
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Bellossom

Generation VIII
Other generations:
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 Gastro Acid Poison Status 100% 10
I II III IV V VI VII Infestation Bug Special 20 100% 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 Swagger Normal Status 85% 15
I II III IV V VI VII Worry Seed Grass Status 100% 10
  • Bold indicates a move that gets STAB when used by Bellossom
  • Italic indicates a move that gets STAB only when used by an evolution of Bellossom
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Sudowoodo

Generation VIII
Other generations:
IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII After You Normal 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 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 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 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 Smack Down Rock Physical 50 100% 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 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 Sudowoodo
  • Italic indicates a move that gets STAB only when used by an evolution of Sudowoodo
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Wooper

Generation VIII
Other generations:
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 Defense Curl Normal Status —% 40
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 Infestation Bug Special 20 100% 20
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 Rollout Rock Physical 30 90% 20
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Wooper
  • Italic indicates a move that gets STAB only when used by an evolution of Wooper
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Quagsire

Generation VIII
Other generations:
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 Defense Curl Normal Status —% 40
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 Infestation Bug Special 20 100% 20
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 Rollout Rock Physical 30 90% 20
I II III IV V VI VII Seismic Toss Fighting Physical 100% 20
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 Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Quagsire
  • Italic indicates a move that gets STAB only when used by an evolution of Quagsire
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Espeon

Generation VIII
Other generations:
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 Cut Normal Physical 50 95% 30
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 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 Magic Coat Psychic Status —% 15
I II III IV V VI VII Mimic Normal Status —% 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
I II III IV V VI VII Zap Cannon Electric Special 120 50% 5
  • Bold indicates a move that gets STAB when used by Espeon
  • Italic indicates a move that gets STAB only when used by an evolution of Espeon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Umbreon

Generation VIII
Other generations:
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 Cut Normal Physical 50 95% 30
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 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 Psych Up Normal Status —% 10
I II III IV V VI VII Spite Ghost Status 100% 10
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 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 Umbreon
  • Italic indicates a move that gets STAB only when used by an evolution of Umbreon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Steelix

Generation VIII
Other generations:
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 Cut Normal Physical 50 95% 30
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 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 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 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 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 transfer-only moves for other generations

Qwilfish

Generation VIII
Other generations:
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 Defense Curl Normal Status —% 40
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 Pain Split Normal Status —% 20
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
  • 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 transfer-only moves for other generations

Shuckle

Generation VIII
Other generations:
IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII After You Normal Status —% 15
I II III IV V VI VII Ancient Power Rock Special 60 100% 5
I II III IV V VI VII Bind Normal Physical 15 85% 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 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 Rock Polish Rock Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Smack Down Rock Physical 50 100% 15
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII String Shot Bug Status 95% 40
I II III IV V VI VII Swagger Normal Status 85% 15
  • 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 transfer-only moves for other generations

Sneasel

Generation VIII
Other generations:
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 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 Curse Ghost Status —% 10
I II III IV V VI VII Cut Normal Physical 50 95% 30
I II III IV V VI VII Defense Curl Normal Status —% 40
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 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 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 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 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 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 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 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 transfer-only moves for other generations

Swinub

Generation VIII
Other generations:
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 Defense Curl Normal Status —% 40
I II III IV V VI VII Detect Fighting Status —% 5
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 Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Mimic 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 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 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 transfer-only moves for other generations

Piloswine

Generation VIII
Other generations:
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 Defense Curl Normal Status —% 40
I II III IV V VI VII Detect Fighting Status —% 5
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 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 Horn Attack Normal Physical 65 100% 25
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Peck Flying Physical 35 100% 35
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 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 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 transfer-only moves for other generations

Corsola

Generation VIII
Other generations:
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 Defense Curl Normal Status —% 40
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 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 Ingrain Grass Status —% 20
I II III IV V VI VII Magic Coat Psychic 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 Polish Rock Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Rollout Rock Physical 30 90% 20
I II III IV V VI VII Strength Normal Physical 80 100% 15
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 Toxic Poison Status 90% 10
  • 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 transfer-only moves for other generations

Remoraid

Generation VIII
Other generations:
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 Curse Ghost Status —% 10
I II III IV V VI VII Defense Curl Normal Status —% 40
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 Entrainment Normal Status 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 Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Smack Down Rock Physical 50 100% 15
I II III IV V VI VII String Shot Bug Status 95% 40
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 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 transfer-only moves for other generations

Octillery

Generation VIII
Other generations:
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 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 Curse Ghost Status —% 10
I II III IV V VI VII Defense Curl Normal Status —% 40
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 Entrainment Normal Status 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 Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Seismic Toss Fighting Physical 100% 20
I II III IV V VI VII Smack Down Rock Physical 50 100% 15
I II III IV V VI VII String Shot Bug Status 95% 40
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 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 transfer-only moves for other generations

Delibird

Generation VIII
Other generations:
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 Confide Normal Status —% 20
I II III IV V VI VII Curse Ghost Status —% 10
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 Focus Punch Fighting Physical 150 100% 20
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 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 Power-Up Punch Fighting Physical 40 100% 20
I II III IV V VI VII Recycle Normal Status —% 10
I II III IV V VI VII Rollout Rock Physical 30 90% 20
I II III IV V VI VII Seismic Toss Fighting Physical 100% 20
I II III IV V VI VII Sky Attack Flying Physical 140 90% 5
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 Water Pulse Water Special 60 100% 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 transfer-only moves for other generations

Mantine

Generation VIII
Other generations:
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 Air Cutter Flying Special 60 95% 25
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 Curse Ghost Status —% 10
I II III IV V VI VII Defog Flying Status —% 15
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 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 String Shot Bug Status 95% 40
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 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 transfer-only moves for other generations

Tyrogue

Generation VIII
Other generations:
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 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 Mimic Normal Status —% 10
I II III IV V VI VII Mud-Slap Ground Special 20