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User:TehPerson/Transfer-only moves (Generation VIII)/4

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

Zigzagoon

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 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 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 Cutter Bug Physical 40 95% 20
I II III IV V VI VII Hone Claws Dark Status —% 15
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 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 Shock Wave Electric Special 60 —% 20
I II III IV V VI VII Super Fang Normal Physical 90% 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
  • Bold indicates a move that gets STAB when used by Zigzagoon
  • Italic indicates a move that gets STAB only when used by an evolution of Zigzagoon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Linoone

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 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 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 Cutter Bug Physical 40 95% 20
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 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 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 Strength Normal Physical 80 100% 15
I II III IV V VI VII Super Fang Normal Physical 90% 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
  • Bold indicates a move that gets STAB when used by Linoone
  • Italic indicates a move that gets STAB only when used by an evolution of Linoone
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Lotad

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 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 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 Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Lotad
  • Italic indicates a move that gets STAB only when used by an evolution of Lotad
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Lombre

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 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 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 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 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 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 Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Lombre
  • Italic indicates a move that gets STAB only when used by an evolution of Lombre
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Ludicolo

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 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 Echoed Voice Normal Special 40 100% 15
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 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 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 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 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 Ludicolo
  • Italic indicates a move that gets STAB only when used by an evolution of Ludicolo
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Seedot

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 Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Spite Ghost Status 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 Seedot
  • Italic indicates a move that gets STAB only when used by an evolution of Seedot
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Nuzleaf

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 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 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 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 Pound Normal Physical 40 100% 35
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 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 Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Nuzleaf
  • Italic indicates a move that gets STAB only when used by an evolution of Nuzleaf
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Shiftry

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 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 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 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 Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Pound Normal Physical 40 100% 35
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 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 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 Shiftry
  • Italic indicates a move that gets STAB only when used by an evolution of Shiftry
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Wingull

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 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 Echoed Voice Normal Special 40 100% 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 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 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
  • Bold indicates a move that gets STAB when used by Wingull
  • Italic indicates a move that gets STAB only when used by an evolution of Wingull
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Pelipper

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 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 Echoed Voice Normal Special 40 100% 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 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 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 Pelipper
  • Italic indicates a move that gets STAB only when used by an evolution of Pelipper
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Ralts

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 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 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 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 Pain Split Normal Status —% 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 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 Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Ralts
  • Italic indicates a move that gets STAB only when used by an evolution of Ralts
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Kirlia

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 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 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 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 Pain Split Normal Status —% 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 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 Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Kirlia
  • Italic indicates a move that gets STAB only when used by an evolution of Kirlia
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Gardevoir

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 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 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 Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Pain Split Normal Status —% 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 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 Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Gardevoir
  • Italic indicates a move that gets STAB only when used by an evolution of Gardevoir
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Nincada

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 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 Hone Claws Dark Status —% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Spite Ghost Status 100% 10
I II III IV V VI VII String Shot Bug Status 95% 40
I II III IV V VI VII Struggle Bug Bug Special 50 100% 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
  • Bold indicates a move that gets STAB when used by Nincada
  • Italic indicates a move that gets STAB only when used by an evolution of Nincada
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Ninjask

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 Attract Normal Status 100% 15
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 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 Hone Claws Dark Status —% 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 Roost Flying Status —% 10
I II III IV V VI VII Spite Ghost Status 100% 10
I II III IV V VI VII String Shot Bug Status 95% 40
I II III IV V VI VII Struggle Bug Bug Special 50 100% 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
  • Bold indicates a move that gets STAB when used by Ninjask
  • Italic indicates a move that gets STAB only when used by an evolution of Ninjask
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Shedinja

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 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 Dream Eater Psychic Special 100 100% 15
I II III IV V VI VII Fury Cutter Bug Physical 40 95% 20
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 String Shot Bug Status 95% 40
I II III IV V VI VII Struggle Bug Bug Special 50 100% 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
  • Bold indicates a move that gets STAB when used by Shedinja
  • Italic indicates a move that gets STAB only when used by an evolution of Shedinja
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Sableye

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 Counter Fighting Physical 100% 20
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 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 Gravity Psychic Status —% 5
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 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 Moonlight Fairy Status —% 5
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Pain Split 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 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 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 Sableye
  • Italic indicates a move that gets STAB only when used by an evolution of Sableye
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Mawile

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 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 Incinerate Fire Special 60 100% 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 Last Resort Normal Physical 140 100% 5
I II III IV V VI VII Magnet Rise Electric Status —% 10
I II III IV V VI VII Metal Burst Steel Physical 100% 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 Pain Split Normal Status —% 20
I II III IV V VI VII Poison Fang Poison Physical 50 100% 15
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 Super Fang Normal Physical 90% 10
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 Vise Grip Normal Physical 55 100% 30
  • Bold indicates a move that gets STAB when used by Mawile
  • Italic indicates a move that gets STAB only when used by an evolution of Mawile
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Electrike

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 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 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 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 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 transfer-only moves for other generations

Manectric

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 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 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 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 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 transfer-only moves for other generations

Roselia

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 Covet Normal Physical 60 100% 25
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 Mimic Normal Status —% 10
I II III IV V VI VII Mind Reader Normal Status —% 5
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 Swagger Normal Status 85% 15
  • 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 transfer-only moves for other generations

Wailmer

Generation VIII
Other generations:
IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Clear Smog Poison Special 50 —% 15
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 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 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 transfer-only moves for other generations

Wailord

Generation VIII
Other generations:
IV - V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Block Normal Status —% 5
I II III IV V VI VII Clear Smog Poison Special 50 —% 15
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 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 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 transfer-only moves for other generations

Torkoal

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 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 Flame Charge Fire Physical 50 100% 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 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 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 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 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 transfer-only moves for other generations

Trapinch

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 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 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 Struggle Bug Bug Special 50 100% 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
  • 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 transfer-only moves for other generations

Vibrava

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 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 Headbutt Normal Physical 70 100% 15
I II III IV V VI VII Mimic Normal Status —% 10
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
I II III IV V VI VII Roost Flying Status —% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Struggle Bug Bug Special 50 100% 20
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 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 transfer-only moves for other generations

Flygon

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 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 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 Incinerate Fire Special 60 100% 15
I II III IV V VI VII Mimic Normal Status —% 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 Roost Flying Status —% 10
I II III IV V VI VII Strength Normal Physical 80 100% 15
I II III IV V VI VII Struggle Bug Bug Special 50 100% 20
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 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 transfer-only moves for other generations

Lunatone

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 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 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 Dream Eater Psychic Special 100 100% 15
I II III IV V VI VII Gravity Psychic 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 Pain Split Normal Status —% 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 Rollout Rock Physical 30 90% 20
I II III IV V VI VII Smack Down Rock Physical 50 100% 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 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 transfer-only moves for other generations

Solrock

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 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 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 Dream Eater Psychic Special 100 100% 15
I II III IV V VI VII Gravity Psychic Status —% 5
I II III IV V VI VII Incinerate Fire Special 60 100% 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 Mimic Normal Status —% 10
I II III IV V VI VII Pain Split Normal Status —% 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 Rollout Rock Physical 30 90% 20
I II III IV V VI VII Smack Down Rock Physical 50 100% 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 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 transfer-only moves for other generations

Barboach

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 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 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 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 transfer-only moves for other generations

Whiscash

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 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 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 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 transfer-only moves for other generations

Corphish

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 Counter Fighting Physical 100% 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 Fury Cutter Bug Physical 40 95% 20
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 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 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 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 transfer-only moves for other generations

Crawdaunt

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 Counter Fighting Physical 100% 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 Fury Cutter Bug Physical 40 95% 20
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 Nature Power Normal Status —% 20
I II III IV V VI VII Rock Smash Fighting Physical 40 100% 15
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 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 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 transfer-only moves for other generations

Baltoy

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 Double-Edge Normal Physical 120 100% 15
I II III IV V VI VII Double Team