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User:TehPerson/Transfer-only moves (Generation VIII)/5

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

Budew

Generation VIII
Other generations:
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 Team Normal Status —% 15
I II III IV V VI VII Mega Drain Grass Special 40 100% 15
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
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Budew
  • Italic indicates a move that gets STAB only when used by an evolution of Budew
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Roserade

Generation VIII
Other generations:
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 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 Laser Focus Normal Status —% 30
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 Roserade
  • Italic indicates a move that gets STAB only when used by an evolution of Roserade
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Combee

Generation VIII
Other generations:
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 Endeavor Normal Physical 100% 5
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 Swift Normal Special 60 —% 20
I II III IV V VI VII Tailwind Flying Status —% 15
  • Bold indicates a move that gets STAB when used by Combee
  • Italic indicates a move that gets STAB only when used by an evolution of Combee
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Vespiquen

Generation VIII
Other generations:
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 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 Team Normal Status —% 15
I II III IV V VI VII Endeavor Normal Physical 100% 5
I II III IV V VI VII Hone Claws Dark Status —% 15
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 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 Roost Flying Status —% 10
I II III IV V VI VII String Shot Bug Status 95% 40
I II III IV V VI VII Tailwind Flying Status —% 15
  • Bold indicates a move that gets STAB when used by Vespiquen
  • Italic indicates a move that gets STAB only when used by an evolution of Vespiquen
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Cherubi

Generation VIII
Other generations:
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 Swagger Normal Status 85% 15
I II III IV V VI VII Synthesis Grass Status —% 5
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Cherubi
  • Italic indicates a move that gets STAB only when used by an evolution of Cherubi
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Cherrim

Generation VIII
Other generations:
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 Laser Focus Normal Status —% 30
I II III IV V VI VII Swagger Normal Status 85% 15
I II III IV V VI VII Synthesis Grass Status —% 5
I II III IV V VI VII Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Cherrim
  • Italic indicates a move that gets STAB only when used by an evolution of Cherrim
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Shellos

Generation VIII
Other generations:
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 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 Infestation Bug Special 20 100% 20
I II III IV V VI VII Pain Split Normal Status —% 20
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 Shellos
  • Italic indicates a move that gets STAB only when used by an evolution of Shellos
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Gastrodon

Generation VIII
Other generations:
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 Confide Normal Status —% 20
I II III IV V VI VII Double Team Normal Status —% 15
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 Infestation Bug Special 20 100% 20
I II III IV V VI VII Pain Split 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 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 Gastrodon
  • Italic indicates a move that gets STAB only when used by an evolution of Gastrodon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Drifloon

Generation VIII
Other generations:
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 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 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 Knock Off Dark Physical 65 100% 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 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 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 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 Drifloon
  • Italic indicates a move that gets STAB only when used by an evolution of Drifloon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Drifblim

Generation VIII
Other generations:
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 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 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 Knock Off Dark Physical 65 100% 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 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 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 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 Drifblim
  • Italic indicates a move that gets STAB only when used by an evolution of Drifblim
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Stunky

Generation VIII
Other generations:
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 Defog Flying Status —% 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 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 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 Swagger Normal Status 85% 15
I II III IV V VI VII Torment Dark Status 100% 15
  • Bold indicates a move that gets STAB when used by Stunky
  • Italic indicates a move that gets STAB only when used by an evolution of Stunky
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Skuntank

Generation VIII
Other generations:
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 Defog Flying Status —% 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 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 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 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
  • Bold indicates a move that gets STAB when used by Skuntank
  • Italic indicates a move that gets STAB only when used by an evolution of Skuntank
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Bronzor

Generation VIII
Other generations:
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 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 Psych Up Normal Status —% 10
I II III IV V VI VII Recycle Normal Status —% 10
I II III IV V VI VII Rock Polish Rock Status —% 20
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 Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Bronzor
  • Italic indicates a move that gets STAB only when used by an evolution of Bronzor
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Bronzong

Generation VIII
Other generations:
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 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 Explosion Normal Physical 250 100% 5
I II III IV V VI VII Gravity Psychic Status —% 5
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 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 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 Bronzong
  • Italic indicates a move that gets STAB only when used by an evolution of Bronzong
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Bonsly

Generation VIII
Other generations:
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 Explosion Normal Physical 250 100% 5
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 Role Play Psychic Status —% 10
I II III IV V VI VII Slam Normal Physical 80 75% 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 Bonsly
  • Italic indicates a move that gets STAB only when used by an evolution of Bonsly
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Mime Jr.

Generation VIII
Other generations:
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 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 Dream Eater Psychic Special 100 100% 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 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 Psych Up 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 Mime Jr.
  • Italic indicates a move that gets STAB only when used by an evolution of Mime Jr.
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Munchlax

Generation VIII
Other generations:
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 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 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 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 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 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 Whirlwind Normal Status —% 20
  • Bold indicates a move that gets STAB when used by Munchlax
  • Italic indicates a move that gets STAB only when used by an evolution of Munchlax
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Riolu

Generation VIII
Other generations:
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 Dual Chop Dragon Physical 40 90% 15
I II III IV V VI VII Focus Punch Fighting Physical 150 100% 20
I II III IV V VI VII Follow Me Normal Status —% 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 Laser Focus Normal Status —% 30
I II III IV V VI VII Magnet Rise Electric Status —% 10
I II III IV V VI VII Meteor Mash Steel Physical 90 90% 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 Role Play Psychic Status —% 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 Riolu
  • Italic indicates a move that gets STAB only when used by an evolution of Riolu
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Lucario

Generation VIII
Other generations:
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 Dual Chop Dragon Physical 40 90% 15
I II III IV V VI VII Focus Punch Fighting Physical 150 100% 20
I II III IV V VI VII Follow Me Normal Status —% 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 Hone Claws Dark Status —% 15
I II III IV V VI VII Magnet Rise Electric 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 Role Play Psychic Status —% 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 Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Lucario
  • Italic indicates a move that gets STAB only when used by an evolution of Lucario
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Hippopotas

Generation VIII
Other generations:
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 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 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 Hippopotas
  • Italic indicates a move that gets STAB only when used by an evolution of Hippopotas
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Hippowdon

Generation VIII
Other generations:
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 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 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 Hippowdon
  • Italic indicates a move that gets STAB only when used by an evolution of Hippowdon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Skorupi

Generation VIII
Other generations:
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 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 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 Infestation Bug Special 20 100% 20
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Poison Tail Poison Physical 50 100% 25
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 Torment Dark Status 100% 15
  • Bold indicates a move that gets STAB when used by Skorupi
  • Italic indicates a move that gets STAB only when used by an evolution of Skorupi
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Drapion

Generation VIII
Other generations:
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 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 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 Infestation Bug Special 20 100% 20
I II III IV V VI VII Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Poison Tail Poison Physical 50 100% 25
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 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 Torment Dark Status 100% 15
  • Bold indicates a move that gets STAB when used by Drapion
  • Italic indicates a move that gets STAB only when used by an evolution of Drapion
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Croagunk

Generation VIII
Other generations:
V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Acupressure Normal Status —% 30
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 Dual Chop Dragon Physical 40 90% 15
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 Knock Off Dark Physical 65 100% 20
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 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 Super Fang Normal Physical 90% 10
I II III IV V VI VII Torment Dark Status 100% 15
  • Bold indicates a move that gets STAB when used by Croagunk
  • Italic indicates a move that gets STAB only when used by an evolution of Croagunk
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Toxicroak

Generation VIII
Other generations:
V - VI - VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Acupressure Normal Status —% 30
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 Dual Chop Dragon Physical 40 90% 15
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 Knock Off Dark Physical 65 100% 20
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 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 Super Fang Normal Physical 90% 10
I II III IV V VI VII Torment Dark Status 100% 15
  • Bold indicates a move that gets STAB when used by Toxicroak
  • Italic indicates a move that gets STAB only when used by an evolution of Toxicroak
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Mantyke

Generation VIII
Other generations:
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 Double Team Normal Status —% 15
I II III IV V VI VII Mud-Slap Ground Special 20 100% 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 Mantyke
  • Italic indicates a move that gets STAB only when used by an evolution of Mantyke
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Snover

Generation VIII
Other generations:
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 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 Mud-Slap Ground Special 20 100% 10
I II III IV V VI VII Role Play Psychic Status —% 10
I II III IV V VI VII Synthesis Grass Status —% 5
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 Worry Seed Grass Status 100% 10
  • Bold indicates a move that gets STAB when used by Snover
  • Italic indicates a move that gets STAB only when used by an evolution of Snover
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Abomasnow

Generation VIII
Other generations:
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 Confide Normal Status —% 20
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 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 Strength Normal Physical 80 100% 15
I II III IV V VI VII Synthesis Grass Status —% 5
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 Worry Seed Grass Status 100% 10
  • Bold indicates a move that gets STAB when used by Abomasnow
  • Italic indicates a move that gets STAB only when used by an evolution of Abomasnow
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Weavile

Generation VIII
Other generations:
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 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 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 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 Weavile
  • Italic indicates a move that gets STAB only when used by an evolution of Weavile
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Rhyperior

Generation VIII
Other generations:
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 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 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 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 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 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 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 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
  • Bold indicates a move that gets STAB when used by Rhyperior
  • Italic indicates a move that gets STAB only when used by an evolution of Rhyperior
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Togekiss

Generation VIII
Other generations:
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 Covet Normal Physical 60 100% 25
I II III IV V VI VII Defog Flying Status —% 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 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 Laser Focus Normal Status —% 30
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 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 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 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 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
  • Bold indicates a move that gets STAB when used by Togekiss
  • Italic indicates a move that gets STAB only when used by an evolution of Togekiss
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Leafeon

Generation VIII
Other generations:
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 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 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 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 Nature Power Normal 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 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 Worry Seed Grass Status 100% 10
  • Bold indicates a move that gets STAB when used by Leafeon
  • Italic indicates a move that gets STAB only when used by an evolution of Leafeon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Glaceon

Generation VIII
Other generations:
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 Veil Ice Status —% 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 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 Laser Focus Normal Status —% 30
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
I II III IV V VI VII Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Glaceon
  • Italic indicates a move that gets STAB only when used by an evolution of Glaceon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Mamoswine

Generation VIII
Other generations:
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 Confide Normal Status —% 20
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 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 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 Mamoswine
  • Italic indicates a move that gets STAB only when used by an evolution of Mamoswine
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Gallade

Generation VIII
Other generations:
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 Dual Chop Dragon Physical 40 90% 15
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 Laser Focus Normal Status —% 30
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 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 Recycle Normal Status —% 10
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 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 Vacuum Wave Fighting Special 40 100% 30
  • Bold indicates a move that gets STAB when used by Gallade
  • Italic indicates a move that gets STAB only when used by an evolution of Gallade
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Dusknoir

Generation VIII
Other generations:
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 Dream Eater Psychic Special 100 100% 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 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 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 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 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
  • Bold indicates a move that gets STAB when used by Dusknoir
  • Italic indicates a move that gets STAB only when used by an evolution of Dusknoir
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Froslass

Generation VIII
Other generations:
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 Dream Eater Psychic Special 100 100% 15
I II III IV V VI VII Laser Focus Normal Status —% 30
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 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 Sucker Punch Dark Physical 70 100% 5
I II III IV V VI VII Swagger