Open main menu

Bulbapedia β

User:TehPerson/Transfer-only moves (Generation VIII)/7

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

Reshiram

Generation VIII
Other generations:
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 Dragon Tail Dragon Physical 60 90% 10
I II III IV V VI VII Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Flame Charge Fire Physical 50 100% 20
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 Laser Focus Normal Status —% 30
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 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 Reshiram
  • Italic indicates a move that gets STAB only when used by an evolution of Reshiram
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Zekrom

Generation VIII
Other generations:
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 Defog Flying Status —% 15
I II III IV V VI VII Double Team Normal Status —% 15
I II III IV V VI VII Dragon Tail Dragon Physical 60 90% 10
I II III IV V VI VII Echoed Voice Normal Special 40 100% 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 Magnet Rise Electric 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 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 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 Zekrom
  • Italic indicates a move that gets STAB only when used by an evolution of Zekrom
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Kyurem

Generation VIII
Other generations:
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 Dragon Tail Dragon Physical 60 90% 10
I II III IV V VI VII Echoed Voice Normal Special 40 100% 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 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 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 Kyurem
  • Italic indicates a move that gets STAB only when used by an evolution of Kyurem
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Keldeo

Generation VIII
Other generations:
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 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 Endeavor Normal Physical 100% 5
I II III IV V VI VII Last Resort Normal Physical 140 100% 5
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 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 Keldeo
  • Italic indicates a move that gets STAB only when used by an evolution of Keldeo
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Bunnelby

Generation VIII
Other generations:
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 Endeavor Normal Physical 100% 5
I II III IV V VI VII Last Resort Normal Physical 140 100% 5
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 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 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 Bunnelby
  • Italic indicates a move that gets STAB only when used by an evolution of Bunnelby
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Diggersby

Generation VIII
Other generations:
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 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 Gastro Acid Poison Status 100% 10
I II III IV V VI VII Knock Off Dark Physical 65 100% 20
I II III IV V VI VII Last Resort Normal Physical 140 100% 5
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 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 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 Diggersby
  • Italic indicates a move that gets STAB only when used by an evolution of Diggersby
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Pancham

Generation VIII
Other generations:
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 Block Normal Status —% 5
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 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 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 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 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 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 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 Pancham
  • Italic indicates a move that gets STAB only when used by an evolution of Pancham
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Pangoro

Generation VIII
Other generations:
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 Block Normal Status —% 5
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 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 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 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 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 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 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 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 Pangoro
  • Italic indicates a move that gets STAB only when used by an evolution of Pangoro
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Espurr

Generation VIII
Other generations:
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 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 Gravity Psychic Status —% 5
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Magic Coat Psychic Status —% 15
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 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 Espurr
  • Italic indicates a move that gets STAB only when used by an evolution of Espurr
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Meowstic

Generation VIII
Other generations:
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 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 Gravity Psychic Status —% 5
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Magic Coat Psychic Status —% 15
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 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 Meowstic
  • Italic indicates a move that gets STAB only when used by an evolution of Meowstic
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Meowstic

Generation VIII
Other generations:
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 Gravity Psychic Status —% 5
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Magic Coat Psychic Status —% 15
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 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 Meowstic
  • Italic indicates a move that gets STAB only when used by an evolution of Meowstic
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Honedge

Generation VIII
Other generations:
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 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 Laser Focus Normal Status —% 30
I II III IV V VI VII Magnet Rise Electric 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 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 Honedge
  • Italic indicates a move that gets STAB only when used by an evolution of Honedge
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Doublade

Generation VIII
Other generations:
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 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 Laser Focus Normal Status —% 30
I II III IV V VI VII Magnet Rise Electric 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 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 Doublade
  • Italic indicates a move that gets STAB only when used by an evolution of Doublade
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Aegislash

Generation VIII
Other generations:
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 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 Laser Focus Normal Status —% 30
I II III IV V VI VII Magnet Rise Electric 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 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 Aegislash
  • Italic indicates a move that gets STAB only when used by an evolution of Aegislash
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Spritzee

Generation VIII
Other generations:
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 Disarming Voice Fairy Special 40 —% 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 Endeavor Normal Physical 100% 5
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Magic Coat Psychic Status —% 15
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 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 Spritzee
  • Italic indicates a move that gets STAB only when used by an evolution of Spritzee
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Aromatisse

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

Swirlix

Generation VIII
Other generations:
VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
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 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 Gastro Acid Poison Status 100% 10
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Magic Coat Psychic Status —% 15
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 Swirlix
  • Italic indicates a move that gets STAB only when used by an evolution of Swirlix
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Slurpuff

Generation VIII
Other generations:
VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
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 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 Gastro Acid Poison Status 100% 10
I II III IV V VI VII Heal Bell Normal Status —% 5
I II III IV V VI VII Magic Coat Psychic Status —% 15
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 Slurpuff
  • Italic indicates a move that gets STAB only when used by an evolution of Slurpuff
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Inkay

Generation VIII
Other generations:
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 Bind Normal Physical 15 85% 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 Team Normal Status —% 15
I II III IV V VI VII Flatter Dark Status 100% 15
I II III IV V VI VII Knock Off Dark Physical 65 100% 20
I II III IV V VI VII Power Split Psychic Status —% 10
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 Simple Beam Normal Status 100% 15
I II III IV V VI VII Spite Ghost Status 100% 10
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 Inkay
  • Italic indicates a move that gets STAB only when used by an evolution of Inkay
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Malamar

Generation VIII
Other generations:
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 Bind Normal Physical 15 85% 20
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 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 Flatter Dark Status 100% 15
I II III IV V VI VII Knock Off Dark Physical 65 100% 20
I II III IV V VI VII Power Split Psychic Status —% 10
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 Simple Beam Normal Status 100% 15
I II III IV V VI VII Spite Ghost Status 100% 10
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 Malamar
  • Italic indicates a move that gets STAB only when used by an evolution of Malamar
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Binacle

Generation VIII
Other generations:
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 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 Endeavor Normal Physical 100% 5
I II III IV V VI VII Infestation Bug Special 20 100% 20
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 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 Swagger Normal Status 85% 15
I II III IV V VI VII Tickle Normal Status 100% 20
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Binacle
  • Italic indicates a move that gets STAB only when used by an evolution of Binacle
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Barbaracle

Generation VIII
Other generations:
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 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 Endeavor Normal Physical 100% 5
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 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 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 Swagger Normal Status 85% 15
I II III IV V VI VII Tickle Normal Status 100% 20
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Barbaracle
  • Italic indicates a move that gets STAB only when used by an evolution of Barbaracle
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Helioptile

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

Heliolisk

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

Sylveon

Generation VIII
Other generations:
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 Echoed Voice Normal Special 40 100% 15
I II III IV V VI VII Fairy Wind Fairy Special 40 100% 30
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 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 Sylveon
  • Italic indicates a move that gets STAB only when used by an evolution of Sylveon
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Hawlucha

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

Goomy

Generation VIII
Other generations:
VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Acid Armor Poison 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 Infestation Bug Special 20 100% 20
I II III IV V VI VII Poison Tail Poison Physical 50 100% 25
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
  • Bold indicates a move that gets STAB when used by Goomy
  • Italic indicates a move that gets STAB only when used by an evolution of Goomy
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Sliggoo

Generation VIII
Other generations:
VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Acid Armor Poison 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 Infestation Bug Special 20 100% 20
I II III IV V VI VII Poison Tail Poison Physical 50 100% 25
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
  • Bold indicates a move that gets STAB when used by Sliggoo
  • Italic indicates a move that gets STAB only when used by an evolution of Sliggoo
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Goodra

Generation VIII
Other generations:
VII 
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
I II III IV V VI VII Acid Armor Poison 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 Dragon Tail Dragon Physical 60 90% 10
I II III IV V VI VII Focus Punch Fighting Physical 150 100% 20
I II III IV V VI VII Incinerate Fire Special 60 100% 15
I II III IV V VI VII Infestation Bug Special 20 100% 20
I II III IV V VI VII Laser Focus Normal Status —% 30
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 Toxic Poison Status 90% 10
  • Bold indicates a move that gets STAB when used by Goodra
  • Italic indicates a move that gets STAB only when used by an evolution of Goodra
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Phantump

Generation VIII
Other generations:
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 Magic Coat Psychic Status —% 15
I II III IV V VI VII Nature Power Normal Status —% 20
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 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 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 Phantump
  • Italic indicates a move that gets STAB only when used by an evolution of Phantump
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Trevenant

Generation VIII
Other generations:
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 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 Hone Claws Dark Status —% 15
I II III IV V VI VII Magic Coat Psychic Status —% 15
I II III IV V VI VII Nature Power Normal Status —% 20
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 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 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 Trevenant
  • Italic indicates a move that gets STAB only when used by an evolution of Trevenant
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Pumpkaboo

Generation VIII
Other generations:
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 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 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 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 Role Play Psychic Status —% 10
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 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 Pumpkaboo
  • Italic indicates a move that gets STAB only when used by an evolution of Pumpkaboo
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Gourgeist

Generation VIII
Other generations:
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 Flame Charge Fire Physical 50 100% 20
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 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 Role Play Psychic Status —% 10
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 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 Gourgeist
  • Italic indicates a move that gets STAB only when used by an evolution of Gourgeist
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Bergmite

Generation VIII
Other generations:
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 Frost Breath Ice Special 60 90% 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 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 Bergmite
  • Italic indicates a move that gets STAB only when used by an evolution of Bergmite
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Avalugg

Generation VIII
Other generations:
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 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 Frost Breath Ice Special 60 90% 10
I II III IV V VI VII Roar Normal Status —% 20
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 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 Avalugg
  • Italic indicates a move that gets STAB only when used by an evolution of Avalugg
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Noibat

Generation VIII
Other generations:
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 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 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 Switcheroo Dark Status 100% 10
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Noibat
  • Italic indicates a move that gets STAB only when used by an evolution of Noibat
  • Click on the generation numbers at the top to see transfer-only moves for other generations

Noivern

Generation VIII
Other generations:
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 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 Hone Claws Dark Status —% 15
I II III IV V VI VII Laser Focus Normal Status —% 30
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 Switcheroo Dark Status 100% 10
I II III IV V VI VII Torment Dark Status 100% 15
I II III IV V VI VII Toxic Poison Status 90% 10
I II III IV V VI VII Water Pulse Water Special 60 100% 20
  • Bold indicates a move that gets STAB when used by Noivern
  • Italic indicates a move that gets STAB only when used by an evolution of Noivern
  • Click on the generation numbers at the top to see transfer-only moves for other generations

See also