Rotom’s Poké dex
#085 Dodrio
1.8 m
(5'11") —
85.2 kg
(187.8 lbs.)
Triple Bird Pokémon
Ability #1
• Run Away - Enables a sure getaway from wild Pokémon.
Ability #2
• Early Bird - The Pokémon awakens twice as fast as other
Pokémon from sleep.
Hidden Ability
• Tangled Feet - Raises evasion if the Pokémon is confused.
Johto-Dex #200 G SC ~ #205 HG SS
Hoenn-Dex #093 R SE ~ #096 ΩR αS
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#085 Dodrio
• Evolution
#085 Dodrio
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
Gen. VI+:
1
1
1
1
0
2
½
0
1
1
1
½
2
1
2
1
1
1
Gen. II-V:
1
1
1
1
0
2
½
0
1
1
1
½
2
1
2
1
1
-
Gen. I:
1
1
1
1
0
2
½
0
-
1
1
½
2
1
2
1
-
-
This table ignores the ability.
#085 Dodrio
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
60
110
70
60
60
110Gen. I-VI: 100
Special: 60
Level 50[Gen. III+]
120-167
103-178
67-134
58-123
58-123
103-178Gen. III-VI: 94-167
Level 100[Gen. III+]
230-324
202-350
130-262
112-240
112-240
202-350Gen. III-VI: 184-328
Tot. Base Stats : 470 ; Gen. II-VI: 460; Gen. I: 400
Effort values (2 )[Gen. III+]
0
2
0
0
0
0
Experience : 165 ; Before Sun and Moon : 161; Before Black 2 and White 2 : 158
#085 Dodrio
• Pokédex Entries
Red and Blue Uses its three
brains to execute
complex plans.
While two heads
sleep, one head
stays awake.
Yellow One of DODUO's 2
heads splits to
form a unique
species. It runs
close to 40 MPH
in prairies.
Stadium The three heads express joy, sorrow and anger as they plan strategy together. When it sleeps, one head remains awake.
Gold It collects data
and plans three
times as wisely,
but it may think
too much and become immobilized.
Silver If one of the
heads gets to eat,
the others will be
satisfied, too,
and they will stop
squabbling.
Crystal An enemy that
takes its eyes off
any of the three
heads--even for a
second--will get
pecked severely.
Stadium 2 It collects data and plans three times as wisely, but it may think too much and become immobilized.
Ruby Watch out if DODRIO’s three heads are
looking in three separate directions.
It’s a sure sign that it is on its guard.
Don’t go near this POKéMON if it’s being
wary - it may decide to peck you.
Sapphire Apparently, the heads aren’t the only
parts of the body that DODRIO has
three of.
It has three sets of hearts and lungs
as well, so it is capable of running long
distances without rest.
Emerald A peculiar POKéMON species with three
heads. It vigorously races across grassy
plains even in arid seasons with little
rainfall.
FireRed An odd species that is rarely found.
The three heads respectively represent
joy, sadness, and anger.
LeafGreen Uses its three brains to execute complex
plans. While two heads sleep, one head is
said to stay awake.
Diamond When DODUO evolves into this odd
breed, one of its heads splits into
two. It runs at nearly 40 mph.
Pearl When DODUO evolves into this odd
breed, one of its heads splits into
two. It runs at nearly 40 mph.
Platinum When DODUO evolves into this odd
breed, one of its heads splits into
two. It runs at nearly 40 mph.
HeartGold It collects data and plans three times
as wisely, but it may think too much
and fall into a state of immobility.
SoulSilver If one of the heads gets to eat,
the others will be satisfied, too,
and they will stop squabbling.
Black When Doduo evolves into this odd
breed, one of its heads splits into
two. It runs at nearly 40 mph.
White When Doduo evolves into this odd
breed, one of its heads splits into
two. It runs at nearly 40 mph.
Black 2 and White 2 When Doduo evolves into this odd
breed, one of its heads splits into
two. It runs at nearly 40 mph.
X An enemy that takes its eyes off any of the
three heads--even for a second--will get
pecked severely.
Y An odd species that is rarely found. The three
heads respectively represent joy, sadness,
and anger.
Omega Ruby Watch out if Dodrio’s three heads are looking in three separate
directions. It’s a sure sign that it is on its guard. Don’t go near
this Pokémon if it’s being wary—it may decide to peck you.
Alpha Sapphire Apparently, the heads aren’t the only parts of the body that
Dodrio has three of. It has three sets of hearts and lungs as
well, so it is capable of running long distances without rest.
#085 Dodrio
• Locations
Red
Cerulean Cave.
Blue
Cerulean Cave.
Yellow
Route 17.
Gold
Mt. Silver, Route 26, Route 28.
Silver
Mt. Silver, Route 27, Route 28.
Crystal
Mt. Silver, Route 27, Route 28.
Ruby
Safari Zone.
Sapphire
Safari Zone.
Emerald
Safari Zone.
HeartGold
Mt. Silver, Route 26, Route 28.
SoulSilver
Mt. Silver, Route 27, Route 28.
#085 Dodrio
Held item
Ruby , Sapphire , Emerald , FireRed , LeafGreen , Diamond , Pearl , Platinum , HeartGold , SoulSilver , Black, White, Black 2 , White 2 , X , Y , Sun , Moon , Ultra Sun , Ultra Moon
5% => Sharp Beak
#085 Dodrio
Gen. I-V data
#085 Dodrio
• Egg Groups
#085 Dodrio
• Moves, Learnset of Dodrio
By leveling up
Red and Blue
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
By TM/HM
Red and Blue
Move
Power
Accuracy
PP
Priority
Normal
--
85%
20
-6
The target is blown away, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Normal
100
100%
15
0
The user tucks in its head to raise its Defense
stat on the first turn, then rams the target on the
next turn.
Flying
140
90%
5
0
A second-turn attack move where critical hits land
more easily. This may also make the target flinch.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Flying
70
95%
15
0
The user soars and then strikes its target on the
next turn.
By leveling up
Yellow
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
By TM/HM
Yellow
Move
Power
Accuracy
PP
Priority
Normal
--
85%
20
-6
The target is blown away, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Normal
100
100%
15
0
The user tucks in its head to raise its Defense
stat on the first turn, then rams the target on the
next turn.
Flying
140
90%
5
0
A second-turn attack move where critical hits land
more easily. This may also make the target flinch.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Flying
70
95%
15
0
The user soars and then strikes its target on the
next turn.
By leveling up
Gold and Silver
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
By TM/HM
Gold and Silver
Move
Power
Accuracy
PP
Priority
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
20
100%
10
0
The user hurls mud in the target’s face to inflict
damage and lower its accuracy.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
70
95%
15
0
The user soars and then strikes its target on the
next turn.
By leveling up
Crystal
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
By TM/HM
Crystal
Move
Power
Accuracy
PP
Priority
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
20
100%
10
0
The user hurls mud in the target’s face to inflict
damage and lower its accuracy.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
70
95%
15
0
The user soars and then strikes its target on the
next turn.
By leveling up
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
50
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
By TM/HM
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
70
95%
15
0
The user soars and then strikes its target on the
next turn.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
50
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
By tutoring
Emerald
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Ground
20
100%
10
0
The user hurls mud in the target’s face to inflict
damage and lower its accuracy.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
By TM/HM
Emerald
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
70
95%
15
0
The user soars and then strikes its target on the
next turn.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
50
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
By tutoring
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
By TM/HM
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
70
95%
15
0
The user soars and then strikes its target on the
next turn.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
By TM/HM
Colosseum
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
By tutoring
XD
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Flying
140
90%
5
0
A second-turn attack move where critical hits land
more easily. This may also make the target flinch.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
By TM/HM
XD
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
By TM/HM
Diamond and Pearl
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
By TM/HM
Platinum
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
By TM/HM
HeartGold and SoulSilver
Move
Power
Accuracy
PP
Priority
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
By TM/HM
Black and White
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
By TM/HM
Black 2 and White 2
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
By leveling up
Sun and Moon
Move
Power
Accuracy
PP
Priority
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Normal
35
90%
10
0
The user slams the target with a long tail, vines, or a
tentacle. The target is hit twice in a row.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
30
0
The user applies pressure to stress points, sharply
boosting one of its or its allies’ stats.
Normal
--
--
20
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Fighting
100
95%
10
0
The user jumps up high, then strikes with a kick.
If the kick misses, the user hurts itself.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Normal
--
100%
5
0
This attack move cuts down the target’s HP to equal
the user’s HP.
Normal
120
100%
10
0
The user rampages and attacks for two to three
turns. The user then becomes confused.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Normal
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
--
20
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
40
0
The user growls in an endearing way, making
opposing Pokémon less wary. This lowers their
Attack stat.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Normal
15
85%
20
0
The target is jabbed repeatedly with a horn or beak
two to five times in a row.
Dark
40
100%
20
0
The power of this attack move is doubled if it’s used
on a target that’s switching out of battle.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Normal
35
90%
10
0
The user slams the target with a long tail, vines, or a
tentacle. The target is hit twice in a row.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Normal
90
100%
10
0
The user attacks in an uproar for three turns.
During that time, no Pokémon can fall asleep.
Normal
--
--
30
0
The user applies pressure to stress points, sharply
boosting one of its or its allies’ stats.
Normal
--
--
20
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Fighting
100
95%
10
0
The user jumps up high, then strikes with a kick.
If the kick misses, the user hurts itself.
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Normal
--
100%
5
0
This attack move cuts down the target’s HP to equal
the user’s HP.
Normal
120
100%
10
0
The user rampages and attacks for two to three
turns. The user then becomes confused.
By TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Normal
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
--
20
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#085 Dodrio
• Sprites & extra info…