Rotom’s Poké dex
#135 Jolteon
0.8 m
(2'07") —
24.5 kg
(54.0 lbs.)
Lightning Pokémon
Ability #1
• Volt Absorb - Restores HP if hit by an Electric-type move, instead
of taking damage.
Hidden Ability
• Quick Feet - Boosts the Speed stat if the Pokémon has a
status condition.
Johto-Dex #182 G SC ~ #186 HG SS
AlolanDex #125 Su Mo ~ #155 Ul tra
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#135 Jolteon
• Evolution
#135 Jolteon
• 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
½
1
2
1
1
1
½
1
1
1
½
1
1
1
1
1
Gen. II-V:
1
1
½
1
2
1
1
1
½
1
1
1
½
1
1
1
1
-
Gen. I:
1
1
½
1
2
1
1
1
-
1
1
1
½
1
1
1
-
-
This table ignores the ability.
#135 Jolteon
• 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
65
65
60
110
95
130
Special: 110
Level 50[Gen. III+]
125-172
63-128
58-123
103-178
90-161
121-200
Level 100[Gen. III+]
240-334
121-251
112-240
202-350
175-317
238-394
Tot. Base Stats : 525 ; Gen. I: 430
Effort values (2 )[Gen. III+]
0
0
0
0
0
2
Experience : 184 ; Before Black 2 and White 2 : 197
Pokémon GO
Stamina
Attack
Defense
130
232; before Nov 2016: 192
201; before Nov 2016: 174
#135 Jolteon
• Pokédex Entries
Red and Blue It accumulates
negative ions in
the atmosphere to
blast out 10000-
volt lightning
bolts.
Yellow A sensitive POKéMON that easily
becomes sad or
angry. Every time
its mood changes,
it charges power.
Stadium Its weapons are its 10,000-volt electric attacks and its spiky fur. Its sharp hair can pierce enemies when it bristles.
Gold It concentrates
the weak electric
charges emitted
by its cells and
launches wicked
lightning bolts.
Silver Every hair on its
body starts to
stand sharply on
end if it becomes
charged with
electricity.
Crystal The negatively
charged ions
generated in its
fur create a
constant sparking
noise.
Stadium 2 Every hair on its body starts to stand sharply on end if it becomes charged with electricity.
Ruby JOLTEON’s cells generate a low level of
electricity. This power is amplified by
the static electricity of its fur,
enabling the POKéMON to drop
thunderbolts. The bristling fur is made
of electrically charged needles.
Sapphire JOLTEON’s cells generate a low level of
electricity. This power is amplified by
the static electricity of its fur,
enabling the POKéMON to drop
thunderbolts. The bristling fur is made
of electrically charged needles.
Emerald Its cells generate weak power that is
amplified by its fur’s static electricity
to drop thunderbolts. The bristling fur is
made of electrically charged needles.
FireRed If it is angered or startled, the fur all
over its body bristles like sharp needles
that pierce foes.
LeafGreen It accumulates negative ions in the
atmosphere to blast out 10,000-volt
lightning bolts.
Diamond It controls 10,000-volt power
and can raise all the fur on its
body as if it were sharp needles.
Pearl It controls 10,000-volt power
and can raise all the fur on its
body as if it were sharp needles.
Platinum If agitated, it uses electricity to
straighten out its fur and launch
it in small bunches.
HeartGold It concentrates the weak electric
charges emitted by its cells and
launches wicked lightning bolts.
SoulSilver Every hair on its body starts to
stand sharply on end if it becomes
charged with electricity.
Black If agitated, it uses electricity to
straighten out its fur and launch
it in small bunches.
White If agitated, it uses electricity to
straighten out its fur and launch
it in small bunches.
Black 2 and White 2 By storing electricity in its body,
it can shoot its bristlelike fur
like a barrage of missiles.
X Every hair on its body starts to stand sharply on
end if it becomes charged with electricity.
Y It accumulates negative ions in the atmosphere to
blast out 10,000-volt lightning bolts.
Omega Ruby Jolteon’s cells generate a low level of electricity. This power is
amplified by the static electricity of its fur, enabling the
Pokémon to drop thunderbolts. The bristling fur is made of
electrically charged needles.
Alpha Sapphire Jolteon’s cells generate a low level of electricity. This power
is amplified by the static electricity of its fur, enabling the
Pokémon to drop thunderbolts. The bristling fur is made of
electrically charged needles.
Sun They send out electrical charges of about
10,000 volts. Because they are high-strung,
it can be difficult to grow close to them.
Moon When its fur stands on end, that’s a sign it’s
about to give off a jolt of electricity. Take care,
as sometimes lightning strikes next to it, too.
Ultra Sun Its lungs contain an organ that creates
electricity. The crackling sound of electricity
can be heard when it exhales.
Ultra Moon Its fur stands on end, becoming like needles
it fires at enemies. Once they’re weakened, it
finishes them off with a 10,000 volt shock.
#135 Jolteon
Gen. I-V data
#135 Jolteon
• Egg Groups
#135 Jolteon
• Moves, Learnset of Jolteon
By leveling up
Red and Blue
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
30
0
The user wags its tail cutely, making opposing
Pokémon less wary and lowering their Defense stat.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Fighting
30
100%
30
0
The target is quickly kicked twice in succession
using both feet.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
By TM/HM
Red and Blue
Move
Power
Accuracy
PP
Priority
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.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
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
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
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.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes 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.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Yellow
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
100%
30
0
The user wags its tail cutely, making opposing
Pokémon less wary and lowering their Defense 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.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Fighting
30
100%
30
0
The target is quickly kicked twice in succession
using both feet.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
By TM/HM
Yellow
Move
Power
Accuracy
PP
Priority
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.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
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
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
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.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes 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.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Gold and Silver
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
100%
30
0
The user wags its tail cutely, making opposing
Pokémon less wary and lowering their Defense stat.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Fighting
30
100%
30
0
The target is quickly kicked twice in succession
using both feet.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
By TM/HM
Gold and Silver
Move
Power
Accuracy
PP
Priority
Normal
70
100%
15
0
The user sticks out its head and attacks by charging
straight into the target. This may also make the
target flinch.
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Normal
--
100%
20
-6
The target is scared off, 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.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
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.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
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.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
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.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Crystal
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
100%
30
0
The user wags its tail cutely, making opposing
Pokémon less wary and lowering their Defense stat.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Fighting
30
100%
30
0
The target is quickly kicked twice in succession
using both feet.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
By tutoring
Crystal
Move
Power
Accuracy
PP
Priority
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
By TM/HM
Crystal
Move
Power
Accuracy
PP
Priority
Normal
70
100%
15
0
The user sticks out its head and attacks by charging
straight into the target. This may also make the
target flinch.
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Normal
--
100%
20
-6
The target is scared off, 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.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
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.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
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.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
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.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
100%
30
0
The user wags its tail cutely, making opposing
Pokémon less wary and lowering their Defense stat.
Normal
--
--
20
5
The user assists an ally by boosting the power of
that ally’s attack.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Fighting
30
100%
30
0
The target is quickly kicked twice in succession
using both feet.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
By TM/HM
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, 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
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
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.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
60
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
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.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
100%
30
0
The user wags its tail cutely, making opposing
Pokémon less wary and lowering their Defense stat.
Normal
--
--
20
5
The user assists an ally by boosting the power of
that ally’s attack.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Fighting
30
100%
30
0
The target is quickly kicked twice in succession
using both feet.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
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.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
Emerald
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, 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
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
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.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
60
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
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.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
35
95%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
100%
30
0
The user wags its tail cutely, making opposing
Pokémon less wary and lowering their Defense stat.
Normal
--
--
20
5
The user assists an ally by boosting the power of
that ally’s attack.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Fighting
30
100%
30
0
The target is quickly kicked twice in succession
using both feet.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
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.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, 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
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
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.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
60
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
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.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Normal
50
100%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
100%
30
0
The user wags its tail cutely, making opposing
Pokémon less wary and lowering their Defense stat.
Normal
--
--
20
5
The user assists an ally by boosting the power of
that ally’s attack.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Fighting
30
100%
30
0
The target is quickly kicked twice in succession
using both feet.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
By TM/HM
Colosseum
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
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.
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.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
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.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Normal
50
100%
35
0
A physical attack in which the user charges and
slams into the target with its whole body.
Normal
--
100%
30
0
The user wags its tail cutely, making opposing
Pokémon less wary and lowering their Defense stat.
Normal
--
--
20
5
The user assists an ally by boosting the power of
that ally’s attack.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Electric
40
100%
30
0
A jolt of electricity crashes down on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Fighting
30
100%
30
0
The target is quickly kicked twice in succession
using both feet.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
--
30
0
The user relaxes and lightens its body to move
faster. This sharply raises the Speed stat.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
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.
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.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
XD
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
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.
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.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
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.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By TM/HM
Diamond and Pearl
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, 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
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
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
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.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
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
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
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
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.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
By TM/HM
Platinum
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, 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
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
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
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.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
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
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
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
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.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
By TM/HM
HeartGold and SoulSilver
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, 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
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
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
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.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
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
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
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
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.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
By TM/HM
Black and White
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
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.
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.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
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
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
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.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By TM/HM
Black 2 and White 2
Move
Power
Accuracy
PP
Priority
Normal
--
100%
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
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.
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.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
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
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
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.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Normal
--
--
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
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.
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.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
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
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
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.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
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.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Normal
--
--
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
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.
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.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
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
The user flashes a bright light that cuts the
target’s accuracy.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
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.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
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.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
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.
Normal
--
--
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
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.
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.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
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.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
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.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
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 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.
Normal
--
--
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
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.
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.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
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.
Electric
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
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.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
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.
#135 Jolteon
• Sprites & extra info…