Rotom’s Pokédex
#575 Gothorita |
| 0.7 m
(2'04") —
18.0 kg
(39.7 lbs.) |
|
|
Manipulate Pokémon
|
|
|
Ability #1
• Frisk - When it enters a battle, the Pokémon can check an
opposing Pokémon’s held item. Ability #2
• Gen. VI+: Competitive - Boosts the Sp. Atk stat sharply when a stat
is lowered. Hidden Ability
• Shadow Tag - This Pokémon steps on the opposing Pokémon’s
shadow to prevent it from escaping. |
Unova-Dex #081 B W ~ #137 B2 W2
|
#575 Gothorita
• Evolution
Basic | |
Stage 1 | |
Stage 2 |
| ➔ |
| ➔ |
|
#575 Gothorita
• 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 |
½ |
1 |
1 |
1 |
1 |
2 |
2 |
1 |
1 |
1 |
1 |
1 |
½ |
1 |
1 |
2 |
1 |
Gen. V: |
1 |
½ |
1 |
1 |
1 |
1 |
2 |
2 |
1 |
1 |
1 |
1 |
1 |
½ |
1 |
1 |
2 |
- |
This table ignores the ability. |
#575 Gothorita
• 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 |
45 |
70 |
75 |
85 |
55 |
Level 50 |
120-167 |
45-106 |
67-134 |
72-139 |
81-150 |
54-117 |
Level 100 |
230-324 |
85-207 |
130-262 |
139-273 |
157-295 |
103-229 |
Tot. Base Stats: 390 |
Effort values (2) |
0 |
0 |
0 |
0 |
2 |
0 |
Experience: 137 |
#575 Gothorita
• Pokédex Entries
Black | They use hypnosis to control people and
Pokémon. Tales of Gothorita leading
people astray are told in every corner. |
White | Starlight is the source of their power.
At night, they mark star positions by
using psychic power to float stones. |
Black 2 and White 2 | According to many old tales, it creates
friends for itself by controlling
sleeping children on starry nights. |
X | Starlight is the source of their power. At night,
they mark star positions by using psychic power
to float stones. |
Y | According to many old tales, it creates friends for
itself by controlling sleeping children on
starry nights. |
Omega Ruby | Starlight is the source of their power. At night,
they mark star positions by using psychic power
to float stones. |
Alpha Sapphire | According to many old tales, it creates friends for
itself by controlling sleeping children on
starry nights. |
#575 Gothorita
• Locations
Black |
Route 9. |
Black 2 |
Route 9, Strange House. |
X |
Pokémon Village, Route 20. |
Y |
Pokémon Village, Route 20. |
#575 Gothorita
Held item
#575 Gothorita
Gen. V data
.old
|
#575 Gothorita
• Egg Groups
#575 Gothorita
• Moves, Learnset of Gothorita
By leveling up
Black and White
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Dark |
-- |
100% |
20 |
0 |
The user feigns crying to fluster the target, harshly
lowering its Sp. Def stat. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Dark |
-- |
100% |
20 |
0 |
The user feigns crying to fluster the target, harshly
lowering its Sp. Def stat. |
|
Normal |
15 |
85% |
10 |
0 |
The target is slapped repeatedly, back and forth,
two to five times in a row. |
|
Psychic |
65 |
100% |
20 |
0 |
The target is attacked with a peculiar ray. This may
also leave the target confused. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
Dark |
60 |
-- |
20 |
0 |
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses. |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Dark |
-- |
100% |
15 |
0 |
Flattery is used to confuse the target. However,
this also raises the target’s Sp. Atk stat. |
|
Psychic |
100 |
100% |
10 |
0 |
Two turns after this move is used, a hunk of psychic
energy attacks the target. |
|
Psychic |
-- |
100% |
15 |
0 |
For five turns, the user prevents the opposing team
from using any moves, Abilities, or held items that
recover HP. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
Psychic |
-- |
-- |
15 |
0 |
The user makes the target float with its psychic
power. The target is easier to hit for three turns. |
|
Normal |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Psychic |
-- |
-- |
10 |
-7 |
The user creates a bizarre area in which Pokémon’s
held items lose their effects for five turns. |
By TM/HM
Black and White
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Psychic |
-- |
-- |
20 |
0 |
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats. |
|
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. |
|
Dark |
-- |
100% |
20 |
0 |
The target is taunted into a rage that allows it to use
only attack moves for three turns. |
|
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. |
|
Psychic |
-- |
-- |
15 |
0 |
The user makes the target float with its psychic
power. The target is easier to hit for three turns. |
|
Normal |
-- |
-- |
25 |
0 |
The user creates a protective field that prevents
status conditions for five turns. |
|
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. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
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. |
|
Psychic |
-- |
-- |
20 |
0 |
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns. |
|
Rock |
50 |
80% |
10 |
0 |
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement. |
|
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. |
|
Grass |
80 |
100% |
10 |
0 |
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
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. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
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 |
-- |
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 |
-- |
-- |
10 |
0 |
The user hypnotizes itself into copying any stat
change made by the target. |
|
Rock |
75 |
90% |
10 |
0 |
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch. |
|
Psychic |
100 |
100% |
15 |
0 |
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s 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. |
|
Psychic |
-- |
-- |
5 |
-7 |
The user creates a bizarre area in which slower
Pokémon get to move first for five turns. |
By leveling up
Black 2 and White 2
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Dark |
-- |
100% |
20 |
0 |
The user feigns crying to fluster the target, harshly
lowering its Sp. Def stat. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Dark |
-- |
100% |
20 |
0 |
The user feigns crying to fluster the target, harshly
lowering its Sp. Def stat. |
|
Normal |
15 |
85% |
10 |
0 |
The target is slapped repeatedly, back and forth,
two to five times in a row. |
|
Psychic |
65 |
100% |
20 |
0 |
The target is attacked with a peculiar ray. This may
also leave the target confused. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
Dark |
60 |
-- |
20 |
0 |
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses. |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Dark |
-- |
100% |
15 |
0 |
Flattery is used to confuse the target. However,
this also raises the target’s Sp. Atk stat. |
|
Psychic |
100 |
100% |
10 |
0 |
Two turns after this move is used, a hunk of psychic
energy attacks the target. |
|
Psychic |
-- |
100% |
15 |
0 |
For five turns, the user prevents the opposing team
from using any moves, Abilities, or held items that
recover HP. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
Psychic |
-- |
-- |
15 |
0 |
The user makes the target float with its psychic
power. The target is easier to hit for three turns. |
|
Normal |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Psychic |
-- |
-- |
10 |
-7 |
The user creates a bizarre area in which Pokémon’s
held items lose their effects for five turns. |
By TM/HM
Black 2 and White 2
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Psychic |
-- |
-- |
20 |
0 |
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats. |
|
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. |
|
Dark |
-- |
100% |
20 |
0 |
The target is taunted into a rage that allows it to use
only attack moves for three turns. |
|
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. |
|
Psychic |
-- |
-- |
15 |
0 |
The user makes the target float with its psychic
power. The target is easier to hit for three turns. |
|
Normal |
-- |
-- |
25 |
0 |
The user creates a protective field that prevents
status conditions for five turns. |
|
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. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
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. |
|
Psychic |
-- |
-- |
20 |
0 |
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns. |
|
Rock |
50 |
80% |
10 |
0 |
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement. |
|
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. |
|
Grass |
80 |
100% |
10 |
0 |
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
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. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
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 |
-- |
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 |
-- |
-- |
10 |
0 |
The user hypnotizes itself into copying any stat
change made by the target. |
|
Rock |
75 |
90% |
10 |
0 |
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch. |
|
Psychic |
100 |
100% |
15 |
0 |
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s 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. |
|
Psychic |
-- |
-- |
5 |
-7 |
The user creates a bizarre area in which slower
Pokémon get to move first for five turns. |
By leveling up
X and Y
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Normal |
-- |
-- |
20 |
0 |
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Dark |
-- |
100% |
20 |
0 |
The user feigns crying to fluster the target, harshly
lowering its Sp. Def stat. |
|
Normal |
15 |
85% |
10 |
0 |
The target is slapped repeatedly, back and forth,
two to five times in a row. |
|
Psychic |
65 |
100% |
20 |
0 |
The target is attacked with a peculiar ray. This may
also leave the target confused. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
Dark |
60 |
-- |
20 |
0 |
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses. |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Dark |
-- |
100% |
15 |
0 |
Flattery is used to confuse the target. However,
this also raises the target’s Sp. Atk stat. |
|
Psychic |
120 |
100% |
10 |
0 |
Two turns after this move is used, a hunk of psychic
energy attacks the target. |
|
Psychic |
-- |
100% |
15 |
0 |
For five turns, the user prevents the opposing team
from using any moves, Abilities, or held items that
recover HP. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
Psychic |
-- |
-- |
15 |
0 |
The user makes the target float with its psychic
power. The target is easier to hit for three turns. |
|
Fairy |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Psychic |
-- |
-- |
10 |
0 |
The user creates a bizarre area in which Pokémon’s
held items lose their effects for five turns. |
By TM/HM
X and Y
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Psychic |
-- |
-- |
20 |
0 |
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats. |
|
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. |
|
Dark |
-- |
100% |
20 |
0 |
The target is taunted into a rage that allows it to use
only attack moves for three turns. |
|
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 |
-- |
-- |
25 |
0 |
The user creates a protective field that prevents
status conditions for five turns. |
|
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. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
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. |
|
Psychic |
-- |
-- |
20 |
0 |
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns. |
|
Rock |
60 |
95% |
15 |
0 |
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement. |
|
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. |
|
Grass |
90 |
100% |
10 |
0 |
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
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. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
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 |
-- |
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 |
-- |
-- |
10 |
0 |
The user hypnotizes itself into copying any stat
change made by the target. |
|
Rock |
75 |
90% |
10 |
0 |
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch. |
|
Psychic |
100 |
100% |
15 |
0 |
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s 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 |
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. |
|
Psychic |
-- |
-- |
5 |
-7 |
The user creates a bizarre area in which slower
Pokémon get to move first for five turns. |
|
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
Omega Ruby and Alpha Sapphire
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Normal |
-- |
-- |
20 |
0 |
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Dark |
-- |
100% |
20 |
0 |
The user feigns crying to fluster the target, harshly
lowering its Sp. Def stat. |
|
Normal |
15 |
85% |
10 |
0 |
The target is slapped repeatedly, back and forth,
two to five times in a row. |
|
Psychic |
65 |
100% |
20 |
0 |
The target is attacked with a peculiar ray. This may
also leave the target confused. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
Dark |
60 |
-- |
20 |
0 |
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses. |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Dark |
-- |
100% |
15 |
0 |
Flattery is used to confuse the target. However,
this also raises the target’s Sp. Atk stat. |
|
Psychic |
120 |
100% |
10 |
0 |
Two turns after this move is used, a hunk of psychic
energy attacks the target. |
|
Psychic |
-- |
100% |
15 |
0 |
For five turns, the user prevents the opposing team
from using any moves, Abilities, or held items that
recover HP. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
Psychic |
-- |
-- |
15 |
0 |
The user makes the target float with its psychic
power. The target is easier to hit for three turns. |
|
Fairy |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Psychic |
-- |
-- |
10 |
0 |
The user creates a bizarre area in which Pokémon’s
held items lose their effects for five turns. |
By TM/HM
Omega Ruby and Alpha Sapphire
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Psychic |
-- |
-- |
20 |
0 |
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats. |
|
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. |
|
Dark |
-- |
100% |
20 |
0 |
The target is taunted into a rage that allows it to use
only attack moves for three turns. |
|
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 |
-- |
-- |
25 |
0 |
The user creates a protective field that prevents
status conditions for five turns. |
|
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. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
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. |
|
Psychic |
-- |
-- |
20 |
0 |
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns. |
|
Rock |
60 |
95% |
15 |
0 |
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement. |
|
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. |
|
Grass |
90 |
100% |
10 |
0 |
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
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. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
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 |
-- |
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 |
-- |
-- |
10 |
0 |
The user hypnotizes itself into copying any stat
change made by the target. |
|
Rock |
75 |
90% |
10 |
0 |
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch. |
|
Psychic |
100 |
100% |
15 |
0 |
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s 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 |
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. |
|
Psychic |
-- |
-- |
5 |
-7 |
The user creates a bizarre area in which slower
Pokémon get to move first for five turns. |
|
Normal |
70 |
100% |
20 |
0 |
The additional effects of this attack depend upon
where it was used. |
|
Dark |
80 |
100% |
15 |
0 |
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch. |
|
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
Sun and Moon
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Normal |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Normal |
-- |
-- |
20 |
0 |
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Dark |
-- |
100% |
20 |
0 |
The user feigns crying to fluster the target, harshly
lowering its Sp. Def stat. |
|
Normal |
15 |
85% |
10 |
0 |
The target is slapped repeatedly, back and forth,
two to five times in a row. |
|
Psychic |
65 |
100% |
20 |
0 |
The target is attacked with a peculiar ray. This may
also leave the target confused. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
Dark |
60 |
-- |
20 |
0 |
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses. |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Dark |
-- |
100% |
15 |
0 |
Flattery is used to confuse the target. However,
this also raises the target’s Sp. Atk stat. |
|
Psychic |
120 |
100% |
10 |
0 |
Two turns after this move is used, a hunk of psychic
energy attacks the target. |
|
Psychic |
-- |
100% |
15 |
0 |
For five turns, the user prevents the opposing team
from using any moves, Abilities, or held items that
recover HP. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
Psychic |
-- |
-- |
15 |
0 |
The user makes the target float with its psychic
power. The target is easier to hit for three turns. |
|
Fairy |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Psychic |
-- |
-- |
10 |
0 |
The user creates a bizarre area in which Pokémon’s
held items lose their effects for five turns. |
By TM/HM
Sun and Moon
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Psychic |
-- |
-- |
20 |
0 |
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats. |
|
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. |
|
Dark |
-- |
100% |
20 |
0 |
The target is taunted into a rage that allows it to use
only attack moves for three turns. |
|
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 |
-- |
-- |
25 |
0 |
The user creates a protective field that prevents
status conditions for five turns. |
|
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. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
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. |
|
Psychic |
-- |
-- |
20 |
0 |
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns. |
|
Rock |
60 |
95% |
15 |
0 |
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement. |
|
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. |
|
Grass |
90 |
100% |
10 |
0 |
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
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. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
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. |
|
Electric |
-- |
90% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Normal |
-- |
-- |
10 |
0 |
The user hypnotizes itself into copying any stat
change made by the target. |
|
Rock |
75 |
90% |
10 |
0 |
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch. |
|
Psychic |
100 |
100% |
15 |
0 |
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
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. |
|
Psychic |
-- |
-- |
5 |
-7 |
The user creates a bizarre area in which slower
Pokémon get to move first for five turns. |
|
Dark |
80 |
100% |
15 |
0 |
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch. |
|
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 |
40 |
100% |
35 |
0 |
The target is physically pounded with a long tail, a
foreleg, or the like. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Normal |
-- |
-- |
20 |
0 |
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat. |
|
Psychic |
50 |
100% |
25 |
0 |
The target is hit by a weak telekinetic force.
This may also confuse the target. |
|
Normal |
-- |
100% |
20 |
0 |
The user tickles the target into laughing, reducing its
Attack and Defense stats. |
|
Dark |
-- |
100% |
20 |
0 |
The user feigns crying to fluster the target, harshly
lowering its Sp. Def stat. |
|
Normal |
15 |
85% |
10 |
0 |
The target is slapped repeatedly, back and forth,
two to five times in a row. |
|
Psychic |
65 |
100% |
20 |
0 |
The target is attacked with a peculiar ray. This may
also leave the target confused. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
Dark |
60 |
-- |
20 |
0 |
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses. |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Dark |
-- |
100% |
15 |
0 |
Flattery is used to confuse the target. However,
this also raises the target’s Sp. Atk stat. |
|
Psychic |
120 |
100% |
10 |
0 |
Two turns after this move is used, a hunk of psychic
energy attacks the target. |
|
Psychic |
-- |
100% |
15 |
0 |
For five turns, the user prevents the opposing team
from using any moves, Abilities, or held items that
recover HP. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
Psychic |
-- |
-- |
15 |
0 |
The user makes the target float with its psychic
power. The target is easier to hit for three turns. |
|
Fairy |
-- |
100% |
20 |
0 |
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat. |
|
Psychic |
-- |
-- |
10 |
0 |
The user creates a bizarre area in which Pokémon’s
held items lose their effects for five turns. |
By TM/HM
Ultra Sun and Ultra Moon
Move |
|
Power |
Accuracy |
PP |
Priority |
|
Psychic |
80 |
100% |
10 |
0 |
The user materializes an odd psychic wave to attack
the target. This attack does physical damage. |
|
Psychic |
-- |
-- |
20 |
0 |
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats. |
|
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. |
|
Dark |
-- |
100% |
20 |
0 |
The target is taunted into a rage that allows it to use
only attack moves for three turns. |
|
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 |
-- |
-- |
25 |
0 |
The user creates a protective field that prevents
status conditions for five turns. |
|
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. |
|
Normal |
-- |
100% |
20 |
0 |
This full-power attack grows more powerful the
more the user likes its Trainer. |
|
Psychic |
90 |
100% |
10 |
0 |
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat. |
|
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. |
|
Psychic |
-- |
-- |
20 |
0 |
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns. |
|
Rock |
60 |
95% |
15 |
0 |
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement. |
|
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. |
|
Grass |
90 |
100% |
10 |
0 |
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat. |
|
Dark |
-- |
100% |
10 |
0 |
The user flings its held item at the target to attack.
This move’s power and effects depend on the item. |
|
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. |
|
Dark |
-- |
100% |
15 |
0 |
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it. |
|
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. |
|
Electric |
-- |
90% |
20 |
0 |
The user launches a weak jolt of electricity that
paralyzes the target. |
|
Normal |
-- |
-- |
10 |
0 |
The user hypnotizes itself into copying any stat
change made by the target. |
|
Rock |
75 |
90% |
10 |
0 |
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch. |
|
Psychic |
100 |
100% |
15 |
0 |
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP. |
|
Grass |
-- |
100% |
20 |
0 |
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power. |
|
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. |
|
Psychic |
-- |
-- |
5 |
-7 |
The user creates a bizarre area in which slower
Pokémon get to move first for five turns. |
|
Dark |
80 |
100% |
15 |
0 |
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch. |
|
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. |
#575 Gothorita
• Sprites & extra info…
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