Thick Fat: Takes 0.5x damage from Fire and Ice-type moves.
Frisk: Upon entering battle, reveal the foe's held item.
Infiltrator: Bypasses Substitute, Reflect, Light Screen, Aurora Veil, and Safeguard.
Hidden
Telepathy: Immune to damage from ally's moves.
Sap Sipper: Absorbs Grass-type moves for an ATK stage.
x2
x2
x1
x1
x1/2
x1/2
x1/4
x1/4
x0
-
x0
#252
Azurill
+
kiwikelly
Lv.15
#183
Marill
+
Game Freak & holgast
Lv.18
#184
Azumarill
+
The Pokémon Company & jalexation
#440
Noibat
+
milchik & Smogon
Lv.48
#441
Noivern
+
blackbosom
Classic Mode
Kanto Daycare (gift)
Viridian River, Evolve Azurill (Lv15)
Mt. Mortar (static), Mt. Mortar, Viridian River, Evolve Marill (Lv18)
Rock Tunnel (nest)
Rock Tunnel (nest), Evolve Noibat (Lv48)
Remix Mode
Kanto Daycare (gift), Route 1
Route 7, Ruins of Alph, Safari Zone A1, A2, A3, A4, A5, Violet City, Viridian River, Evolve Azurill (Lv15)
Mt. Mortar (static), Route 26, Mt. Mortar, Ruins of Alph, Viridian River, Evolve Marill (Lv18)
Rock Tunnel (nest), Route 12, 13, 14, Offshore Road, Rock Tunnel
Rock Tunnel (nest), Mt. Silver, Mt. Silver Base, Offshore Road, Union Cave, Evolve Noibat (Lv48)
LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Pre Evo
Bounce
85
85
30
5
Bounce high into the air for one turn and hits on the second turn. Can paralyze the target.
Pre Evo
Charm
-
100
-
20
Lowers the target's ATK two stages.
Pre Evo
Slam
80
75
-
20
Inflicts regular damage.
Pre Evo
Splash
-
-
-
40
Does nothing.
1
Screech
-
85
-
40
Lowers the target's DEF two stages.
1
Supersonic
-
55
-
20
Confuses the target.
1
Tackle
40
100
-
35
Inflicts regular damage.
1
Water Gun
40
100
-
25
Inflicts regular damage.
2
Tail Whip
-
100
-
30
Lowers the target's DEF one stage.
5
Absorb
20
100
-
25
Drains half the damage inflicted to heal the user.
5
Water Sport
-
-
-
15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.
7
Bubble
40
100
10
30
Can lower the target's SPEED one stage.
10
Defense Curl
-
-
-
40
Raises user's DEF one stage. Ice Ball and Rollout's power are doubled.
10
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
11
Gust
40
100
-
35
If the target is under the effect of Bounce, Fly, or Sky Drop, this move will hit with double power.
13
Bite
60
100
30
25
Can make the target flinch.
13
Bubble Beam
65
100
10
20
Can lower the target's SPEED one stage.
16
Helping Hand
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
16
Wing Attack
60
100
-
35
Inflicts regular damage.
18
Agility
-
-
-
30
Raises the user's SPEED two stages.
20
Aqua Tail
90
90
-
10
Inflicts regular damage.
23
Air Cutter
60
95
-
25
User's critical hit rate is one level higher when using this move.
23
Play Rough
90
90
10
10
Can lower the target's ATK one stage.
27
Roost
-
-
-
10
Heals the user for 1/2 its max HP. The user loses its Flying type for the rest of the turn.
28
Aqua Ring
-
-
-
20
Restores 1/16 of the user's max HP each turn while on the field.
31
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
31
Razor Wind
80
100
-
10
User charges for one turn before attacking. Has a one level higher critical hit chance.
35
Tailwind
-
-
-
15
For the next three turns, friendly Pokémon have their original SPEED doubled.
37
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
40
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
40
Whirlwind
-
-
-
20
Forces the target to switch out, but has -6 move priority.
43
Super Fang
1
90
-
10
Inflicts typeless damage equal to half the target's remaining HP.
47
Hydro Pump
110
80
-
5
Inflicts regular damage.
48
Air Slash
75
95
30
15
Can make the target flinch.
58
Hurricane
110
70
30
10
Can confuse the target. Doesn't miss during rain, but 50% accurate in sunny weather. Doesn't miss if the target is under the effect of Bounce, Fly, or Sky Drop.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM06
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
TM07
Hail
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
TM10
Hidden Power
60
100
-
15
Power and type are determined by the user's IVs.
TM11
Sunny Day
-
-
-
5
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
TM12
Taunt
-
100
-
20
Target is forced to only use damaging moves for the next 3–5 turns.
TM13
Ice Beam
90
100
10
10
Can freeze the target.
TM14
Blizzard
110
70
10
5
Can freeze the target. Doesn't miss during hail.
TM16
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
TM17
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
TM18
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
TM21
Frustration
1
100
-
20
Power increases with unhappiness up to 102.
TM22
Solar Beam
120
100
-
10
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
TM27
Return
1
100
-
20
Power increases with happiness, up to a maximum of 102.
TM28
Dig
80
100
-
10
User digs underground for one turn and hits on the second turn.
TM29
Psychic
90
100
10
10
Can lower the target's SP.DEF one stage.
TM30
Shadow Ball
80
100
20
15
Can lower the target's SP.DEF one stage.
TM31
Brick Break
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
TM32
Double Team
-
-
-
15
Raises the user's evasion one stage.
TM40
Aerial Ace
60
-
-
20
Doesn't miss.
TM41
Torment
-
100
-
15
Prevents the target from using the same move twice in a row.
TM42
Facade
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
TM44
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
TM45
Attract
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
TM46
Thief
60
100
-
25
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM49
Echoed Voice
40
100
-
15
Power increases by 40 each consecutive turn used by a friendly Pokémon, to a max of 200.
TM55
Water Pulse
60
100
20
20
Can confuse the target.
TM56
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
TM62
Acrobatics
55
100
-
15
If the user has no held item, this move has double power.
TM65
Shadow Claw
70
100
-
15
User's critical hit rate is one level higher when using this move.
TM70
Roost
-
-
-
10
Heals the user for 1/2 its max HP. The user loses its Flying type for the rest of the turn.
TM81
X-Scissor
80
100
-
15
Inflicts regular damage.
TM83
Work Up
-
-
-
30
Raises the user's ATK and SP.ATK one stage.
TM85
Dream Eater
100
100
-
15
Drains half the damage inflicted to a sleeping Pokémon to heal the user.
TM86
Grass Knot
1
100
-
20
Power increases with the target's weight to a maximum of 120.
TM87
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
TM88
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
TM89
U-turn
70
100
-
20
Inflicts regular damage, then the user immediately switches out.
TM90
Substitute
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
TM93
Wild Charge
90
100
-
15
User takes 1/4 the damage it inflicts in recoil.
TM96
Moonblast
95
100
30
15
Can lower the target's SP.ATK one stage.
TM100
Defog
-
-
-
15
Lowers the target's evasion one stage. Clears away entry hazards.
TM105
Aqua Jet
40
100
-
20
Has +1 move priority.
TM106
Draining Kiss
50
100
-
10
Heals the user 75% of the damage dealt to the target.
TM107
Play Rough
90
90
10
10
Can lower the target's ATK one stage.
TM108
Sky Attack
140
90
30
5
User charges for one turn before attacking. Critical hit chance is one level higher. Can make the target flinch.
TM112
Focus Punch
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
TM114
Leech Life
80
100
-
10
Drains half the damage inflicted to heal the user.
TM115
Power-Up Punch
40
100
100
20
Raises the user's ATK one stage.
TM118
Steel Wing
70
90
10
25
Can raise the user's DEF one stage.
TM121
Scald
80
100
30
15
Can burn the target.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM01
Cut
50
95
-
30
Inflicts regular damage.
HM02
Fly
90
95
-
15
User flies high into the air for one turn, then hits on the second turn.
HM03
Surf
90
100
-
15
If the target is in the first turn of Dive, this move will hit with double power.
HM04
Strength
80
100
-
15
Inflicts regular damage.
HM05
Waterfall
80
100
20
15
Can make the target flinch.
HM06
Dive
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
TM94
Rock Smash
40
100
50
15
Can lower the target's DEF one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Lady
Dark Pulse
80
100
20
15
Can make the target flinch.
Elite trainer
Dragon Pulse
85
100
-
10
Inflicts regular damage.
Guitarist
Hyper Voice
90
100
-
10
Inflicts regular damage.
Karate
Ice Punch
75
100
10
15
Can freeze the target.
Old man
Iron Tail
100
75
30
15
Can lower the target's DEF one stage.
Male Scientist
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
Old Man
Outrage
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Girl
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
Girl
Roost
-
-
-
10
Heals the user for 1/2 its max HP. The user loses its Flying type for the rest of the turn.
Man
Super Fang
1
90
-
10
Inflicts typeless damage equal to half the target's remaining HP.
Fighter
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Man
Swift
60
-
-
20
Doesn't miss.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Expert Tutor
Misty Terrain
-
-
-
10
For five turns, protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Encore
-
100
-
5
Forces the target to use the last used move for 3 turns.
Fake Tears
-
100
-
20
Lowers the target's SP.DEF two stages.
Sing
-
55
-
15
Puts the target to sleep.
Slam
80
75
-
20
Inflicts regular damage.
Soak
-
100
-
20
Changes the target to pure Water-type until it leaves the field. If the target has multitype, this move will fail.
Tickle
-
100
-
20
Lowers the target's ATK and DEF one stage.
Amnesia
-
-
-
20
Raises the user's SP.DEF two stages.
Aqua Jet
40
100
-
20
Has +1 move priority.
Belly Drum
-
-
-
10
User pays half its max HP to maximize its ATK stat.
Body Slam
85
100
30
15
Can paralyze the target.
Future Sight
120
100
-
10
Inflicts typeless damage at the end of the third turn, starting with this one. Can't critical hit.
Muddy Water
90
85
30
10
Can lower the target's accuracy one stage.
Outrage
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Perish Song
-
-
-
5
Every Pokémon on the field will faint in 3 turns.
Present
1
90
-
15
Randomly deals damage or heals the target.
Refresh
-
-
-
20
Removes burn, paralysis, or poison from the user.
Snatch
-
-
-
10
Steals the effects of a healing or stat-changing move from the target. Has +4 move priority.
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Supersonic
-
55
-
20
Confuses the target.
Switcheroo
-
100
-
10
User and target permanently swap held items, even if one isn't holding anything.
Tailwind
-
-
-
15
For the next three turns, friendly Pokémon have their original SPEED doubled.
Water Sport
-
-
-
15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.