Pallet Town (gift)(trade), New Bark Town (trade), Viridian River (static), Route 15
Evolve Mudkip (Lv16)
Evolve Marshtomp (Lv36)
LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Pre Evo
Baton Pass
-
-
-
40
Switch out the user but any stat changes and persistent move effects remain.
Pre Evo
Bite
60
100
30
25
Can make the target flinch.
Pre Evo
Charm
-
100
-
20
Lowers the target's ATK two stages.
Pre Evo
Covet
60
100
-
25
Steals the item of the target if the user isn't holding one. Permanently if the target is a wild Pokémon.
Pre Evo
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
Pre Evo
Growl
-
100
-
40
Lowers the target's ATK one stage.
Pre Evo
Hydro Pump
110
80
-
5
Inflicts regular damage.
Pre Evo
Mud Sport
-
-
-
15
For five turns all Electric-type moves on the field inflict 0.5x damage.
Pre Evo
Refresh
-
-
-
20
Removes burn, paralysis, or poison from the user.
Pre Evo
Rock Throw
50
90
-
15
Inflicts regular damage.
Pre Evo
Swift
60
-
-
20
Doesn't miss.
Pre Evo
Take Down
90
85
-
20
User takes 1/4th the damage it inflicts in recoil.
Pre Evo
Trump Card
1
-
-
5
Power is determined by the PP remaining for this move up to 190.
Pre Evo
Whirlpool
35
85
-
15
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
EvolveEvo
Mud Shot
55
95
100
15
Lowers the target's SPEED one stage.
EvolveEvo
Pursuit
40
100
-
20
Retreating Pokémon take double damage before switching out.
1
Growl
-
100
-
40
Lowers the target's ATK one stage.
1
Helping Hand
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
1
Mud Shot
55
95
100
15
Lowers the target's SPEED one stage.
1
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
1
Pursuit
40
100
-
20
Retreating Pokémon take double damage before switching out.
1
Tackle
40
100
-
35
Inflicts regular damage.
1
Tail Whip
-
100
-
30
Lowers the target's DEF one stage.
1
Water Gun
40
100
-
25
Inflicts regular damage.
4
Water Gun
40
100
-
25
Inflicts regular damage.
5
Sand Attack
-
100
-
15
Lowers the target's accuracy one stage.
9
Baby-Doll Eyes
-
100
-
30
Lowers the target's ATK one stage. Has +1 move priority.
9
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
12
Foresight
-
-
-
40
Resets the target's evasion to normal and prevents any further boosting until it leaves the field.
13
Quick Attack
40
100
-
30
Has +1 move priority.
17
Confuse Ray
-
100
-
10
Confuses the target.
18
Bide
1
-
-
10
Waits for two turns. On the second turn, the user inflicts twice the damage received as typeless damage. Has +1 move priority.
20
Feint Attack
60
-
-
20
Doesn't miss.
22
Mud Bomb
65
85
30
10
Can lower the target's accuracy one stage.
25
Assurance
60
100
-
10
Double power if the target took damage this turn.
28
Rock Slide
75
90
30
10
Can make the target flinch.
29
Screech
-
85
-
40
Lowers the target's DEF two stages.
32
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
33
Moonlight
-
-
-
5
Heals the user for half its max HP. Affected by weather.
37
Mean Look
-
-
-
5
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
38
Muddy Water
90
85
30
10
Can lower the target's accuracy one stage.
41
Last Resort
140
100
-
5
Fails if the user hasn't used its other three moves at least once while on the field.
42
Take Down
90
85
-
20
User takes 1/4th the damage it inflicts in recoil.
45
Guard Swap
-
-
-
10
User swaps its DEF and SP.DEF modifiers with the target.
48
Earthquake
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
52
Endeavor
1
100
-
5
Inflicts exactly enough damage to lower the target's HP to equal the user's.
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.
TM15
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
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.
TM26
Earthquake
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
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.
TM34
Sludge Wave
95
100
10
10
Can poison the target.
TM39
Rock Tomb
60
95
100
15
Lowers the target's SPEED one stage.
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.
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.
TM66
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
TM67
Retaliate
70
100
-
5
If a friendly Pokémon fainted on the previous turn, this move has double power.
TM68
Giga Impact
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM77
Psych Up
-
-
-
10
Copies the target's stat changes.
TM78
Bulldoze
60
100
100
20
Lowers the target's SPEED one stage.
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.
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.
TM90
Substitute
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
TM95
Snarl
55
95
100
15
Lowers the target's SP.ATK one stage.
TM115
Power-Up Punch
40
100
100
20
Raises the user's ATK one stage.
TM120
Throat Chop
80
100
100
15
Silences the target for two turns, preventing it from using any sound-based moves.
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.
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.
HM08
Flash
-
100
-
20
Lowers the target's accuracy one stage.
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.
Male Scientist
Ancient Power
60
100
10
5
Can raise all of the user's stats one stage.
Lady
Dark Pulse
80
100
20
15
Can make the target flinch.
Ranger
Earth Power
90
100
10
10
Can lower the target's SP.DEF one stage.
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.
Girl
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
NPC
Stealth Rock
-
-
-
20
Hurts opposing Pokémon that enter the field for 1/8th max HP. Affected by type effectiveness.
Burglar
Sucker Punch
70
100
-
5
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
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.
Gentleman
Water Pledge
50
100
-
10
When used after Grass Pledge or Fire Pledge this turn, this has 150 power. With Fire Pledge, the chances of move's secondary effects doubles. With Grass Pedge, this reduces their SPEED by 75%. Both last 4 turns.
Waiter
Wonder Room
-
-
-
10
For five turns, every Pokémon's DEF and SP.DEF are swapped.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Expert Tutor
Parting Shot
-
100
-
20
Lowers all targets' ATK and SP.ATK one stage. Makes the user switch out.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Ancient Power
60
100
10
5
Can raise all of the user's stats one stage.
Avalanche
60
100
-
10
If the target damaged the user this turn, this move has double power. Has -4 move priority.
Bite
60
100
30
25
Can make the target flinch.
Charm
-
100
-
20
Lowers the target's ATK two stages.
Counter
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
Covet
60
100
-
25
Steals the item of the target if the user isn't holding one. Permanently if the target is a wild Pokémon.
Curse
-
-
-
10
Lowers the user's SPEED one stage and raises its ATK and DEF one stage. If the user is a Ghost-type, instead the user pays 1/2 max HP so the target loses 1/4 max HP each turn.
Detect
-
-
-
5
No moves will hit the user for the remainder of this turn. Has +4 move priority.
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
Fake Tears
-
100
-
20
Lowers the target's SP.DEF two stages.
Flail
1
100
-
15
Power increases the less HP the user has up to 200.
Ice Ball
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
Mirror Coat
1
100
-
20
Inflicts twice the special damage the target dealt to the user this turn. Has -5 move priority.
Mud Bomb
65
85
30
10
Can lower the target's accuracy one stage.
Natural Gift
1
100
-
15
Power and type are determined by the user's held berry.
Refresh
-
-
-
20
Removes burn, paralysis, or poison from the user.
Sludge
65
100
30
20
Can poison the target.
Stomp
65
100
30
20
Can make the target flinch. Power is doubled against Pokémon under the effect of Minimize.
Stored Power
20
100
-
10
Power increases by 20 for every stage any of the user's stats have been raised.
Synchronoise
120
100
-
10
Only Pokémon that share a type with the user will take damage from this move.
Tickle
-
100
-
20
Lowers the target's ATK and DEF one stage.
Uproar
90
100
-
10
User is forced to use this move for 2–5 turns, waking up sleeping Pokémon.
Whirlpool
35
85
-
15
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Wide Guard
-
-
-
10
Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. Has +3 move priority.
Wish
-
-
-
10
In one turn, heals a Pokémon in this position of the field's HP by 1/2 its max HP.
Yawn
-
-
-
10
Puts the target to sleep at the end of the next turn.