Data and techniques
Let's have a look at Sableye under a microscope.
Stats
- HP:
- 50
- Attack:
- 75
- Defense:
- 75
- Spec. Attack:
- 65
- Spec. Defense:
- 65
- Speed:
- 50
As shown on the left, Sableye's base stats, which would be the species-specific, static values upon which all individual-specific modifiers such as Natures and EV distribution have effect. Actually, it's not as complicated as it sounds - just consider these stats as a general outline of a species' battling potential. Sableye's base stats are anything but incredible - if something, they're on the low side of the spectrum; consider that a base stat is considered only average when it ranges from 75 to 85 in generation third and from 80 to 95 in generation four.
Abilities
Keen Eye
In generation third, Sableye only had one Ability: Keen Eye, which prevents its Accuracy to be lowered via moves such as Sand-Attack or Flash. A pretty useless Ability if you ask me, since the number of Accuracy-lowering moves is very limited and it's not like you can't just switch out to solve your problem. The only case in which I can see this Ability becoming useful in battle is the situation in which an opponent Pokémon has used a trapping move and is going to lower your Accuracy so that you'll eventually have a very low chance of being able to attack, but no in-game Trainer would ever use such a strategy and a human player would have to be retarded to do that - if you're going to be cheap, you can just raise your Evasion for a similar effect without having to use a trapping move.
The only positive thing about Keen Eye is that, from Pokémon Emerald onwards, if you put a Sableye with Keen Eye as the first Pokémon in your team, you will have a lower chance to meet low-level wild Pokémon. Good if you want to make some experience or if you're looking for something to catch.
Stall
In generation four, Sableye is a dual-Ability Pokémon: it can have either Keen Eye or Stall. Sableye is currently the only Pokémon to have Stall as one of their possible Abilities. Is it something like Milotic's Marvel Scale? Sure we'd like so. Stall is one of the worst Abilities ever conceived, on par with Slaking's Truant - with the only exception that Slaking is still strong even with his hindering Ability, while Sableye...well...Anyway, what Stall does is making Sableye move last. To be honest, its Speed is already so low that, even without Stall, it would anyway be slower than its opponent in most cases.
However, Stall does not affect Sableye's Speed, but rather its priority bracket; this means that when a Sableye with Stall uses a move with the same priority as the move chosen by its opponent in the same turn, Sableye's move will be performed after its opponent's no matter what. To make some further examples, this also means that if Sableye uses a high-priority move such as Shadow Sneak and its opponent uses a normal-priority move, then Sableye will attack first because the moves chosen in that turn have different priorities. If Sableye was using Shadow Sneak and its opponent Quick Attack, here is where Stall would come into play as these moves have the same priority.
Since Stall has no effect on Speed, this also means that Trick Room will do nothing on a Sableye with Stall. However, the items Lagging Tail and Full Incense still have their effect; if Sableye's opponent is holding one of these items, it will be slower than Sableye even with Stall.
So. What is the point of Stall? Sending you into a flying rage when trying to breed a Sableye because the one hatchling with good stats will also have this stupid Ability (true story). However, there are two cases in which Stall will prove beneficial.
One of them is combining it with the use of Zoom Lens as Sableye's held item, as Zoom Lens will grant Sableye a x1.2 Accuracy boost provided it attacks last. It would be really useful if Sableye learnt some powerful, low-Accuracy moves - but that's not the case, so why bother. The other use is in combination with the move Trick to give the opponent the aforementioned Lagging Tail or Full Incense, which would allow Sableye to become faster than its opponent. This is actually a good idea, so if you want to use a Sableye with Stall you should consider this strategy.
Okay, so in generation five there is this feature called the Dream World where you can unlock a special Ability for each species of Pokémon! Sableye's secret Ability is Prankster, which raises the priority of its status moves. Take what I wrote before about Stall and priority brackets and think about what this means...in layman's terms, Prankster overrides Sabby's crappy Speed stat and allows to (usually) strike first with non-damaging moves, which are the meat of its moveset. This means awesomefest! It doesn't matter if Sableye is fighting a lightning-fast Jolteon, its status moves will hit first anyway. Unlimited speed! Did you know that this Ability alone turns Sableye into a small powerhouse?
Type matchup
Sableye's strongest point is its awesome type combination that grants it no weaknesses. If that's not sweet enough, then know that it also gives it a resistance to Poison-type moves and three full immunities to Fighting-, Normal- and Psychic-type moves. Three immunities. There is no known Pokémon with more immunities than Sableye, and this characteristic is shared only with its fellow Dark/Ghost Spiritomb plus Drifloon and Drifblim. Prior to generation four, Sableye used to be THE Pokémon with the highest number of immunities and it didn't have to share its first place with no one. Badass.
Breeding
So you must know that, for two Pokémon to breed, they must belong to the same egg group. Most Ghost-type Pokémon are in the Indeterminate egg group, which mostly includes amorphous-looking Pokémon. Sableye is one of the three Ghost-type Pokémon which doesn't, the other two being Shedinja and Froslass. Since it seems to look more like a goblin or some human-like creature, it is in the Humanshape group. For your information, a Sableye egg takes around 6,400 steps to hatch.
Happiness
When first caught, a Sableye isn't really friendly to its Trainer - its base happiness value is only 35 out of a maximum of 255. Don't worry, it will warm up later if treated properly; the low initial trust is a common trait of Dark-type Pokémon. They don't just fall in love with the first guy to pick them up, you know.
Growth curve
At level 100, a Sableye will have earned a total of 1,059,860 experience points. A Sableye's growth follows a parabolic curve; in the beginning it will be incredibly easy to raise and it will grow faster than Pokémon which need a lot less experience to reach level 100, in the middle it will grow at a normal rate, and in the last levels it will take a wagon of experience to level up. You better save up those Rare Candies.
Movepool
This page wouldn't be complete if I didn't talk about the techniques learned by Sableye. However, we know that every Pokémon learns hundreds and hundreds of moves through different generation. So, to keep this page rich in information but easy to the eyes, by default this list only shows the names of the moves learned; however, you can hover over a move's name to display some additional information about it.
Generation three
Level up moves
Level |
Move |
lv. 1 |
Scratch
- Type:
- Normal
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 40
- Effect:
- Damages the target.
|
lv. 1 |
Leer
- Type:
- Normal
- Power:
- --
- Accuracy:
- 100%
- PP:
- 30
- Effect:
- Lowers the target's Defense by 1 stage.
|
lv. 5 |
Foresight
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 40
- Effect:
- Until the target is in play, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. If the target is a Ghost-type, it loses its immunities against Normal- and Fighting-type moves.
|
lv. 9 |
Night Shade
- Type:
- Ghost
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Inflicts damage equal to the user's level.
|
lv. 13 |
Astonish
- Type:
- Ghost
- Power:
- 30
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 30% chance of making the target flinch.
|
lv. 17 |
Fury Swipes
- Type:
- Normal
- Power:
- 18
- Accuracy:
- 80%
- PP:
- 15
- Effect:
- Attacks from 2 to 5 times in one turn.
2 or 3 hits: 3/8 chance
4 or 5 hits: 1/8 chance
|
lv. 21 |
Fake Out
- Type:
- Normal
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- If this move is used on the first turn after the user enters play, it deals damage and makes the target flinch; otherwise, it fails.
|
lv. 25 |
Detect
- Type:
- Fighting
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
|
lv. 29 |
Faint Attack
- Type:
- Dark
- Power:
- 60
- Accuracy:
- --
- PP:
- 5
- Effect:
- Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
|
lv. 33 |
Knock Off
- Type:
- Dark
- Power:
- 20
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Disables the target's held item until the end of the battle.
|
lv. 37 |
Confuse Ray
- Type:
- Ghost
- Power:
- --
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Confuses the target.
|
lv. 41 |
Shadow Ball
- Type:
- Ghost
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 20% chance to lower the target's Special Defense by 1 stage.
|
lv. 45 |
Mean Look
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- As long as the user is in play, the target is prevented to switch out unless it uses Baton Pass.
|
Pokémon XD level up moves
Level |
Move |
lv. 33 |
Helping Hand
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- Goes first. In double battles, it raises the power of the teammate's move by 50%.
|
Egg moves
Move |
Moonlight
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- The user is healed by 2/3 its max HP under bright sunlight, 1/4 its max HP under rain, hail and sandstorm and 1/2 its max HP under normal conditions.
|
Psych Up
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Copies the target's stat changes.
|
Recover
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- The user is healed up to 1/2 its max HP.
|
|
TM/HM moves
TM/HM |
Move |
TM01 |
Focus Punch
- Type:
- Fighting
- Power:
- 150
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Goes last; if the user is attacked by the opponent in the same turn, the move fails.
|
TM03 |
Water Pulse
- Type:
- Water
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Has a 20% chance to confuse the target.
|
TM04 |
Calm Mind
- Type:
- Psychic
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- Raises the user's Special Attack and Special Defense by 1 stage.
|
TM06 |
Toxic
- Type:
- Poison
- Power:
- --
- Accuracy:
- 85%
- PP:
- 10
- Effect:
- Badly poisons the opponent, with the damage caused by poison being doubled every turn.
|
TM10 |
Hidden Power
- Type:
- Normal
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Varies in power and type depending on the user's IVs.
|
TM11 |
Sunny Day
- Type:
- Fire
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- The sun's light becomes bright for 5 turns: during this time, the power of Fire-type moves is doubled, the power of Water-type moves is halved, Solarbeam fires immediately, Thunder's Precision becomes 50%, Morning Sun, Synthesis and Moonlight restore 2/3 of the user's max HP instead of 1/2, freezing is prevented.
|
TM12 |
Taunt
- Type:
- Dark
- Power:
- --
- Accuracy:
- %
- PP:
- Effect:
- For 2 turns, the target is prevented from using non-damaging moves. Assist, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor and Mirror Coat are not.
|
TM17 |
Protect
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Protect, Detect or Endure.
|
TM18 |
Rain Dance
- Type:
- Water
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- It rains for 5 turns: during this time, the power of Fire-type moves is halved, the power of Water-type moves is doubled, Solarbeam's power is halved, Thunder's Precision becomes 100%, Morning Sun, Synthesis and Moonlight restore 1/4 of the user's max HP instead of 1/2.
|
TM21 |
Frustration
- Type:
- Normal
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- The more unhappy is the user, the more powerful is this move. Max power is 102.
|
TM27 |
Return
- Type:
- Normal
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- The happier is the user, the more powerful is this move. Max power is 102.
|
TM28 |
Dig
- Type:
- Ground
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- In the first turn, the user digs underground evading most attacks; in the second, it attacks. During the first turn, the user can still be hit by Fissure and by Earthquake and Magnitude, which deal double damage in this condition. If used outside from battle in a dungeon, the player is brought back to the entrance.
|
TM29 |
Psychic
- Type:
- Psychic
- Power:
- 90
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Has a 10% chance to lower the target's Special Defense by 1 stage.
|
TM30 |
Shadow Ball
- Type:
- Brick Break
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 20% chance to lower the target's Special Defense by 1 stage.
|
TM31 |
Brick Break
- Type:
- Fighting
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Destroys Reflect and Light Screen.
|
TM32 |
Double Team
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 15
- Effect:
- Raises the user's Evasion by 1 stage.
|
TM34 |
Shock Wave
- Type:
- Electric
- Power:
- 60
- Accuracy:
- --
- PP:
- 20
- Effect:
- Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
|
TM39 |
Rock Tomb
- Type:
- Rock
- Power:
- 50
- Accuracy:
- 80%
- PP:
- 10
- Effect:
- Lowers the target's Speed by 1 stage.
|
TM40 |
Aerial Ace
- Type:
- Flying
- Power:
- 60
- Accuracy:
- --
- PP:
- 20
- Effect:
- Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
|
TM41 |
Torment
- Type:
- Dark
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Prevents the target from using the same move two turns in a row until it is switched out.
|
TM42 |
Facade
- Type:
- Normal
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Damages for double the power if the user is suffering from a status ailment.
|
TM43 |
Secret Power
- Type:
- Normal
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- If the user is in the tall grass, this move poisons the target (even if it's a Poison-type).
If the user is in the water, the target's Attack is lowered by 1 stage.
If the user is underwater, the target's Defense is lowered by 1 stage.
If the user is in a pond, the target's Speed is lowered by 1 stage.
If the user is in the sand, the target's Precision is lowered by 1 stage.
If the user is in a cave, the target flinches.
If the user is in a rocky area, the target is confused.
In any other place, the target is Paralyzed.
If used outside of battle, it allows to open Secret Bases.
|
TM44 |
Rest
- Type:
- Psychic
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- The user falls asleep for 2 turns, recovering all HP and healing from any status ailment.
|
TM45 |
Attract
- Type:
- Normal
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- If the target is the opposite gender as the user, it becomes infatuated and has a 50% chance of not attacking until it is switched out.
|
TM46 |
Thief
- Type:
- Dark
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Steals the target's held item unless the user is already holding an item.
|
TM49 |
Snatch
- Type:
- Dark
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- It goes last. The user steals a supporting move from another Pokémon.
|
HM01 |
Cut
- Type:
- Normal
- Power:
- 50
- Accuracy:
- 95%
- PP:
- 30
- Effect:
- If used outside the battle, it cuts small trees to open new paths.
|
HM05 |
Flash
- Type:
- Normal
- Power:
- --
- Accuracy:
- 70%
- PP:
- 20
- Effect:
- The target's Precision is lowered by 1 stage. If used outside the battle, it lights up dark caves.
|
HM06 |
Rock Smash
- Type:
- Fighting
- Power:
- 20
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 50% chance of lowering the target's Defense by 1 stage. If used outside the battle, it destroys rocks.
|
|
Tutored moves
Game |
Move |
FR/LG/E/XD |
Body Slam
- Type:
- Normal
- Power:
- 85
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 30% chance to paralyze the target.
|
FR/LG/E |
Counter
- Type:
- Fighting
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- It goes last. If the user is hit by a physical attack before the user's turn, it retaliates with double the power.
|
FR/LG/E/XD |
Double-Edge
- Type:
- Normal
- Power:
- 120
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- The user receives 1/3 recoil damage.
|
FR/LG/E/XD |
Dream Eater
- Type:
- Psychic
- Power:
- 100
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Only works on a sleeping target. The user is healed by 1/2 of the HP lost by the target.
|
E |
Dynamicpunch
- Type:
- Fighting
- Power:
- 100
- Accuracy:
- 50%
- PP:
- 5
- Effect:
- Causes confusion.
|
E |
Endure
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- It goes first. If the user is hit by a move that should have caused it to faint, it is left with 1 HP instead. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
|
E |
Fire Punch
- Type:
- Fire
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 10% chance to burn the target.
|
E |
Fury Cutter
- Type:
- Bug
- Power:
- 10
- Accuracy:
- 95%
- PP:
- 20
- Effect:
- This move's power is doubled for every consecutive use. If it fails, the damage is resetted.
|
E |
Ice Punch
- Type:
- Ice
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 10% chance to freeze the target.
|
FR/LG/E |
Mega Kick
- Type:
- Normal
- Power:
- 120
- Accuracy:
- 70%
- PP:
- 5
- Effect:
- Damages the target.
|
FR/LG/E |
Mega Punch
- Type:
- Normal
- Power:
- 80
- Accuracy:
- 85%
- PP:
- 20
- Effect:
- Damages the target.
|
FR/LG/E |
Metronome
- Type:
- Normal
- Power:
- --
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Uses a random move.
|
FR/LG/E/XD |
Mimic
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- This move is replaced by the target's last move until the user switches out. The replacement will have 5 PP. It cannot copy Mimic, Metronome, Transform, Struggle, Sketch or moves the user already knows, and it fails if the target has yet to use a move.
|
E |
Mud-Slap
- Type:
- Ground
- Power:
- 20
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Lowers the target's Precision by 1 stage.
|
XD |
Nightmare
- Type:
- Ghost
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Only works on a sleeping target. As long as the target remains asleep and in battle, it loses 1/4 of its max HP each turn.
|
E |
Psych Up
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Copies the target's stat changes.
|
FR/LG/E/XD |
Seismic Toss
- Type:
- Fighting
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- Inflicts damage equal to the user's level.
|
E |
Sleep Talk
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Only works if the user is asleep. It randomly chooses one of its other moves and uses it.
|
E |
Snore
- Type:
- Normal
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Only works if the user is asleep.
|
FR/LG/E/XD |
Substitute
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- The user loses 1/4 of its max HP and creates a decoy which will shield it from damage, status ailments and status effects until it is destroyed. The user is still affected by Tickle, Hail, Sandstorm and Attract. If the decoy is destroyed during a multi-hit move, the user will take the remaning hits. It fails if the user doesn't have enough HP.
|
E/XD |
Swagger
- Type:
- Normal
- Power:
- --
- Accuracy:
- 90%
- PP:
- 15
- Effect:
- Confuses the target and raises its Attack by 2 stages.
|
E |
Thunderpunch
- Type:
- Electric
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 10% chance to paralyze the target.
|
|
Generation four
Level up moves
Level |
Move |
lv. 1 |
Scratch
- Type:
- Normal
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 40
- Effect:
- Damages the target.
|
lv. 1 |
Leer
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 30
- Effect:
- Lowers the target's Defense by 1 stage.
|
lv. 4 |
Foresight
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 40
- Effect:
- Until the target is in play, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. If the target is a Ghost-type, it loses its immunities against Normal- and Fighting-type moves.
|
lv. 8 |
Night Shade
- Type:
- Ghost
- Damage:
- Special
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Inflicts damage equal to the user's level.
|
lv. 11 |
Astonish
- Type:
- Ghost
- Damage:
- Physical
- Power:
- 30
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 30% chance of making the target flinch.
|
lv. 15 |
Fury Swipes
- Type:
- Normal
- Damage:
- Physical
- Power:
- 18
- Accuracy:
- 80%
- PP:
- 15
- Effect:
- Attacks from 2 to 5 times in one turn.
2 or 3 hits: 3/8 chance
4 or 5 hits: 1/8 chance
|
lv. 18 |
Fake Out
- Type:
- Normal
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- If this move is used on the first turn after the user enters play, it deals damage and makes the target flinch; otherwise, it fails.
|
lv. 22 |
Detect
- Type:
- Fighting
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
|
lv. 25 |
Shadow Sneak
- Type:
- Ghost
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 30
- Effect:
- Always goes first.
|
lv. 29 |
Knock Off
- Type:
- Dark
- Damage:
- Physical
- Power:
- 20
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Disables the target's held item until the end of the battle.
|
lv. 32 |
Faint Attack
- Type:
- Dark
- Damage:
- Physical
- Power:
- 60
- Accuracy:
- --
- PP:
- 5
- Effect:
- Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
|
lv. 36 |
Punishment
- Type:
- Dark
- Damage:
- Physical
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 5
- Effect:
- This move's is increased for every positive stat modifier of the target's.
|
lv. 39 |
Shadow Claw
- Type:
- Ghost
- Damage:
- Physical
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a high chance to result in a critical hit.
|
lv. 43 |
Power Gem
- Type:
- Rock
- Damage:
- Special
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Damages the target.
|
lv. 46 |
Confuse Ray
- Type:
- Ghost
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Confuses the target.
|
lv. 50 |
Zen Headbutt
- Type:
- Psychic
- Damage:
- Physical
- Power:
- 80
- Accuracy:
- 90%
- PP:
- 15
- Effect:
- Has a 20% chance to make the target flinch.
|
lv. 53 |
Shadow Ball
- Type:
- Ghost
- Damage:
- Special
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 20% chance to lower the target's Special Defense by 1 stage.
|
lv. 57 |
Mean Look
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- As long as the user is in play, the target is prevented to switch out unless it uses Baton Pass.
|
Egg moves
Move |
Feint (HG/SS)
- Type:
- Normal
- Damage:
- Physical
- Power:
- 50
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Goes first and hits through Protect and Detect. If the target doesn't use Protect or Detect, this move fails.
|
Flatter
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Confuses the target and raises its Special Attack by 1 stage.
|
Moonlight
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- The user is healed by 2/3 its max HP under bright sunlight, 1/4 its max HP under rain, hail and sandstorm and 1/2 its max HP under normal conditions.
|
Nasty Plot
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- The user's Special Attack is raised by 2 stages.
|
Psych Up
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Copies the target's stat changes.
|
Recover
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- The user is healed up to 1/2 its max HP.
|
|
TM/HM moves
TM/HM |
Move |
TM01 |
Focus Punch
- Type:
- Fighting
- Damage:
- Physical
- Power:
- 150
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Goes last; if the user is attacked by the opponent in the same turn, the move fails.
|
TM03 |
Water Pulse
- Type:
- Water
- Damage:
- Special
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Has a 20% chance to confuse the target.
|
TM04 |
Calm Mind
- Type:
- Psychic
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- Raises the user's Special Attack and Special Defense by 1 stage.
|
TM06 |
Toxic
- Type:
- Poison
- Damage:
- Other
- Power:
- --
- Accuracy:
- 85%
- PP:
- 10
- Effect:
- Badly poisons the opponent, with the damage caused by poison being doubled every turn.
|
TM10 |
Hidden Power
- Type:
- Normal
- Damage:
- Special
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Varies in power and type depending on the user's IVs.
|
TM11 |
Sunny Day
- Type:
- Fire
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- The sun's light becomes bright for 5 turns: during this time, the power of Fire-type moves is doubled, the power of Water-type moves is halved, Solarbeam fires immediately, Thunder's Precision becomes 50%, Morning Sun, Synthesis and Moonlight restore 2/3 of the user's max HP instead of 1/2, freezing is prevented.
|
TM12 |
Taunt
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- %
- PP:
- Effect:
- For 2 to 5 turns, the target is prevented from using non-damaging moves. Assist, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor and Mirror Coat are not.
|
TM17 |
Protect
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Protect, Detect or Endure.
|
TM18 |
Rain Dance
- Type:
- Water
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- It rains for 5 turns: during this time, the power of Fire-type moves is halved, the power of Water-type moves is doubled, Solarbeam's power is halved, Thunder's Precision becomes 100% and it gains a 30% chance to hit through Protect and Detect, Morning Sun, Synthesis and Moonlight restore 1/4 of the user's max HP instead of 1/2.
|
TM21 |
Frustration
- Type:
- Normal
- Damage:
- Physical
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- The more unhappy is the user, the more powerful is this move. Max power is 102.
|
TM27 |
Return
- Type:
- Normal
- Damage:
- Physical
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- The happier is the user, the more powerful is this move. Max power is 102.
|
TM28 |
Dig
- Type:
- Ground
- Damage:
- Physical
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- In the first turn, the user digs underground evading most attacks; in the second, it attacks. During the first turn, the user can still be hit by Fissure and by Earthquake and Magnitude, which deal double damage in this condition. If used outside from battle in a dungeon, the player is brought back to the entrance.
|
TM29 |
Psychic
- Type:
- Psychic
- Damage:
- Special
- Power:
- 90
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Has a 10% chance to lower the target's Special Defense by 1 stage.
|
TM30 |
Shadow Ball
- Type:
- Ghost
- Damage:
- Special
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 20% chance to lower the target's Special Defense by 1 stage.
|
TM31 |
Brick Break
- Type:
- Fighting
- Damage:
- Physical
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Destroys Reflect and Light Screen.
|
TM32 |
Double Team
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 15
- Effect:
- Raises the user's Evasion by 1 stage.
|
TM34 |
Shock Wave
- Type:
- Electric
- Damage:
- Special
- Power:
- 60
- Accuracy:
- --
- PP:
- 20
- Effect:
- Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
|
TM39 |
Rock Tomb
- Type:
- Rock
- Damage:
- Physical
- Power:
- 50
- Accuracy:
- 80%
- PP:
- 10
- Effect:
- Lowers the target's Speed by 1 stage.
|
TM40 |
Aerial Ace
- Type:
- Flying
- Damage:
- Physical
- Power:
- 60
- Accuracy:
- --
- PP:
- 20
- Effect:
- Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
|
TM41 |
Torment
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Prevents the target from using the same move two turns in a row until it is switched out.
|
TM42 |
Facade
- Type:
- Normal
- Damage:
- Physical
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Damages for double the power if the user is suffering from a status ailment.
|
TM43 |
Secret Power
- Type:
- Normal
- Damage:
- Physical
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- If the user is in the tall grass, this move poisons the target (even if it's a Poison-type).
If the user is in the water, the target's Attack is lowered by 1 stage.
If the user is underwater, the target's Defense is lowered by 1 stage.
If the user is in a pond, the target's Speed is lowered by 1 stage.
If the user is in the sand, the target's Precision is lowered by 1 stage.
If the user is in a cave, the target flinches.
If the user is in a rocky area, the target is confused.
In any other place, the target is Paralyzed.
If used outside of battle, it allows to open Secret Bases.
|
TM44 |
Rest
- Type:
- Psychic
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- The user falls asleep for 2 turns, recovering all HP and healing from any status ailment.
|
TM45 |
Attract
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- If the target is the opposite gender as the user, it becomes infatuated and has a 50% chance of not attacking until it is switched out.
|
TM46 |
Thief
- Type:
- Dark
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Steals the target's held item unless the user is already holding an item.
|
TM49 |
Snatch
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- It goes last. The user steals a supporting move from another Pokémon.
|
TM56 |
Fling
- Type:
- Dark
- Damage:
- Physical
- Power:
- --
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- The user throws its held item to the target; damage varies with the item used.
|
TM58 |
Endure
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- It goes first. If the user is hit by a move that should have caused it to faint, it is left with 1 HP instead. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
|
TM61 |
Will-O-Wisp
- Type:
- Fire
- Damage:
- Other
- Power:
- --
- Accuracy:
- 75%
- PP:
- 15
- Effect:
- Burns the target.
|
TM63 |
Embargo
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Prevents the target (and its Trainer) to use items until said target switches out.
|
TM65 |
Shadow Claw
- Type:
- Ghost
- Damage:
- Physical
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a high chance to result in a critical hit.
|
TM66 |
Payback
- Type:
- Dark
- Damage:
- Physical
- Power:
- 50
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- If used after the target's attack, this move's power is doubled.
|
TM70 |
Flash
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 70%
- PP:
- 20
- Effect:
- The target's Precision is lowered by 1 stage. If used outside the battle, it lights up dark caves.
|
TM77 |
Psych Up
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Copies the target's stat changes.
|
TM78 |
Captivate
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- If the target is the opposite gender as the user, its Special Attack is lowered by 2 stages.
|
TM79 |
Dark Pulse
- Type:
- Dark
- Damage:
- Special
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 20% chance to make the target flinch.
|
TM82 |
Sleep Talk
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Only works if the user is asleep. It randomly chooses one of its other moves and uses it.
|
TM83 |
Natural Gift
- Type:
- Normal
- Damage:
- Physical
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- If the user is holding a Berry, the item is used to attack; power and type of this move vary with the Berry used. The Berry is lost after using this move.
|
TM84 |
Poison Jab
- Type:
- Poison
- Damage:
- Physical
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Has a 30% chance to poison the target.
|
TM85 |
Dream Eater
- Type:
- Psychic
- Damage:
- Other
- Power:
- 100
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Only works on a sleeping target. The user is healed by 1/2 of the HP lost by the target.
|
TM87 |
Swagger
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 90%
- PP:
- 15
- Effect:
- Confuses the target and raises its Attack by 2 stages.
|
TM90 |
Substitute
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- The user loses 1/4 of its max HP and creates a decoy which will shield it from damage, status ailments and status effects until it is destroyed. The user is still affected by Tickle, Hail, Sandstorm and Attract. If the decoy is destroyed during a multi-hit move, the user will take the remaning hits. It fails if the user doesn't have enough HP.
|
HM01 |
Cut
- Type:
- Normal
- Damage:
- Physical
- Power:
- 50
- Accuracy:
- 95%
- PP:
- 30
- Effect:
- If used outside the battle, it cuts small trees to open new paths.
|
HM06 |
Rock Smash
- Type:
- Fighting
- Damage:
- Physical
- Power:
- 20
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 50% chance of lowering the target's Defense by 1 stage. If used outside the battle, it destroys rocks.
|
|
Tutored moves
Game |
Move |
PT/HG/SS |
Fire Punch
- Type:
- Fire
- Damage:
- Physical
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 10% chance to burn the target.
|
PT/HG/SS |
Fury Cutter
- Type:
- Bug
- Damage:
- Physical
- Power:
- 10
- Accuracy:
- 95%
- PP:
- 20
- Effect:
- This move's power is doubled for every consecutive use. If it fails, the damage is resetted.
|
HG/SS |
Gravity
- Type:
- Psychic
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- For 5 turns, all Pokémon in play are negated the immunities provided by the Flying-type, Magnet Rise and Levitate; Pokémon in the middle of Bounce and Fly will return to the ground, and Bounce, Fly, Hi Jump Kick, Jump Kick and Splash cannot be used.
|
HG/SS |
Headbutt
- Type:
- Normal
- Damage:
- Physical
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 30% chance to make the target flinch.
|
PT/HG/SS |
Ice Punch
- Type:
- Ice
- Damage:
- Physical
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 10% chance to freeze the target.
|
PT/HG/SS |
Icy Wind
- Type:
- Ice
- Damage:
- Special
- Power:
- 55
- Accuracy:
- 95%
- PP:
- 15
- Effect:
- Lowers the target's Speed by 1 stage.
|
PT/HG/SS |
Knock Off
- Type:
- Dark
- Damage:
- Physical
- Power:
- 20
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Disables the target's held item until the end of the battle.
|
HG/SS |
Low Kick
- Type:
- Fighting
- Damage:
- Physical
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- More powerful if the target is heavier.
|
PT/HG/SS |
Mud-Slap
- Type:
- Ground
- Damage:
- Physical
- Power:
- 20
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Lowers the target's Precision by 1 stage.
|
PT/HG/SS |
Ominous Wind
- Type:
- Ghost
- Damage:
- Special
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 5
- Effect:
- Has a 10% chance to raise all of the user's stats by 1 stage.
|
HG/SS |
Pain Split
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- The HP of the user and the target are summated and set to their average.
|
HG/SS |
Role Play
- Type:
- Psychic
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Copies the target's Ability. Has no effect on Wonder Guard.
|
PT/HG/SS |
Signal Beam
- Type:
- Bug
- Damage:
- Special
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 10% chance to confuse the target.
|
PT/HG/SS |
Snore
- Type:
- Normal
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Only works if the user is asleep.
|
PT/HG/SS |
Spite
- Type:
- Ghost
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- The target's last move is reduced by 4 PP.
|
PT/HG/SS |
Sucker Punch
- Type:
- Dark
- Damage:
- Physical
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 5
- Effect:
- Goes first, but fails if the target chooses a non-damaging move in the same turn or if it uses an attack with higher priority or if with the same priority being faster than the user.
|
PT/HG/SS |
Trick
- Type:
- Psychic
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Exchanges items with the target.
|
PT/HG/SS |
Thunderpunch
- Type:
- Electric
- Damage:
- Physical
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 10% chance to paralyze the target.
|
PT/HG/SS |
Zen Headbutt
- Type:
- Psychic
- Damage:
- Physical
- Power:
- 80
- Accuracy:
- 90%
- PP:
- 15
- Effect:
- Has a 20% chance to make the target flinch.
|
|
Generation five
Level up moves
Level |
Move |
lv. 1 |
Scratch
- Type:
- Normal
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 40
- Effect:
- Damages the target.
|
lv. 1 |
Leer
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 30
- Effect:
- Lowers the target's Defense by 1 stage.
|
lv. 4 |
Foresight
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 40
- Effect:
- Until the target is in play, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. If the target is a Ghost-type, it loses its immunities against Normal- and Fighting-type moves.
|
lv. 8 |
Night Shade
- Type:
- Ghost
- Damage:
- Special
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Inflicts damage equal to the user's level.
|
lv. 11 |
Astonish
- Type:
- Ghost
- Damage:
- Physical
- Power:
- 30
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 30% chance of making the target flinch.
|
lv. 15 |
Fury Swipes
- Type:
- Normal
- Damage:
- Physical
- Power:
- 18
- Accuracy:
- 80%
- PP:
- 15
- Effect:
- Attacks from 2 to 5 times in one turn.
2 or 3 hits: 3/8 chance
4 or 5 hits: 1/8 chance
|
lv. 18 |
Fake Out
- Type:
- Normal
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- If this move is used on the first turn after the user enters play, it deals damage and makes the target flinch; otherwise, it fails.
|
lv. 22 |
Detect
- Type:
- Fighting
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
|
lv. 25 |
Shadow Sneak
- Type:
- Ghost
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 30
- Effect:
- Always goes first.
|
lv. 29 |
Knock Off
- Type:
- Dark
- Damage:
- Physical
- Power:
- 20
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Disables the target's held item until the end of the battle.
|
lv. 32 |
Faint Attack
- Type:
- Dark
- Damage:
- Physical
- Power:
- 60
- Accuracy:
- --
- PP:
- 5
- Effect:
- Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
|
lv. 36 |
Punishment
- Type:
- Dark
- Damage:
- Physical
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 5
- Effect:
- This move's is increased for every positive stat modifier of the target's.
|
lv. 39 |
Shadow Claw
- Type:
- Ghost
- Damage:
- Physical
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a high chance to result in a critical hit.
|
lv. 43 |
Power Gem
- Type:
- Rock
- Damage:
- Special
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Damages the target.
|
lv. 46 |
Confuse Ray
- Type:
- Ghost
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Confuses the target.
|
lv. 50 |
Foul Play
- Type:
- Dark
- Damage:
- Physical
- Power:
- 95
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- This move's power uses the target's Attack stat.
|
lv. 53 |
Zen Headbutt
- Type:
- Psychic
- Damage:
- Physical
- Power:
- 80
- Accuracy:
- 90%
- PP:
- 15
- Effect:
- Has a 20% chance to make the target flinch.
|
lv. 57 |
Shadow Ball
- Type:
- Ghost
- Damage:
- Special
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 20% chance to lower the target's Special Defense by 1 stage.
|
lv. 60 |
Mean Look
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- As long as the user is in play, the target is prevented to switch out unless it uses Baton Pass.
|
Egg moves
Move |
Captivate
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- If the target is the opposite gender as the user, its Special Attack is lowered by 2 stages.
|
Feint
- Type:
- Normal
- Damage:
- Physical
- Power:
- 50
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Goes first and hits through Protect and Detect. If the target doesn't use Protect or Detect, this move fails.
|
Flatter
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Confuses the target and raises its Special Attack by 1 stage.
|
Mean Look
- Type:
- Normal
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- As long as the user is in play, the target is prevented to switch out unless it uses Baton Pass.
|
Metal Burst
- Type:
- Physical
- Damage:
- Steel
- Power:
- --
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- If the opponent attacks before the user's turn, it retaliates with 1.5x the damage endured, else it fails.
|
Moonlight
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- The user is healed by 2/3 its max HP under bright sunlight, 1/4 its max HP under rain, hail and sandstorm and 1/2 its max HP under normal conditions.
|
Nasty Plot
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- The user's Special Attack is raised by 2 stages.
|
Recover
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- The user is healed up to 1/2 its max HP.
|
Sucker Punch
- Type:
- Dark
- Damage:
- Physical
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 5
- Effect:
- Goes first, but fails if the target chooses a non-damaging move in the same turn or if it uses an attack with higher priority or if with the same priority being faster than the user.
|
Trick
- Type:
- Psychic
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Exchanges items with the target.
|
|
TM/HM moves
TM/HM |
Move |
TM01 |
Hone Claws
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 15
- Effect:
- Raises the user's Attack and Accuracy by 1 stage.
|
TM04 |
Calm Mind
- Type:
- Psychic
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 20
- Effect:
- Raises the user's Special Attack and Special Defense by 1 stage.
|
TM06 |
Toxic
- Type:
- Poison
- Damage:
- Other
- Power:
- --
- Accuracy:
- 85%
- PP:
- 10
- Effect:
- Badly poisons the opponent, with the damage caused by poison being doubled every turn.
|
TM10 |
Hidden Power
- Type:
- Normal
- Damage:
- Special
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Varies in power and type depending on the user's IVs.
|
TM11 |
Sunny Day
- Type:
- Fire
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- The sun's light becomes bright for 5 turns: during this time, the power of Fire-type moves is doubled, the power of Water-type moves is halved, Solarbeam fires immediately, Thunder's Precision becomes 50%, Morning Sun, Synthesis and Moonlight restore 2/3 of the user's max HP instead of 1/2, freezing is prevented.
|
TM12 |
Taunt
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- %
- PP:
- Effect:
- For 2 to 5 turns, the target is prevented from using non-damaging moves. Assist, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor and Mirror Coat are not.
|
TM17 |
Protect
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Protect, Detect or Endure.
|
TM18 |
Rain Dance
- Type:
- Water
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 5
- Effect:
- It rains for 5 turns: during this time, the power of Fire-type moves is halved, the power of Water-type moves is doubled, Solarbeam's power is halved, Thunder's Precision becomes 100% and it gains a 30% chance to hit through Protect and Detect, Morning Sun, Synthesis and Moonlight restore 1/4 of the user's max HP instead of 1/2.
|
TM19 |
Telekinesis
- Type:
- Psychic
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 15
- Effect:
- For 3 turns: all moves hit the target with perfect accuracy, but it also becomes immune to Ground-type moves.
|
TM21 |
Frustration
- Type:
- Normal
- Damage:
- Physical
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- The more unhappy is the user, the more powerful is this move. Max power is 102.
|
TM27 |
Return
- Type:
- Normal
- Damage:
- Physical
- Power:
- --
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- The happier is the user, the more powerful is this move. Max power is 102.
|
TM28 |
Dig
- Type:
- Ground
- Damage:
- Physical
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- In the first turn, the user digs underground evading most attacks; in the second, it attacks. During the first turn, the user can still be hit by Fissure and by Earthquake and Magnitude, which deal double damage in this condition. If used outside from battle in a dungeon, the player is brought back to the entrance.
|
TM29 |
Psychic
- Type:
- Psychic
- Damage:
- Special
- Power:
- 90
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Has a 10% chance to lower the target's Special Defense by 1 stage.
|
TM30 |
Shadow Ball
- Type:
- Ghost
- Damage:
- Special
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 20% chance to lower the target's Special Defense by 1 stage.
|
TM31 |
Brick Break
- Type:
- Fighting
- Damage:
- Physical
- Power:
- 75
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Destroys Reflect and Light Screen.
|
TM32 |
Double Team
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 15
- Effect:
- Raises the user's Evasion by 1 stage.
|
TM39 |
Rock Tomb
- Type:
- Rock
- Damage:
- Physical
- Power:
- 50
- Accuracy:
- 80%
- PP:
- 10
- Effect:
- Lowers the target's Speed by 1 stage.
|
TM40 |
Aerial Ace
- Type:
- Flying
- Damage:
- Physical
- Power:
- 60
- Accuracy:
- --
- PP:
- 20
- Effect:
- Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
|
TM41 |
Torment
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Prevents the target from using the same move two turns in a row until it is switched out.
|
TM42 |
Facade
- Type:
- Normal
- Damage:
- Physical
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Damages for double the power if the user is suffering from a status ailment.
|
TM44 |
Rest
- Type:
- Psychic
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- The user falls asleep for 2 turns, recovering all HP and healing from any status ailment.
|
TM45 |
Attract
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- If the target is the opposite gender as the user, it becomes infatuated and has a 50% chance of not attacking until it is switched out.
|
TM46 |
Thief
- Type:
- Dark
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- Steals the target's held item unless the user is already holding an item.
|
TM47 |
Low Sweep
- Type:
- Fighting
- Damage:
- Physical
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Lowers the target's Speed by 1 stage.
|
TM48 |
Round
- Type:
- Normal
- Damage:
- Special
- Power:
- 60
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- This move's base power is doubled if another Pokémon in play has used this same move in the same turn.
|
TM56 |
Fling
- Type:
- Dark
- Damage:
- Physical
- Power:
- --
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- The user throws its held item to the target; damage varies with the item used.
|
TM59 |
Incinerate
- Type:
- Fire
- Damage:
- Special
- Power:
- 30
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Disables the target's held Berry.
|
TM61 |
Will-O-Wisp
- Type:
- Fire
- Damage:
- Other
- Power:
- --
- Accuracy:
- 75%
- PP:
- 15
- Effect:
- Burns the target.
|
TM63 |
Embargo
- Type:
- Dark
- Damage:
- Other
- Power:
- --
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Prevents the target (and its Trainer) to use items until said target switches out.
|
TM65 |
Shadow Claw
- Type:
- Ghost
- Damage:
- Physical
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a high chance to result in a critical hit.
|
TM66 |
Payback
- Type:
- Dark
- Damage:
- Physical
- Power:
- 50
- Accuracy:
- 100%
- PP:
- 10
- Effect:
- If used after the target's attack, this move's power is doubled.
|
TM67 |
Retaliate
- Type:
- Normal
- Damage:
- Physical
- Power:
- 70
- Accuracy:
- 100%
- PP:
- 5
- Effect:
- If used after a teammate was knocked out, this move's power increases.
|
TM70 |
Flash
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 70%
- PP:
- 20
- Effect:
- The target's Precision is lowered by 1 stage. If used outside the battle, it lights up dark caves.
|
TM77 |
Psych Up
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- Copies the target's stat changes.
|
TM84 |
Poison Jab
- Type:
- Poison
- Damage:
- Physical
- Power:
- 80
- Accuracy:
- 100%
- PP:
- 20
- Effect:
- Has a 30% chance to poison the target.
|
TM85 |
Dream Eater
- Type:
- Psychic
- Damage:
- Other
- Power:
- 100
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Only works on a sleeping target. The user is healed by 1/2 of the HP lost by the target.
|
TM87 |
Swagger
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- 90%
- PP:
- 15
- Effect:
- Confuses the target and raises its Attack by 2 stages.
|
TM90 |
Substitute
- Type:
- Normal
- Damage:
- Other
- Power:
- --
- Accuracy:
- --
- PP:
- 10
- Effect:
- The user loses 1/4 of its max HP and creates a decoy which will shield it from damage, status ailments and status effects until it is destroyed. The user is still affected by Tickle, Hail, Sandstorm and Attract. If the decoy is destroyed during a multi-hit move, the user will take the remaning hits. It fails if the user doesn't have enough HP.
|
TM94 |
Rock Smash
- Type:
- Fighting
- Damage:
- Physical
- Power:
- 40
- Accuracy:
- 100%
- PP:
- 15
- Effect:
- Has a 50% chance of lowering the target's Defense by 1 stage. If used outside of battle, it destroys rocks.
|
TM95 |
Snarl
- Type:
- Dark
- Damage:
- Special
- Power:
- 55
- Accuracy:
- 95%
- PP:
- 15
- Effect:
- Lowers the target's Special Attack by 1 stage.
|
HM01 |
Cut
- Type:
- Normal
- Damage:
- Physical
- Power:
- 50
- Accuracy:
- 95%
- PP:
- 30
- Effect:
- If used outside the battle, it cuts small trees to open new paths.
|
|
You can keep reading about Sableye's role in competitive battling in this page.