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Hippowdon

    Jump to Gen III Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Hippowdon's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Pastoria City (Shinnoh).

    Diamond & Pearl Level Up Moves
    Move NameLevelTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    Ice FangIcePhysical65951510Cool3
    The user bites with cold-infused fangs. It may also make the foe flinch or freeze.
    No Added Effect.
    Fire FangFirePhysical65951510Beauty3
    The user bites with flame-cloaked fangs. It may also make the foe flinch or sustain a burn.
    No Added Effect.
    Thunder FangElectricPhysical65951510Smart3
    The user bites with electrified fangs. It may also make the foe flinch or become paralyzed.
    No Added Effect.
    TackleNormalPhysical359535--Tough3
    A physical attack in which the user charges and slams into the foe with its whole body.
    No Added Effect.
    Sand-attackGroundOther--10015--Cute2
    Sand is hurled in the foe’s face, reducing its accuracy.
    Pokemon after self cannot lower any voltage in that turn.
    BiteDarkPhysical601002530Tough3
    The foe is bitten with viciously sharp fangs. It may make the target flinch.
    No Added Effect.
    YawnNormalOther----10--Cute2
    The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn.
    Pokemon after self cannot lower any voltage in that turn.
    Bite7DarkPhysical601002530Tough3
    The foe is bitten with viciously sharp fangs. It may make the target flinch.
    No Added Effect.
    Yawn13NormalOther----10--Cute2
    The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn.
    Pokemon after self cannot lower any voltage in that turn.
    Take Down19NormalPhysical908520--Tough3
    A reckless, full-body charge attack for slamming into the foe. It also damages the user a little.
    No Added Effect.
    Sand Tomb25GroundPhysical157015--Smart0
    The user traps the foe inside a harshly raging sandstorm for two to five turns.
    First to appeal +1.
    Crunch31DarkPhysical801001520Tough2
    The user crunches up the foe with sharp fangs. It may also lower the target’s Defense stat.
    Points +2 if last to appeal.
    Earthquake40GroundPhysical10010010--Tough2
    The user sets off an earthquake that hits all the Pokémon in the battle.
    Points +2 if last to appeal.
    Double-edge50NormalPhysical12010015--Tough0
    A reckless, life- risking tackle. It also damages the user by a fairly large amount, however.
    Points +15 if all pokemon appeal to the same judge.
    Fissure60GroundPhysical??305--Tough0
    The user opens up a fissure in the ground and drops the foe in. The target instantly faints if it hits.
    Oints +15 if all pokemon appeal to the same judge.
    Machine Moves
    Move NameMachineTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    Water PulseTM03WaterSpecial601002020Beauty2
    The user attacks the foe with a pulsing blast of water. It may also confuse the foe.
    Points +2 if first to appeal.
    RoarTM05NormalOther--10020--Cool2
    The foe is scared off, to be replaced by another Pokémon in its party. In the wild, the battle ends.
    Pokemon after self cannot lower any voltage in that turn.
    ToxicTM06PoisonOther--8510--Smart2
    A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    Pokemon after self cannot lower any voltage in that turn.
    Hidden PowerTM10NormalSpecial??10015--Smart1
    A unique attack that varies in type and intensity depending on the Pokémon using it.
    Points +3 if lowest number of points in that turn.
    Sunny DayTM11FireOther----5--Beauty2
    The user intensifies the sun for five turns, powering up Fire-type moves.
    Pokemon after self cannot raise any voltage in that turn.
    Hyper BeamTM15NormalSpecial150905--Cool2
    The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
    Points +3 if previous pokemon reaches max voltage of a judge.
    ProtectTM17NormalOther----10--Cute0
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    Points equal 4 minus voltage of judge.
    FrustrationTM21NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the less the user likes its Trainer.
    Points +2 if last to appeal.
    Iron TailTM23SteelPhysical100751530Cool2
    The foe is slammed with a steel-hard tail. It may also lower the target’s Defense stat.
    Points +2 if last to appeal.
    EarthquakeTM26GroundPhysical10010010--Tough2
    The user sets off an earthquake that hits all the Pokémon in the battle.
    Points +2 if last to appeal.
    ReturnTM27NormalPhysical??10020--Cute2
    A full-power attack that grows more powerful the more the user likes its Trainer.
    Points +2 if first to appeal.
    Double TeamTM32NormalOther----15--Cool2
    By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
    Appeals first in the next turn.
    SandstormTM37RockOther----10--Tough2
    A five-turn sand- storm is summoned to hurt all combatant types except Rock, Ground, and Steel.
    Pokemon after self cannot raise any voltage in that turn.
    Rock TombTM39RockPhysical508010100Smart2
    Boulders are hurled at the foe. It also lowers the foe’s Speed by preventing its movement.
    Appeals last in the next turn.
    FacadeTM42NormalPhysical7010020--Cute2
    An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
    Points doubles if last to appeal.
    Secret PowerTM43NormalPhysical701002030Smart2
    The user attacks with a secret power. Its added effects vary depending on the user’s environment.
    Order of appealing is random in the next turn.
    RestTM44PsychicOther----10--Cute0
    The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.
    Points equal to the voltage of judge.
    AttractTM45NormalOther--10015--Cute2
    If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
    Pokemon after self cannot lower any voltage in that turn.
    EndureTM58NormalOther----10--Tough2
    The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
    Pokemon after self cannot raise any voltage in that turn.
    Giga ImpactTM68NormalPhysical150905--Beauty2
    The user charges at the foe using every bit of its power. The user must rest on the next turn.
    Points +3 if previous pokemon reaches max voltage of a judge.
    Stone EdgeTM71RockPhysical100805--Tough2
    The user stabs the foe with a sharpened stone. It has a high critical-hit ratio.
    Increases judge's voltage by 2.
    Stealth RockTM76RockOther----20--Cool2
    The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle.
    Pokemon after self cannot raise any voltage in that turn.
    CaptivateTM78NormalOther--10020--Beauty2
    If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
    Pokemon after self cannot lower any voltage in that turn.
    Rock SlideTM80RockPhysical75901030Tough3
    Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
    No Added Effect.
    Sleep TalkTM82NormalOther----10--Cute3
    While it is asleep, the user randomly uses one of the moves it knows.
    No Added Effect.
    Natural GiftTM83NormalPhysical??10015--Cool2
    The user draws power to attack by using its held Berry. The Berry determines its type and power.
    Points +2 if last to appeal.
    SwaggerTM87NormalOther--9015--Cute2
    The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.
    Pokemon after self cannot lower any voltage in that turn.
    SubstituteTM90NormalOther----10--Smart1
    The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
    Points +3 if lowest number of points in that turn.
    StrengthHM04NormalPhysical8010015--Tough3
    The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
    No Added Effect.
    Rock SmashHM06FightingPhysical401001550Tough2
    The user slugs the foe with a shattering punch. It can also smash cracked boulders.
    Points +2 if last to appeal.
    Egg Moves
    Move NameTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
    StockpileNormalOther----20--Tough0
    The user charges up power, and raises both its Defense and Sp. Def. The move can be used three times.
    Points of next appeal doubles.
    SwallowNormalOther----10--Tough0
    The power stored using the move Stockpile is absorbed by the user to heal its HP.
    Points equal to the voltage of the judge.
    Spit UpNormalSpecial??10010--Tough2
    The power stored using the move Stockpile is released at once in an attack.
    Points +2 if last to appeal.
    Curse???Other----10--Tough0
    A move that works differently for the Ghost type than for all the other types.
    First to appeal +1.
    Slack OffNormalOther----10--Cute0
    The user slacks off, restoring its own HP by up to half of its maximum HP.
    Points equal to the voltage of the judge.
    Body SlamNormalPhysical851001530Tough3
    The user drops onto the foe with its full body weight. It may leave the foe paralyzed.
    No Added Effect.
    Sand TombGroundPhysical157015--Smart0
    The user traps the foe inside a harshly raging sandstorm for two to five turns.
    First to appeal +1.

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