Random Pokemon

Jirachi

Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Jirachi'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) or Blackthorn City (Johto).

Diamond & Pearl, Platinum, HeartGold & SoulSilver Level Up Moves
Move NameLevelTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
WishNormalOther----10--Cute0
A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn.
Points equal to the voltage of judge.
ConfusionPsychicSpecial501002510Smart3
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
No Added Effect.
Rest5PsychicOther----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.
Swift10NormalSpecial60--20--Cool2
Star-shaped rays are shot at the foe. This attack never misses.
Points +2 if first to appeal.
Helping Hand15NormalOther----20--Smart1
A move that boosts the power of the ally’s attack in a Double Battle.
Points +3 if two pokemon raise a judge's voltage consecutively.
Psychic20PsychicSpecial901001010Smart2
The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat.
Points +2 if first to appeal.
Refresh25NormalOther----20--Cute0
The user rests to cure itself of a poisoning, burn, or paralysis.
Points equal to the voltage of judge.
Rest30PsychicOther----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.
Zen Headbutt35PsychicPhysical80901520Beauty2
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Points +2 if last to appeal.
Double-edge40NormalPhysical12010015--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.
Gravity45PsychicOther----5--Beauty2
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
Pokemon after self cannot raise any voltage in that turn.
Healing Wish50PsychicOther----10--Cute0
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
Points equal to the voltage of the judge.
Future Sight55PsychicSpecial809015--Smart2
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
Points +2 if first to appeal.
Cosmic Power60PsychicOther----20--Cool0
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
Points of next appeal doubles.
Last Resort65NormalPhysical1301005--Cute0
This move can be used only after the user has used all the other moves it knows in the battle.
First to appeal +1.
Doom Desire70SteelSpecial120855--Cool2
Two turns after this move is used, the user blasts the foe with a concentrated bundle of light.
Points +2 if first to appeal.
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.
Calm MindTM04PsychicOther----20--Smart0
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
Points of next appeal doubles.
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.
Light ScreenTM16PsychicOther----30--Beauty2
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
Pokemon after self cannot raise any voltage in that turn.
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.
Rain DanceTM18WaterOther----5--Tough2
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
Pokemon after self cannot raise any voltage in that turn.
SafeguardTM20NormalOther----25--Beauty2
The user creates a protective field that prevents status problems for five turns.
Pokemon after self cannot raise any voltage in that turn.
FrustrationTM21NormalPhysical??10020--Cute2
A full-power attack that grows more powerful the less the user likes its Trainer.
Points +2 if last to appeal.
ThunderboltTM24ElectricSpecial951001510Cool2
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
Points +2 if first to appeal.
ThunderTM25ElectricSpecial120701030Cool2
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
Points +2 if first 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.
PsychicTM29PsychicSpecial901001010Smart2
The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat.
Points +2 if first to appeal.
Shadow BallTM30GhostSpecial801001520Smart2
The user hurls a shadowy blob at the foe. It may also lower the foe’s Sp. Def stat.
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.
ReflectTM33PsychicOther----20--Smart2
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
Pokemon after self cannot raise any voltage in that turn.
Shock WaveTM34ElectricSpecial60--20--Cool2
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
Points +2 if first to appeal.
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.
Aerial AceTM40FlyingPhysical60--20--Cool2
The user confounds the foe with speed, then slashes. The attack lands without fail.
Points +2 if first to appeal.
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.
Skill SwapTM48PsychicOther----10--Smart0
The user employs its psychic power to exchange abilities with the foe.
Receives voltage points if previous pokemon reaches max voltage.
Energy BallTM53GrassSpecial801001010Beauty2
The user draws power from nature and fires it at the foe. It may also lower the target’s Sp. Def.
Points +2 if first to appeal.
FlingTM56DarkPhysical??10010--Tough1
The user flings its held item at the foe to attack. Its power and effects depend on the item.
Points +3 if lowest number of points in that turn.
Charge BeamTM57ElectricSpecial50901070Beauty2
The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat.
Points +2 if firt to appeal.
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.
Drain PunchTM60FightingPhysical601005--Beauty3
An energy-draining punch. The user’s HP is restored by half the damage taken by the target.
No Added Effect.
RecycleTM67NormalOther----10--Smart0
The user recycles a single-use item that has been used in battle so it can be used again.
Receives voltage points if previous pokemon reaches max voltage.
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.
FlashTM70NormalOther--10020--Beauty2
The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves.
Lowers voltage of all judges by 1.
Thunder WaveTM73ElectricOther--10020--Cool2
A weak electric charge is launched at the foe. It causes paralysis if it hits.
Pokemon after self cannot lower any voltage in that turn.
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.
Psych UpTM77NormalOther----10--Smart0
The user hypnotizes itself into copying any stat change made by the foe.
Points of next appeal doubles.
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.
Dream EaterTM85PsychicSpecial10010015--Smart1
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user’s HP.
Points +3 if two pokemon raise a judge's voltage consecutively.
Grass KnotTM86GrassSpecial??10020--Smart2
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
Increases judge's voltage by 2.
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.
U-turnTM89BugPhysical7010020--Cute0
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Points equal 4 minus voltage of judge.
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.
Flash CannonTM91SteelSpecial801001010Smart2
The user gathers all its light energy and releases it at once. It may also lower the foe’s Sp. Def stat.
Points +2 if first to appeal.
Trick RoomTM92PsychicOther----5--Cute2
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Order of appealing is random in the next turn.
Platinum, HeartGold & SoulSilver Tutor Moves
Move NameTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
Mud-slapGroundSpecial2010010100Cute3
The user hurls mud in the foe’s face to inflict damage and lower its accuracy.
No Added Effect.
Icy WindIceSpecial559515100Beauty2
The user attacks with a gust of chilled air. It also lowers the target’s Speed stat.
Appeals last in the next turn.
ThunderpunchElectricPhysical751001510Cool2
The foe is punched with an electrified fist. It may leave the target with paralysis.
Points +2 if first to appeal.
Fire PunchFirePhysical751001510Beauty2
The foe is punched with a fiery fist. It may leave the target with a burn.
Points +2 if first to appeal.
Ice PunchIcePhysical751001510Beauty2
The foe is punched with an icy fist. It may leave the target frozen.
Points +2 if first to appeal.
Iron HeadSteelPhysical801001530Tough2
The foe slams the target with its steel-hard head. It may also make the target flinch.
Points +2 if last to appeal.
SnoreNormalSpecial401001530Cute3
An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
No Added Effect.
Helping HandNormalOther----20--Smart1
A move that boosts the power of the ally’s attack in a Double Battle.
Points +3 if two pokemon raise a judge's voltage consecutively.
AncientpowerRockSpecial60100510Tough2
The user attacks with a prehistoric power. It may also raise all the user’s stats at once.
Points +2 if last to appeal.
Signal BeamBugSpecial751001510Beauty2
The user attacks with a sinister beam of light. It may also confuse the target.
Raises judge's voltage by 2.
Zen HeadbuttPsychicPhysical80901520Beauty2
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Points +2 if last to appeal.
Iron DefenseSteelOther----15--Tough2
The user hardens its body’s surface like iron, sharply raising its Defense stat.
Pokemon after self cannot raise any voltage in that turn.
Last ResortNormalPhysical1301005--Cute0
This move can be used only after the user has used all the other moves it knows in the battle.
First to appeal +1.
TrickPsychicOther--10010--Smart0
The user catches the foe off guard and swaps the foe’s held item with its own.
Receives voltage points if previous pokemon reaches max voltage.
SwiftNormalSpecial60--20--Cool2
Star-shaped rays are shot at the foe. This attack never misses.
Points +2 if first to appeal.
UproarNormalSpecial5010010--Cute2
The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.
Lowers voltage of all judges by 1.
Gravity [!]PsychicOther----5--Beauty2
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
Pokemon after self cannot raise any voltage in that turn.
Magic Coat [!]PsychicOther----15--Beauty2
A barrier reflects back to the foe moves like Leech Seed and moves that damage status.
Points doubles if last to appeal.
Headbutt [!]NormalPhysical701001530Tough3
The user sticks its head out and rams straight forward. It may make the foe flinch.
No Added Effect.

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