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Uxie

    Jump to Gen III Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Uxie'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
    RestPsychicOther----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.
    Imprison6PsychicOther----10--Smart1
    If the foe knows any move also known by the user, the foe is prevented from using it.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    Endure16NormalOther----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.
    Confusion21PsychicSpecial501002510Smart3
    The foe is hit by a weak telekinetic force. It may also leave the foe confused.
    No Added Effect.
    Yawn31NormalOther----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.
    Future Sight36PsychicSpecial809015--Smart2
    Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
    Points +2 if first to appeal.
    Amnesia46PsychicOther----20--Cute0
    The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat.
    Points of next appeal doubles.
    Extrasensory51PsychicSpecial801003010Cool2
    The user attacks with an odd, unseeable power. It may also make the foe flinch.
    Points +2 if first to appeal.
    Flail61NormalPhysical??10015--Cute2
    The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
    Points doubles if last to appeal.
    Natural Gift66NormalPhysical??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.
    Memento76DarkOther--10010--Tough0
    The user faints upon using this move. In return, it sharply lowers the target’s Attack and Sp. Atk.
    Points +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.
    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.
    Giga DrainTM19GrassSpecial6010010--Smart1
    A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.
    Points +3 if two pokemon raise a judge's voltage consecutively.
    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.
    SolarbeamTM22GrassSpecial12010010--Cool1
    A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.
    Points +3 if appeals to the same judge with other pokemon.
    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.
    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.
    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.
    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.
    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.

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