Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Doduo'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 Fallarbor Town (Hoenn) or Two Island (Kanto).
Ruby/Sapphire/Emerald/Fire Red/Leaf Green Level Up Moves| Move Name | Level | Type | Pw. | Acc. | PP | Eff.% | C.Type | Appeal | Jam |
|---|
| Peck | — |  | 35 | 100 | 35 | -- |  | 4 | 0 |
| No effect. |
| A highly appealing move. |
| Growl | — |  | -- | 100 | 40 | -- |  | 2 | 0 |
| Lowers opponent's ATTACK one stage. |
| The appeal works great if performed last. |
| Pursuit | 9 |  | 40 | 100 | 20 | -- |  | 2 | 1 |
| Inflicts double damage if the opponent is switching out. |
| Badly startles all POKéMON that made good appeals. |
| Fury Attack | 13 |  | 15 | 85 | 20 | -- |  | 2 | 1 |
| Attacks 2-5 times in a row. |
| Startles the POKéMON that has the JUDGE's attention. |
| Tri Attack | 21 |  | 80 | 100 | 10 | 20 |  | 2 | 2 |
| May induce burn, freeze or paralysis. |
| Startles all POKéMON that have done their appeals. |
| Rage | 25 |  | 20 | 100 | 20 | -- |  | 3 | 0 |
| User's ATTACK raises if hit. |
| Can be repeatedly used without boring the JUDGE. |
| Uproar | 33 |  | 50 | 100 | 10 | 100 |  | 3 | 0 |
| User cannot sleep for 2-5 turns. |
| Scrambles the order of appeals on the next turn. |
| Drill Peck | 37 |  | 80 | 100 | 20 | -- |  | 4 | 0 |
| No effect. |
| A highly appealing move. |
| Agility | 45 |  | -- | -- | 30 | -- |  | 3 | 0 |
| Raises user's SPEED two stages. |
| The next appeal can be made earlier next turn. |
Machine Moves| Move Name | Machine | Type | Pw. | Acc. | PP | Eff.% | C.Type | Appeal | Jam |
|---|
| Toxic | TM06 |  | -- | 85 | 10 | 100 |  | 3 | 0 |
| Induces severe poison. |
| Worsens the condition of those that made appeals. |
| Hidden Power | TM10 |  | ?? | 100 | 15 | -- |  | 3 | 0 |
| Power and type depend on user's IVs. |
| Can be repeatedly used without boring the JUDGE. |
| Sunny Day | TM11 |  | -- | -- | 5 | -- |  | 1 | 0 |
| Causes Sunshine for 5 rounds. |
| The appeal works best the more the crowd is excited. |
| Protect | TM17 |  | -- | -- | 10 | -- |  | 1 | 0 |
| Evades opponents next attack; the move's accuracy drops. |
| Can avoid being startled by others. |
| Frustration | TM21 |  | ?? | 100 | 20 | -- |  | 1 | 0 |
| The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25. |
| An appeal that excites the audience in any CONTEST. |
| Return | TM27 |  | ?? | 100 | 20 | -- |  | 1 | 0 |
| The happier the user, the stronger the attack. Power is Tameness*10/25. |
| An appeal that excites the audience in any CONTEST. |
| Double Team | TM32 |  | -- | -- | 15 | -- |  | 2 | 0 |
| Raises user's EVASIVENESS one stage. |
| Can avoid being startled by others once. |
| Aerial Ace | TM40 |  | 60 | -- | 20 | -- |  | 2 | 0 |
| Cannot miss. |
| The appeal works great if performed first. |
| Facade | TM42 |  | 70 | 100 | 20 | -- |  | 2 | 0 |
| ATTACK is doubled when burned, paralyzed, or poisoned. |
| The appeal works great if performed last. |
| Secret Power | TM43 |  | 70 | 100 | 20 | 30 |  | 1 | 0 |
| Depends on battle location. |
| The appeal works well if the user's condition is good. |
| Rest | TM44 |  | -- | -- | 10 | -- |  | 2 | 0 |
| User restores health, then sleeps. |
| Can avoid being startled by others once. |
| Attract | TM45 |  | -- | 100 | 15 | -- |  | 2 | 0 |
| Induces ATTRACT. |
| Makes all POKéMON after the user nervous. |
| Thief | TM46 |  | 40 | 100 | 10 | 100 |  | 1 | 0 |
| May steal opponent's item (temporarily in trainer battles). |
| Makes the appeal as good as those before it. |
| Steel Wing | TM47 |  | 70 | 90 | 25 | 10 |  | 2 | 0 |
| May raise user's DEFENSE one stage. |
| Works well if it's the same type as the one before. |
| Fly | HM02 |  | 70 | 95 | 15 | -- |  | 1 | 0 |
| The user is protected the first turn, attacks the second turn. |
| Can avoid being startled by others. |
Fire Red/Leaf Green/Emerald Tutor Moves| Move Name | Type | Pw. | Acc. | PP | Eff.% | C.Type | Appeal | Jam |
|---|
| Body Slam |  | 85 | 100 | 15 | 30 |  | 1 | 4 |
| May induce paralysis. |
| Badly startles the POKéMON in front. |
| Double-edge |  | 120 | 100 | 15 | -- |  | 6 | 0 |
| User takes recoil damage. |
| After this move, the user is more easily startled. |
| Mimic |  | -- | 100 | 10 | -- |  | 1 | 0 |
| Copies opponents last move. |
| Makes the appeal as good as the one before it. |
| Substitute |  | -- | -- | 10 | -- |  | 2 | 0 |
| Creates a decoy using 1/4 of the user's maximum HP. |
| Can avoid being startled by others once. |
Emerald Tutor Moves| Move Name | Type | Pw. | Acc. | PP | Eff.% | C.Type | Appeal | Jam |
|---|
| Snore |  | 40 | 100 | 15 | 30 |  | 4 | 0 |
| Can only be used while asleep. |
| A highly appealing move. |
| Endure |  | -- | -- | 10 | -- |  | 2 | 0 |
| Survives any attack for one turn leaving at least 1 HP but move's accuracy drops. |
| Can avoid being startled by others once. |
| Mud-slap |  | 20 | 100 | 10 | 100 |  | 2 | 1 |
| May lower opponent's ACCURACY one stage. |
| Startles the POKéMON that has the JUDGE's attention. |
| Swagger |  | -- | 90 | 15 | 100 |  | 2 | 0 |
| Induces CONFUSE. Raises opponent's ATTACK two stages. |
| The appeal works great if performed first. |
| Sleep Talk |  | -- | -- | 10 | -- |  | 3 | 0 |
| Uses an own random move while asleep. |
| Can be repeatedly used without boring the JUDGE. |
| Swift |  | 60 | -- | 20 | -- |  | 2 | 0 |
| Cannot miss. |
| The appeal works great if performed first. |
Egg Moves| Move Name | Type | Pw. | Acc. | PP | Eff.% | C.Type | Appeal | Jam |
|---|
| Quick Attack |  | 40 | 100 | 30 | -- |  | 3 | 0 |
| Always strikes first. |
| The next appeal can be made earlier next turn. |
| Supersonic |  | -- | 55 | 20 | -- |  | 3 | 0 |
| May induce CONFUSION. |
| Scrambles the order of appeals on the next turn. |
| Haze |  | -- | -- | 30 | -- |  | 3 | 0 |
| Resets all ability stages. |
| Worsens the condition of those that made appeals. |
| Faint Attack |  | 60 | -- | 20 | -- |  | 2 | 0 |
| Cannot miss. |
| The appeal works great if performed first. |
| Flail |  | ?? | 100 | 15 | -- |  | 1 | 0 |
| Inflicts more damage when the user's HP is down. |
| The appeal works better the later it is performed. |
| Endeavor |  | ?? | 100 | 5 | -- |  | 2 | 0 |
| Power rises if user's HP are less than opponent's HP. When the opponent's current HP is less then the user's current HP then the damage equals the opponent's current HP minus the user's current HP, otherwise the move fails. |
| The appeal works great if performed last. |
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