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Ho-oh

    Jump to Gen IV Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Ho-oh'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 NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    WhirlwindNormal--10020--Smart30
    Ends battle. Switches the opponent Pokémon in a trainer battle.
    Scrambles the order of appeals on the next turn.
    Safeguard11Normal----25--Beauty10
    Prevents all status problems.
    Can avoid being startled by others.
    Gust22Flying4010035--Smart30
    Makes opponent switch. Hits even if opponent is using FLY.
    Scrambles the order of appeals on the next turn.
    Recover33Normal----20--Smart21
    User recovers half the maximum HP.
    Startles POKéMON that made a same-type appeal.
    Fire Blast44Fire12085510Beauty40
    May induce burn.
    A highly appealing move.
    Sunny Day55Fire----5--Beauty10
    Causes Sunshine for 5 rounds.
    The appeal works best the more the crowd is excited.
    Swift66Normal60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    Sacred Fire77Fire10095550Beauty40
    May induce burn.
    A highly appealing move.
    Ancientpower88Rock60100510Tough10
    May raise all user's stats one stage.
    Ups the user's condition. Helps prevent nervousness.
    Future Sight99Psychic809015--Smart30
    Damage delays 2 turns.
    Temporarily stops the crowd from growing excited.
    Machine Moves
    Move NameMachineTypePw.Acc.PPEff.%C.TypeAppealJam
    Calm MindTM04Psychic----20--Smart20
    Raises user's SP. ATK and SP. DEF one stage.
    Can avoid being startled by others once.
    RoarTM05Normal--10020--Cool30
    Ends battle. Switches the opponent Pokémon in a trainer battle.
    Scrambles the order of appeals on the next turn.
    ToxicTM06Poison--8510100Smart30
    Induces severe poison.
    Worsens the condition of those that made appeals.
    Hidden PowerTM10Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Sunny DayTM11Fire----5--Beauty10
    Causes Sunshine for 5 rounds.
    The appeal works best the more the crowd is excited.
    Hyper BeamTM15Normal150905--Cool44
    User cannot attack on the next turn.
    Jams the others, and misses one turn of appeals.
    Light ScreenTM16Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    ProtectTM17Normal----10--Cute10
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others.
    Rain DanceTM18Water----5--Tough10
    Causes Rain for 5 rounds.
    The appeal works best the more the crowd is excited.
    Giga DrainTM19Grass601005--Smart21
    User recovers half the damage inflicted.
    Startles the POKéMON that has the JUDGE's attention.
    SafeguardTM20Normal----25--Beauty10
    Prevents all status problems.
    Can avoid being startled by others.
    FrustrationTM21Normal??10020--Cute10
    The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25.
    An appeal that excites the audience in any CONTEST.
    SolarbeamTM22Grass12010010--Cool40
    Wait for a turn and attacks the next.
    A highly appealing move.
    ThunderboltTM24Electric951001510Cool40
    May induce paralysis.
    A highly appealing move.
    ThunderTM25Electric120701030Cool22
    May induce paralysis.
    Startles all POKéMON that have done their appeals.
    EarthquakeTM26Ground10010010--Tough13
    Hits everyone on the field.
    Badly startles those that have made appeals.
    ReturnTM27Normal??10020--Cute10
    The happier the user, the stronger the attack. Power is Tameness*10/25.
    An appeal that excites the audience in any CONTEST.
    PsychicTM29Psychic901001010Smart13
    May lower opponent's SP. DEF one stage.
    Badly startles those that have made appeals.
    Shadow BallTM30Ghost801001520Smart30
    May lower opponent's SP. DEF one stage.
    Shifts the JUDGE's attention from others.
    Double TeamTM32Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    ReflectTM33Psychic----20--Smart10
    Halves ATTACK damage inflicted on user.
    Can avoid being startled by others.
    Shock WaveTM34Electric60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    FlamethrowerTM35Fire951001510Beauty40
    May induce burn.
    A highly appealing move.
    SandstormTM37Rock----10--Tough30
    Causes a Sandstorm for 5 turns.
    Scrambles the order of appeals on the next turn.
    Fire BlastTM38Fire12085510Beauty40
    May induce burn.
    A highly appealing move.
    Aerial AceTM40Flying60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    FacadeTM42Normal7010020--Cute20
    ATTACK is doubled when burned, paralyzed, or poisoned.
    The appeal works great if performed last.
    Secret PowerTM43Normal701002030Smart10
    Depends on battle location.
    The appeal works well if the user's condition is good.
    RestTM44Psychic----10--Cute20
    User restores health, then sleeps.
    Can avoid being startled by others once.
    Steel WingTM47Steel70902510Cool20
    May raise user's DEFENSE one stage.
    Works well if it's the same type as the one before.
    OverheatTM50Fire140905100Beauty60
    Lowers user's SP. ATK two stages.
    After this move, the user is more easily startled.
    FlyHM02Flying709515--Smart10
    The user is protected the first turn, attacks the second turn.
    Can avoid being startled by others.
    StrengthHM04Normal8010015--Tough21
    No effect.
    Startles POKéMON that made a same-type appeal.
    FlashHM05Normal--7020--Beauty30
    Lowers opponent's ACCURACY one stage.
    Shifts the JUDGE's attention from others.
    Rock SmashHM06Fighting201001550Tough10
    May lower opponent's DEFENSE one stage.
    The appeal works well if the user's condition is good.
    Fire Red/Leaf Green/Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Double-edgeNormal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    Dream EaterPsychic10010015--Smart22
    User recovers half the damage inflicted on a sleeping opponent.
    Startles all POKéMON that have done their appeals.
    Thunder WaveElectric--10020--Cool21
    Induces paralysis
    Badly startles all POKéMON that made good appeals.
    SubstituteNormal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Psych UpNormal----10--Smart20
    Copies opponent's stat changes.
    Works well if it's the same type as the one before.
    SnoreNormal401001530Cute40
    Can only be used while asleep.
    A highly appealing move.
    EndureNormal----10--Tough20
    Survives any attack for one turn leaving at least 1 HP but move's accuracy drops.
    Can avoid being startled by others once.
    Mud-slapGround2010010100Cute21
    May lower opponent's ACCURACY one stage.
    Startles the POKéMON that has the JUDGE's attention.
    SwaggerNormal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Sleep TalkNormal----10--Cute30
    Uses an own random move while asleep.
    Can be repeatedly used without boring the JUDGE.
    SwiftNormal60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.

    Generated in 0.093 seconds | Last modified on 08/11/25 20:32 | Cached: always

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