TM35 Flamethrower 95 15 10 The target is scorched with an intense blast of fire. It may also leave the target with a burn. TM37 Sandstorm -- -- 10 -- A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
TM38 Fire Blast 85 5 10 The target is attacked with an intense blast of all-consuming fire. TM41 Torment -- 15 -- The user torments and enrages the target, making it incapable of using the same move twice in a row.
TM42 Facade 70 20 -- An attack move that doubles its power if the user is poisoned, burned, or has paralysis. TM44 Rest -- -- 10 -- The user goes to sleep for two turns. TM48 Round 60 15 -- The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM53 Energy Ball 80 10 -- The user draws power from nature and fires it at the target. TM56 Fling?? Its power and effects depend on the item. TM57 Charge Beam 50 90 10 -- The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. TM59 Incinerate 30 15 -- The user attacks the target with fire.
If the target is holding a Berry, the Berry becomes burnt up and unusable. TM62 Acrobatics 55 15 -- The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. TM64 Explosion 5 -- The user explodes to inflict damage on those around it. TM66 Payback 50 10 -- If the user moves after the target, this attack's power will be doubled.
TM68 Giga Impact 90 5 -- The user charges at the target using every bit of its power. The user must rest on the next turn. TM70 Flash -- 20 -- The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave -- 20 -- A weak electric charge is launched at the target. It causes paralysis if it hits.
TM77 Psych Up -- -- 10 -- The user hypnotizes itself into copying any stat change made by the target. TM85 Dream Eater 15 -- The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. TM86 Grass Knot?? The heavier the target, the greater the damage.
TM87 Swagger -- 90 15 -- The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. The copy serves as the user's decoy. Helping Hand -- -- 20 -- The user assists an ally by boosting the power of its attack. Ice Punch 75 15 10 The target is punched with an icy fist. It may also leave the target frozen. Iron Tail 75 15 -- The target is slammed with a steel-hard tail.
It may also lower the target's Defense stat. Knock Off 20 20 -- The user slaps down the target's held item, preventing that item from being used in the battle. Last Resort 5 -- This move can be used only after the user has used all the other moves it knows in the battle. Magic Coat -- -- 15 -- A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Recycle -- -- 10 -- The user recycles a held item that has been used in battle so it can be used again. Role Play -- -- 10 -- The user mimics the target completely, copying the target's natural Ability. Signal Beam 75 15 10 The user attacks with a sinister beam of light. It may also confuse the target. Skill Swap -- -- 10 -- The user employs its psychic power to exchange Abilities with the target. Sleep Talk -- -- 10 -- While it is asleep, the user randomly uses one of the moves it knows.
Snore 40 15 -- An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Stealth Rock -- -- 20 -- The user lays a trap of levitating stones around the opponent's team. The trap hurts opponents that switch into battle. Thunderpunch 75 15 10 The target is punched with an electrified fist.
Trick -- 10 -- The user catches the target off guard and swaps its held item with its own. Uproar 90 10 -- The user attacks in an uproar for three turns. Def stats are swapped for five turns.
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Go to the southern part of the route near the dark grass and use Surf. Go south and then west until you find a waterfall. Use Waterfall and go west until you reach a fork. Go south, then west until you find a cave. Enter it. You'll trigger a cutscene where Uxie, Mesprit, and Azelf appear, and they'll head off to three different locations. Part 1. Go to the museum to the north. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free!
Where can I find Azelf? I already went to the Cave of Being, and found Professor Juniper and saw the Three legendary pokemon split from the scene. User Info: gard Accepted Answer. You need to stand on a particular spot in order for it to appear. User Info: NinjaStorm
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