User:MisterE13/Template:Learnlist/gen: Difference between revisions

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(Header and footer work for gen VI)
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{{User:MisterE13/Template:Learnlist/gen5|Squirtle|Snore|Normal|Physical|||||yes|no}}
{{User:MisterE13/Template:Learnlist/gen5|Squirtle|Snore|Normal|Physical|||||yes|no}}
{{User:MisterE13/Template:Learnlist/genf|Squirtle|water|water|5|1}}
{{User:MisterE13/Template:Learnlist/genf|Squirtle|water|water|5|1}}
===Generation VI===
{{User:MisterE13/Template:Learnlist/genh|Squirtle|water|water|6|1}}
{{User:MisterE13/Template:Learnlist/gen5|Squirtle|Body Slam|Normal|Physical|85|100|15||yes|no}}
{{User:MisterE13/Template:Learnlist/genf|Squirtle|water|water|6|1}}


==Chikorita==
==Chikorita==
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{{User:MisterE13/Template:Learnlist/gen5|Chikorita|Worry Seed|Grass|Status|—|100|10||no|yes}}
{{User:MisterE13/Template:Learnlist/gen5|Chikorita|Worry Seed|Grass|Status|—|100|10||no|yes}}
{{User:MisterE13/Template:Learnlist/genf|Chikorita|grass|grass|5|2}}
{{User:MisterE13/Template:Learnlist/genf|Chikorita|grass|grass|5|2}}
===Generation VI===
{{User:MisterE13/Template:Learnlist/genh|Chikorita|grass|grass|6|2}}
{{User:MisterE13/Template:Learnlist/gen5|Chikorita|Double-Edge|Normal|Physical|120|100|15||yes|no}}
{{User:MisterE13/Template:Learnlist/gen5|Chikorita|Worry Seed|Grass|Status|—|100|10||no|yes}}
{{User:MisterE13/Template:Learnlist/genf|Chikorita|grass|grass|6|2}}


==Chimchar==
==Chimchar==
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{{User:MisterE13/Template:Learnlist/gen5|Chimchar|Iron Tail|Steel|Physical|100|75|15|||yes}}
{{User:MisterE13/Template:Learnlist/gen5|Chimchar|Iron Tail|Steel|Physical|100|75|15|||yes}}
{{User:MisterE13/Template:Learnlist/genf|Chimchar|fire|fire|5|4}}
{{User:MisterE13/Template:Learnlist/genf|Chimchar|fire|fire|5|4}}
===Generation VI===
{{User:MisterE13/Template:Learnlist/genh|Chimchar|fire|fire|6|4}}
{{User:MisterE13/Template:Learnlist/gen5|Chimchar|Iron Tail|Steel|Physical|100|75|15|||yes}}
{{User:MisterE13/Template:Learnlist/genf|Chimchar|fire|fire|6|4}}
==Oshawott==
===Generation VI===
{{User:MisterE13/Template:Learnlist/genh|Oshawott|water|water|6|5}}
{{User:MisterE13/Template:Learnlist/gen5|Oshawott|Iron Tail|Steel|Physical|100|75|15|||yes}}
{{User:MisterE13/Template:Learnlist/genf|Oshawott|water|water|6|5}}

Revision as of 08:52, 22 July 2013

Squirtle

Generation I

Generation I
Other generations:
II - IV - V - VI - VII
 Gen.   Move   Type   Power   Accuracy   PP 
II Confusion Psychic %
II Defense Curl Normal %
II Haze Ice 70 100% 15
II Headbutt Normal 70 100% 15
II Ice Punch Ice %
II Mist Ice %
  • A black numeral in a colored box indicates that Squirtle can learn the move in that generation
  • A colored numeral in a white box indicates that Squirtle cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Squirtle in that game.
  • Bold indicates a move that gets STAB when used by Squirtle
  • Italic indicates a move that gets STAB only when used by an evolution of Squirtle
  • Click on the generation numbers at the top to see other generation moves from other generations

Generation II

Generation II
Other generations:
IV - V - VI - VII
 Gen.   Move   Type   Power   Accuracy   PP 
I Bide Normal %
I Body Slam Normal %
I BubbleBeam Water %
I Counter Fighting %
I Double-Edge Normal %
I Mega Kick Normal %
I Mega Punch Normal 80 85% 20
I Mimic Normal %
I Rage Normal %
I Reflect Psychic %
I Seismic Toss Fighting %
I Submission Fighting %
I Substitute Fighting %
I Take Down Normal %
  • A black numeral in a colored box indicates that Squirtle can learn the move in that generation
  • A colored numeral in a white box indicates that Squirtle cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Squirtle in that game.
  • Bold indicates a move that gets STAB when used by Squirtle
  • Italic indicates a move that gets STAB only when used by an evolution of Squirtle
  • Click on the generation numbers at the top to see other generation moves from other generations

Generation IV

Generation IV
Other generations:
II - V - VI - VII
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP   S. Contest   Appeal 
III Body Slam Normal Physical 85 100% 15 Tough 3 ♥♥♥
III Counter Fighting Physical % Unknown
III Defense Curl Normal Status % Unknown
III Double-Edge Fighting Physical % Unknown
III DynamicPunch Fighting Physical % Unknown
III Mega Kick Normal Physical % Unknown
III Mega Punch Normal Physical % Unknown
III Mimic Normal Status % Unknown
III Seismic Toss Fighting Physical % Unknown
III Sleep Talk Normal Status % Unknown
  • A black numeral in a colored box indicates that Squirtle can learn the move in that generation
  • A colored numeral in a white box indicates that Squirtle cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Squirtle in that game.
  • Bold indicates a move that gets STAB when used by Squirtle
  • Italic indicates a move that gets STAB only when used by an evolution of Squirtle
  • Click on the generation numbers at the top to see other generation moves from other generations

Generation V

Generation V
Other generations:
II - IV - VI - VII
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
III IV Body Slam Normal Physical 85 100% 15
III IV Captivate Normal Status %
III IV Counter Fighting Physical %
III IV Defense Curl Fighting Status %
III IV Double-Edge Normal Physical %
III IV DynamicPunch Fighting Physical %
III IV Endure Normal Status %
III IV Focus Punch Fighting Physical %
III IV Ice Punch Ice Physical %
III IV Icy Wind Ice Special %
III IV Iron Tail Fighting Physical %
III IV Mega Kick Normal Physical %
III IV Mega Punch Normal Physical %
III IV Mimic Normal Status %
III IV Mud-Slap Ground Special %
III IV Natural Gift Grass Physical %
III IV Rollout Rock Physical 30 90% 20
III IV Secret Power Normal Physical %
III IV Seismic Toss Fighting Physical %
III IV Sleep Talk Normal Status %
III IV Snore Normal Physical %
  • A black numeral in a colored box indicates that Squirtle can learn the move in that generation
  • A colored numeral in a white box indicates that Squirtle cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Squirtle in that game.
  • Bold indicates a move that gets STAB when used by Squirtle
  • Italic indicates a move that gets STAB only when used by an evolution of Squirtle
  • Click on the generation numbers at the top to see other generation moves from other generations

Generation VI

Generation VI
Other generations:
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
III IV Body Slam Normal Physical 85 100% 15
  • A black numeral in a colored box indicates that Squirtle can learn the move in that generation
  • A colored numeral in a white box indicates that Squirtle cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Squirtle in that game.
  • Bold indicates a move that gets STAB when used by Squirtle
  • Italic indicates a move that gets STAB only when used by an evolution of Squirtle
  • Click on the generation numbers at the top to see other generation moves from other generations

Chikorita

Generation IV

Generation IV
Other generations:
II - V - VI - VII
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP   S. Contest   Appeal 
III Double-Edge Normal Physical 120 100% 15 Tough 0  
  • A black numeral in a colored box indicates that Chikorita can learn the move in that generation
  • A colored numeral in a white box indicates that Chikorita cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Chikorita in that game.
  • Bold indicates a move that gets STAB when used by Chikorita
  • Italic indicates a move that gets STAB only when used by an evolution of Chikorita
  • Click on the generation numbers at the top to see other generation moves from other generations

Generation V

Generation V
Other generations:
II - IV - VI - VII
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
III IV Double-Edge Normal Physical 120 100% 15
III IV Worry Seed Grass Status 100% 10
  • A black numeral in a colored box indicates that Chikorita can learn the move in that generation
  • A colored numeral in a white box indicates that Chikorita cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Chikorita in that game.
  • Bold indicates a move that gets STAB when used by Chikorita
  • Italic indicates a move that gets STAB only when used by an evolution of Chikorita
  • Click on the generation numbers at the top to see other generation moves from other generations

Generation VI

Generation VI
Other generations:
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
III IV Double-Edge Normal Physical 120 100% 15
III IV Worry Seed Grass Status 100% 10
  • A black numeral in a colored box indicates that Chikorita can learn the move in that generation
  • A colored numeral in a white box indicates that Chikorita cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Chikorita in that game.
  • Bold indicates a move that gets STAB when used by Chikorita
  • Italic indicates a move that gets STAB only when used by an evolution of Chikorita
  • Click on the generation numbers at the top to see other generation moves from other generations

Chimchar

Generation V

Generation V
Other generations:
IV - VI - VII
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
IV Iron Tail Steel Physical 100 75% 15
  • A black numeral in a colored box indicates that Chimchar can learn the move in that generation
  • A colored numeral in a white box indicates that Chimchar cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Chimchar in that game.
  • Bold indicates a move that gets STAB when used by Chimchar
  • Italic indicates a move that gets STAB only when used by an evolution of Chimchar
  • Click on the generation numbers at the top to see other generation moves from other generations

Generation VI

Generation VI
Other generations:
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
IV Iron Tail Steel Physical 100 75% 15
  • A black numeral in a colored box indicates that Chimchar can learn the move in that generation
  • A colored numeral in a white box indicates that Chimchar cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Chimchar in that game.
  • Bold indicates a move that gets STAB when used by Chimchar
  • Italic indicates a move that gets STAB only when used by an evolution of Chimchar
  • Click on the generation numbers at the top to see other generation moves from other generations

Oshawott

Generation VI

Generation VI
Other generations:
 Gen.   Move   Type   Cat.   Pwr.   Acc.   PP 
IV Iron Tail Steel Physical 100 75% 15
  • A black numeral in a colored box indicates that Oshawott can learn the move in that generation
  • A colored numeral in a white box indicates that Oshawott cannot learn the move in that generation
  • Moves marked with a superscript game abbreviation can only be learned by Oshawott in that game.
  • Bold indicates a move that gets STAB when used by Oshawott
  • Italic indicates a move that gets STAB only when used by an evolution of Oshawott