User:MisterE13/Template:Learnlist/gen

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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 
V Body Slam Normal Physical 85 100% 15 style="background:#Template:Yes color; border:1px solid #Template:Yes color dark;" align="center" | yes yes yes
V Body Slam Normal Physical 85 100% 15 style="background:#Template:Yes color; border:1px solid #Template:Yes color dark;" align="center" | yes yes no
V Body Slam Normal Physical 85 100% 15 style="background:#Template:Yes color; border:1px solid #Template:Yes color dark;" align="center" | yes no yes
V Body Slam Normal Physical 85 100% 15 style="background:#Template:Yes color; border:1px solid #Template:Yes color dark;" align="center" | yes no no
V Body Slam Normal Physical 85 100% 15 style="background:#Template:No color; border:1px solid #Template:No color dark;" align="center" | no yes yes
V Body Slam Normal Physical 85 100% 15 style="background:#Template:No color; border:1px solid #Template:No color dark;" align="center" | no yes no
V Body Slam Normal Physical 85 100% 15 style="background:#Template:No color; border:1px solid #Template:No color dark;" align="center" | no no yes
  • 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
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 
V Double-Edge Normal Physical 120 100% 15 style="background:#Template:Yes color; border:1px solid #Template:Yes color dark;" align="center" | yes yes yes
V Double-Edge Normal Physical 120 100% 15 style="background:#Template:Yes color; border:1px solid #Template:Yes color dark;" align="center" | yes yes no
V Double-Edge Normal Physical 120 100% 15 style="background:#Template:Yes color; border:1px solid #Template:Yes color dark;" align="center" | yes no yes
V Double-Edge Normal Physical 120 100% 15 style="background:#Template:Yes color; border:1px solid #Template:Yes color dark;" align="center" | yes no no
V Double-Edge Normal Physical 120 100% 15 style="background:#Template:No color; border:1px solid #Template:No color dark;" align="center" | no yes yes
V Double-Edge Normal Physical 120 100% 15 style="background:#Template:No color; border:1px solid #Template:No color dark;" align="center" | no yes no
V Double-Edge Normal Physical 120 100% 15 style="background:#Template:No color; border:1px solid #Template:No color dark;" align="center" | no no yes
  • 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 
V Iron Tail Steel Physical 100 75% 15 style="background:#{{{2}}}; border:1px solid #Template:Color dark;" align="center" | yes yes
V Iron Tail Steel Physical 100 75% 15 style="background:#{{{2}}}; border:1px solid #Template:Color dark;" align="center" | yes no
V Iron Tail Steel Physical 100 75% 15 style="background:#{{{2}}}; border:1px solid #Template:Color dark;" align="center" | no yes
  • 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 
V Iron Tail Steel Physical 100 75% 15 style="background:#{{{2}}}; border:1px solid #Template:Color dark;" align="center" | yes
  • 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