Pokémon Diamond and Pearl - Notes on Attacks
This page is intended as a supplement to the Attack List. For an explanation of terms used in this page, see the Glossary.
PP
PP Up increases the maximum PP of a move (up to 3 times). A move's maximum PP is equal to X+int(X*Y/5), where X is the move's original maximum PP and Y is the number of uses of PP Up on that move. (PP Max increases a move's Y variable to 3, the highest possible.) PP Up and PP Max won't have any effect if the move's maximum PP wouldn't be increased by at least 1 through a single use.
User "can't take any action"
No extra PP is spent when Thrash, Petal Dance, Outrage, Rollout, Ice Ball, Uproar, and Bide continue to be used during their effects, or at the second turn of a two-turn attack or Hyper Beam and equivalent moves. In these situations, the moves are still considered to be moves the user "chose for use", even though the user couldn't take any action as the round began. Moreover, the user doesn't choose these moves for use as their effect continues.
An effect where a Pokémon "can't take any action" is not an effect that prevents that Pokémon from switching.
Using a move "with no target"
If an effect causes a Pokémon to use a move "with no target" and the move has a target of "single non-user", "no target", "opposing Pokémon selected at random", or "single opposing Pokémon", the target is chosen randomly among the opposing Pokémon. For all other target types, the move targets all Pokémon that fit the targeting criteria.
Switching Upon Fainting
A Pokémon is not changed to a different one immediately after it faints, but rather at the very end of the turn, after all end-of-round effects. This behavior is new in Generation IV. Some exceptions are mentioned in the attack list using wording like "The new Pokémon becomes active immediately."
If there is no Pokémon at the old target's position and the move has a single target, the move targets one of the opposing Pokémon instead, at random. If there is still no target, the attack does nothing.
Reducing stat stages
An effect that merely changes stat stages without necessarily reducing them, such as Haze, Psych Up, Heart Swap, Power Swap, and Guard Swap, is not an effect that reduces a Pokémon's stat stages.
Pokémon Battle Revolution Colosseums
For the purposes of Secret Power, Nature Power, Camouflage, and Burmy's form change, Gateway Colosseum is treated as "water". Main Street, Courtyard, and Neon Colosseums are treated as "elsewhere." Sunset Colosseum is treated as "other outdoor ground". Waterfall and Sunny Park Colosseums are treated as "grass". Crystal, Magma, and Stargazer Colosseums are treated as "rocks".
The Distortion World is treated as "elsewhere."
Form Changes
Some Pokémon species can change form during battle. At the end of a Pokémon's turn, after an attack is used (before fainting if any, but not Pursuit as an opponent is about to switch), at the end of every round, and whenever a Pokémon becomes active (including when a battle begins), the following will occur:
- If a Pokémon's current species is Cherrim, it assumes the Sunshine Form if Sunny Day is in effect, and the Overcast Form otherwise. (Affected by Cloud Nine and Air Lock.) This lasts as long as the Pokémon is in battle. However, these two forms appear to have no special effect in battle. (Outside of battle, Cherrim assumes the Overcast Form.)
- If a Pokémon's current species is Shaymin in its Sky Forme and is frozen, it becomes the Land Forme and its current stats are recalculated according to the Land Forme, using the Pokémon's level and original IVs, whether or not Transform is in effect for the Pokémon. The Land Forme change lasts even after the battle ends.
- If a Pokémon's current species is Giratina in its Origin Forme and doesn't hold a Griseous Orb and isn't in the Distortion World, it becomes the Altered Forme and its current stats are recalculated according to the Altered Forme, using the Pokémon's level and original IVs, whether or not Transform is in effect for the Pokémon. (Note that during battle, the reverse is not true.)
- If a Pokémon's current species is Castform and has Forecast, its current type becomes Fire during Sunny Day, Water during Rain Dance, Ice during Hail, and Normal otherwise, unless the Pokémon shares a type with that type. (Affected by Cloud Nine and Air Lock.) If the Pokémon changes its type this way (and only this way), its form changes to the form corresponding to its type. The type and form changes last as long as the Pokémon is in battle.
When a Pokémon uses Transform, it also takes on the opponent's form. However, depending on the circumstances, this form can immediately change as described above.
When a Pokémon levels up, its current stats are recalculated to conform to the new level, using its original IVs, even if Transform is in effect for that Pokémon.
"Effects are not applied"
If effects due to a Pokémon's ability are not applied, effects that check whether that Pokémon has a specific ability will always report that the Pokémon has no ability unless noted otherwise (as opposed to effects where another Pokémon receives that ability), and effects of abilities, as given in the ability list, are ignored unless noted otherwise. This applies similarly if effects due to a Pokémon's item or due to the weather are not applied.
Stacking Effects
Generally, moves with the same function code don't stack with each other. For example, the moves Mean Look, Spider Web, and Block share the same effect. Once any of these moves is used, they will fail against the same target until the effect is removed. Multi-turn attacks such as Wrap and Whirlpool also share the same effect for a given target and don't stack with the use of different kinds of multi-turn attacks.
Effects of the same move also don't stack with each other unless noted otherwise. For example, Aqua Ring can't be used multiple times on the same Pokémon. However, Stockpile and Spikes can be used multiple times for a bigger effect (Spikes says "Can be used up to three times", and Stockpile increases the user's Stockpile count up to a maximum of 3)
Last move used
Whenever a Pokémon uses an attack, even if it fails, the game sets a variable to that move at the end of that Pokémon's turn. This variable is called the "last move used" and each Pokémon has a "last move used".
The "last move used" is set to an invalid identifier for a move if the move is prevented from being used. This variable can even change to Mimic, Sketch, or Transform.
This variable doesn't change when a Pokémon changes due to U-turn, Baton Pass, Lunar Dance, or Healing Wish during a Pokémon's turn. In other cases when a Pokémon is replaced, the variable is reset.
This variable doesn't change when the Bag command is used to use an item or when the Run command is used and fleeing is unsuccessful.
The use of Pursuit while a Pokémon is being switched can count as the "last move used".
"Hits without fail"
A move that "hits without fail" cannot be evaded.
A move that "hits without fail" [or cannot be evaded] will succeed even if the opponent is using Fly, Dig, Dive, Shadow Force, or Bounce.
In the Diamond and Pearl versions, but not Battle Revolution and later versions, if an effect causes a move to "hit without fail" and Protect or Detect is in effect for the opponent, the move's accuracy is instead 100 minus the attack's original accuracy. This behavior does not apply to one-hit KO moves, although they, too, can "hit without fail".
Two-turn attacks
In a two-turn attack, the user prepares for the attack on the first turn, and hits the opponent on the second turn. The user can't take any action in between. If there is no Pokémon at the opponent's position by then, the attack will target one of the opposing Pokémon selected at random.
A two-turn attack is not a multi-turn attack, and vice versa.
A two-turn attack remains a two-turn attack even if the attack would not take two turns.
Weather
The weather moves can be used at any time, even during weather. A weather move fails if the weather condition associated with that move is already in effect. For example, Rain Dance fails while the weather is rainy.
The effects of Rain Dance, Sunny Day, Sandstorm, and Hail, as well as fog, are weather effects. The effects of Gravity and Trick Room are not weather effects.
In some battles, a particular weather condition already comes in effect before the first round of the battle. This condition lasts indefinitely. If a Pokémon has an ability that makes the weather change to a different condition, it then takes effect.
Due to a bug in the Platinum version (and probably also HeartGold and SoulSilver), if a Pokémon causes an opponent to faint with Pursuit as it's about to switch while a weather condition or similar effect is active, the game erroneously activates other effects that "come after" it in the following order: Trick Room, fog, Gravity, Uproar, Hail, Sunny Day, Sandstorm, and Rain Dance. For example, if Sunny Day is currently in effect, the effects of Sandstorm and Rain Dance also come in effect simultaneously.
Moves that use other moves
In the fourth generation games, the moves Mirror Move, Nature Power, Assist, Metronome, Copycat, Me First, and Sleep Talk can use other moves. For all these moves, the move being used is not considered the "last move used" during the user's turn; unless noted otherwise, the move being used can be used even if it is disabled.
Moves used this way have no target; thus they will target a random opposing Pokémon if the move used has a target of "single non-user", "no target", "opposing Pokémon selected at random", or "single opposing Pokémon".
For the purpose of Trump Card, moves used by other moves are considered to have the same PP as that other move.
Descriptions of Common Effects
Common effects of attacks include status problems, confusion, and flinch. These effects are described below. A status problem is one of burn, poison, paralysis, sleep, or freeze. Status problems do not go away by replacing Pokémon, and they linger after battle. (However, a Pokémon's status problem will be cured when it's placed in a PC storage box.) The status monitor also indicates fainting (FNT), when a Pokémon runs out of HP. Because of this, fainting overwrites other status problems. A status problem cannot be inflicted on a Pokémon if it already has a status problem.
Burn (BRN)
If a Pokémon is burned, the effectiveness of physical attacks it uses is halved, and it loses 1/8 of total HP at the end of every round. Fire types cannot be burned.
Poison (PSN)
If a Pokémon is poisoned, it loses 1/8 of total HP at the end of every round. Poison and steel types cannot be poisoned. Outside of battle, a poisoned Pokémon loses 1 HP every four steps the player walks. (Outside of battle, however, the Pokémon will be cured of its poisoning instead if its HP would drop to 0 this way. This behavior is new in the fourth generation.)
Toxic poisoning differs from normal poisoning in the HP loss method during battle. When a Pokémon becomes badly poisoned or a badly poisoned Pokémon becomes active, a variable, T, is set to 0. At the end of each round, if the Pokémon is badly poisoned, T increases by 1 (up to a maximum of 15) and the Pokémon loses 1/16 of its total HP, rounded down, times T. T is reset to 0 whenever the Pokémon becomes active. Since "toxic" poisoning is treated as a different status problem from normal poisoning, it does not revert to normal poisoning by any means, even when a battle ends.
Unless otherwise noted, poison includes being normally poisoned and badly poisoned.
Paralysis (PAR)
If a Pokémon is paralyzed, its Speed is multiplied by 1/4 (see Priority) and there is a 1/4 chance that it will be unable to attack during its turn. Ground types can be paralyzed by non-electric type attacks and by abilities.
Sleep (SLP)
When a Pokémon falls asleep, it receives a sleep count of 2 to 7. (In the Japanese language version of Diamond and Pearl, this count is from 3 to 7.) At the beginning of the Pokémon's turn, its sleep count declines by 1, and then it wakes up if the sleep count equals 0. The game stores the current duration of a Pokémon who is asleep, in case the Pokémon leaves battle and becomes active in another one.
Frozen (FRZ)
If a Pokémon is frozen, it cannot attack during its turn. Ice types cannot be frozen. At the beginning of the Pokémon's turn, it may be defrosted at a 25% chance. If the Pokémon loses HP due to a Fire-type attack (including Hidden Power), it becomes defrosted.
Confusion
If a Pokémon is confused, it receives a count of 2 to 5. At the beginning of the Pokémon's turn, this count declines by 1, then if it is greater than 0, there is a 50% chance that the Pokémon will deal damage to itself rather than use an attack. {The self-inflicted confusion attack is a physical attack, has a power of 40, has no type, cannot be a critical hit, and ignores the effects of Reflect [and Helping Hand].} Confusion is removed from the Pokémon when it is switched.
Flinch
After another Pokémon uses a move that causes a Pokémon to flinch in the same round, the opponent can flinch and thus skip its attack this round.
Plates and Types
- Flame Plate - Fire
- Splash Plate - Water
- Zap Plate - Electric
- Meadow Plate - Grass
- Icicle Plate - Ice
- Fist Plate - Fighting
- Toxic Plate - Poison
- Earth Plate - Ground
- Sky Plate - Flying
- Mind Plate - Psychic
- Insect Plate - Bug
- Stone Plate - Rock
- Spooky Plate - Ghost
- Draco Plate - Dragon
- Dread Plate - Dark
- Iron Plate - Steel
Move Categories
All attacks are categorized as physical, special, and status moves. All damaging attacks are either physical or special. All non-damaging attacks (those with a power of 0) belong in the Status category.
The physical or special status of an attack no longer depends on the attack's type. Most attacks from physical attack types remained physical attacks, and most attacks from special attack types remained special attacks. Exceptions are listed below.
- Was Physical, Now Special: In the third generation, the following special attacks used to be physical attacks because their type was Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, or Steel: Razor Wind (NORMAL), Gust (FLYING), SonicBoom (NORMAL), Acid (POISON), Hyper Beam (NORMAL), Night Shade (GHOST), Smog (POISON), Sludge (POISON), Swift (NORMAL), Tri Attack (NORMAL), Snore (NORMAL), Aeroblast (FLYING), Sludge Bomb (POISON), Mud-Slap (GROUND), Hidden Power (NORMAL), AncientPower (ROCK), Shadow Ball (GHOST), Uproar (NORMAL), Spit Up (NORMAL), Hyper Voice (NORMAL), Weather Ball (NORMAL), Air Cutter (FLYING), Silver Wind (BUG), Signal Beam (BUG), Mud Shot (GROUND), Doom Desire (STEEL). In addition, the following moves are special despite having physical attack types: Trump Card (NORMAL), Wring Out (NORMAL), Aura Sphere (FIGHTING), Air Slash (FLYING), Bug Buzz (BUG), Power Gem (ROCK), Vacuum Wave (FIGHTING), Focus Blast (FIGHTING), Earth Power (GROUND), Mud Bomb (GROUND), Mirror Shot (STEEL), Flash Cannon (STEEL), Chatter (FLYING), Judgment (NORMAL), Ominous Wind (GHOST)
- Was Special, Now Physical: In the third generation, the following physical attacks used to be special attacks because their type was Fire, Water, Electric, Grass, Ice, Psychic, Dragon, or Dark: Fire Punch (FIRE), Ice Punch (ICE), ThunderPunch (ELECTRIC), Vine Whip (GRASS), Bite (DARK), Razor Leaf (GRASS), Waterfall (WATER), Clamp (WATER), Crabhammer (WATER), Thief (DARK), Flame Wheel (FIRE), Faint Attack (DARK), Outrage (DRAGON), Spark (ELECTRIC), Sacred Fire (FIRE), Pursuit (DARK), Crunch (DARK), Beat Up (DARK), Knock Off (DARK), Dive (WATER), Blaze Kick (FIRE), Ice Ball (ICE), Needle Arm (GRASS), Bullet Seed (GRASS), Icicle Spear (ICE), Dragon Claw (DRAGON), Volt Tackle (ELECTRIC), Leaf Blade (GRASS). In addition, the following moves are physical despite having special attack types: Payback (DARK), Assurance (DARK), Fling (DARK), Punishment (DARK), Sucker Punch (DARK), Flare Blitz (FIRE), Night Slash (DARK), Aqua Tail (WATER), Seed Bomb (GRASS), Dragon Rush (DRAGON), Avalanche (ICE), Ice Shard (ICE), Thunder Fang (ELECTRIC), Ice Fang (ICE), Fire Fang (FIRE), Psycho Cut (PSYCHIC), Zen Headbutt (PSYCHIC), Power Whip (GRASS), Wood Hammer (GRASS), Aqua Jet (WATER)
Rage
[When Rage's effect ends, the effects of Substitute, Torment, confusion, and infatuation end for the user.]
Substitute
Substitute creates a copy of the user called a "substitute"; to make a substitute, the user loses 1/4 of its total HP. This attack fails if the HP reduced would faint the user or if the user already has a substitute. The substitute has life points equal to the HP lost this way. (The term "life points" is used here to differentiate it from HP, to avoid confusion when describing Substitute's effect.)
If an effect (such as a move, item, or ability) is absent in this description, it is assumed to work as normal both with and without Substitute's effect.
These are the main effects that happen while the user has a substitute:
- Attacks by non-users can't inflict status problems, confusion, or flinching against the user. (Effects of attacks such as Yawn can still do so. If an item or an ability causes one of these effects, the description will say whether Substitute prevents it.)
- Attacks and abilities by non-users can't reduce the user's stat stages.
- If a non-user would hit the user with a damaging attack, instead the user's substitute loses life points equal to the HP the user would have lost due to that attack.
Note that the last effect listed above is a replacement effect. If damage is intercepted to the substitute, Counter, Mirror Coat, Metal Burst, Bide, and Rage are not affected by it.
When the substitute has no life points left, it breaks and Substitute's effect ends.
Any other effects that affect the user's HP do not involve the substitute in any way. This applies to reductions of the user's HP from poison, Leech Seed, Sandstorm, recoil, and so on.; to effects that recover the user's HP; and to effects that need to know the user's HP (Super Fang, False Swipe, Reversal, Flail, Eruption, and so on.). (This is why "life points" is used instead of HP to describe the substitute's vitality.)
The substitute will be removed when the user is switched or if the user faints before the substitute breaks. If the user uses Baton Pass, the substitute retains its current life points.
Other notes regarding Substitute are given below.
- Berries that can confuse (Figy Berry, and so on.) do not cause confusion to the user while the user has a substitute.
- While the user has a substitute, attacks and confusion damage can deal damage equal to or greater than the user's HP even if an effect prevents it from fainting (False Swipe, Endure, Focus Band).
- If the user uses Baton Pass, the effect of Toxic Spikes does nothing to the new Pokémon.
- The game checks whether a substitute breaks after every hit of a multi-hit attack. The multi-hit attack will continue even after the substitute breaks.
- Damage due to the user's confusion is given to the user.
- While user has a substitute, its held item cannot be removed from it by non-users. (This includes Pluck and Bug Bite.) (The user may use Trick and Switcheroo normally.)
- If an opponent misses when using Jump Kick or Hi Jump Kick, it loses HP as normal.
- The attack from Future Sight and Doom Desire is passed to the substitute instead of the user.
- Pay Day will not cause the opponent to gain money if it hits the user's substitute.
- While user has a substitute, non-users' use of SmellingSalt against the user does not increase in effectiveness if the user is paralyzed, and will not heal the user's paralysis if the attack is successful.
- While user has a substitute, non-users' use of Wake-Up Slap against the user does not increase in effectiveness if the user is asleep, and will not make the user wake up if the attack is successful.
- Protect, Detect, and Endure work as normal for the user and non-users.
- The item thrown with Fling does not take effect if it hits the user.
- If the user has a substitute when a non-user begins to use a multi-turn attack, the secondary effect of that attack will not occur. The effect of multi-turn attacks will end when the user creates a substitute.
- Trick and Switcheroo will fail against the user. The user may use these attacks normally.
- When an opponent uses Absorb, Mega Drain, Leech Life, Giga Drain, Drain Punch, or a recoil attack against the user, it loses or recovers HP according to the number of life points lost by the substitute. (For example, if the opponent uses Absorb on the user and the substitute loses 10 life points, the opponent gains 5 HP.)
- Lock-on and Mind Reader will fail against the user. The user may use these attacks normally.
- If a non-user is of Ghost type, Curse will fail for that non-user when used against the user.
- Nightmare and Leech Seed will fail against the user.
- Mimic and Sketch will fail against the user.
- Yawn will fail against the user.
- Block, Mean Look, and Spider Web will fail against the user.
- Swagger and Flatter will miss against the user.
- Pain Split and Dream Eater will fail against the user. The user may use these attacks normally.
- Copycat, Embargo, Psycho Shift, Worry Seed, and Gastro Acid will fail against the user.
- Acupressure and Heal Block will fail against the user.
- Transform, Grudge, and Magic Coat will work as normal for the user and non-users.
- The substitute will absorb damage from Pursuit if the user attempts to switch.
Snatch
If an attack affected by Snatch targets an opponent (the only such attack is Psych Up), the attack's new target becomes the attack's original user when the attack is taken due to Snatch. (Follow Me can't affect this.)
If more than one Pokémon uses Snatch in a round, the effect will create a chain if an attack affected by Snatch is then used: A Pokémon uses, e.g. Psych Up. Then the first user of Snatch takes the attack, then the second user of Snatch takes it, and finally the third user of Snatch, which will be the true user of Psych Up, targeting the second user of Snatch.
Chatter
Each party Pokémon can have a recorded sound which is 992 bytes long. The sound's format is 4-bit PCM, where two samples are stored in a single byte (where the first sample is in the low 4 bits, the second sample in the high 4 bits). When the game records a Pokémon's sound, it collects 1,984 bytes of microphone input (which uses an 8-bit format) and converts each byte into a 4-bit sample as follows:
-128 => 0; -127 to -112 => 1; -111 to -96 => 2; -95 to -80 => 3; -79 to -64 => 4; -63 to -48 => 5; -47 to -32 => 6; -31 to -16 => 7; -15 to 15 => 8; 16 to 31 => 9; 32 to 47 => 10; 48 to 63 => 11; 64 to 79 => 12; 80 to 95 => 13; 96 to 111 => 14; 112 to 127 => 15.
The game sets a variable, X, to the 16th byte (counting from 1) of the recorded sound, and thus near the beginning. If the user is a Chatot and Transform isn't in effect for the user, Chatter has a certain chance of confusing the opponent as follows:
- If X is greater than or equal to -30 and is less than 30, or if the user has no recorded sound associated with it, the confusion chance is (0+1)%.
- If X is less than -30, the confusion chance is (10+1)%.
- If X is greater than or equal to 30, the confusion chance is (30+1)%.
The confusion effect is considered an additional effect for the purposes of Shield Dust, but not for Serene Grace.
Hypnosis
The accuracy for this attack is 60 for Pokémon Platinum and later versions.
Fling
Fling fails if the user isn't holding any item listed below (items other than the ones below will not be thrown).
- Power 10
BrightPowder, White Herb, Soothe Bell, Mental Herb, Choice Band, SilverPowder, Focus Band, Leftovers, Soft Sand, Silk Scarf, Sea Incense, Lax Incense, Metal Powder, Red Scarf, Blue Scarf, Pink Scarf, Green Scarf, Yellow Scarf, Wide Lens, Muscle Band, Wise Glasses, Expert Belt, Power Herb, Quick Powder, Focus Sash, Zoom Lens, Lagging Tail, Destiny Knot, Smooth Rock, Choice Scarf, Shed Shell, Big Root, Choice Specs, Odd Incense, Rock Incense, Full Incense, Wave Incense, Rose Incense, Luck Incense, Pure Incense, Reaper Cloth, any Berry
- Power 30
Potion, Antidote, Burn Heal, Ice Heal, Awakening, Parlyz Heal, Full Restore, Max Potion, Hyper Potion, Super Potion, Full Heal, Revive, Max Revive, Fresh Water, Soda Pop, Lemonade, Moomoo Milk, EnergyPowder, Energy Root, Heal Powder, Revival Herb, Ether, Max Ether, Elixir, Max Elixir, Lava Cookie, Berry Juice, Sacred Ash, HP Up, Protein, Iron, Carbos, Calcium, Rare Candy, PP Up, Zinc, PP Max, Old Gateau, Guard Spec., Dire Hit, X Attack, X Defend, X Speed, X Accuracy, X Special, X Sp. Def, Poké Doll, Fluffy Tail, Blue Flute, Yellow Flute, Red Flute, Black Flute, White Flute, Shoal Salt, Shoal Shell, Red Shard, Blue Shard, Yellow Shard, Green Shard, Super Repel, Max Repel, Escape Rope, Repel, Sun Stone, Moon Stone, Fire Stone, Thunderstone, Water Stone, Leaf Stone, TinyMushroom, Big Mushroom, Pearl, Big Pearl, Stardust, Star Piece, Nugget, Heart Scale, Honey, Growth Mulch, Damp Mulch, Stable Mulch, Gooey Mulch, Exp. Share, King’s Rock, Amulet Coin, Cleanse Tag, Soul Dew, DeepSeaScale, Smoke Ball, Everstone, Lucky Egg, Scope Lens, Metal Coat, Dragon Scale, Light Ball, Miracle Seed, BlackGlasses, Black Belt, Magnet, Mystic Water, NeverMeltIce, Spell Tag, TwistedSpoon, Charcoal, Up-Grade, Shell Bell, Light Clay, Life Orb, Toxic Orb, Flame Orb, Metronome, Black Sludge, Razor Fang
- Power 40
Lucky Punch, Icy Rock
- Power 50
Sharp Beak, Dubious Disc
- Power 60
Adamant Orb, Lustrous Orb, Macho Brace, Stick, Heat Rock, Damp Rock
- Power 70
Poison Barb, Dragon Fang, Power Bracer, Power Belt, Power Lens, Power Band, Power Anklet, Power Weight
- Power 80
Shiny Stone, Dusk Stone, Dawn Stone, Oval Stone, Odd Keystone, Quick Claw, Sticky Barb, Protector, Electirizer, Magmarizer, Razor Claw
- Power 90
DeepSeaTooth, Thick Club, Grip Claw, any Plate
- Power 100
Root Fossil, Claw Fossil, Helix Fossil, Dome Fossil, Old Amber, Armor Fossil, Skull Fossil, Rare Bone, Hard Stone
- Power 130
Iron Ball
For some items, Fling has other effects, listed below. For the purposes of Shield Dust, the effects below are considered additional effects. The effect occurs unless Embargo is in effect for the opponent and even if opponent has Klutz.
- Light Ball - Paralyzes opponent
- Flame Orb - Burns opponent
- Poison Barb - Poisons opponent
- Toxic Orb - Badly poisons opponent
- King's Rock - Opponent flinches if this attack strikes first
- Razor Fang - Opponent flinches if this attack strikes first
If the item thrown is a Berry with a "when" trigger condition, a White Herb, or a Mental Herb (but not Berry Juice), the opponent uses that item unless Embargo is in effect for the opponent and even if opponent has Klutz. However, this is not considered an additional effect.
Natural Gift
This is a table of all Berries and their type and power.
| Berry | Type | Power |
|---|---|---|
| Cheri Berry | FIRE | 60 |
| Chesto Berry | WATER | 60 |
| Pecha Berry | ELECTRIC | 60 |
| Rawst Berry | GRASS | 60 |
| Aspear Berry | ICE | 60 |
| Leppa Berry | FIGHTING | 60 |
| Oran Berry | POISON | 60 |
| Persim Berry | GROUND | 60 |
| Lum Berry | FLYING | 60 |
| Sitrus Berry | PSYCHIC | 60 |
| Figy Berry | BUG | 60 |
| Wiki Berry | ROCK | 60 |
| Mago Berry | GHOST | 60 |
| Aguav Berry | DRAGON | 60 |
| Iapapa Berry | DARK | 60 |
| Razz Berry | STEEL | 60 |
| Bluk Berry | FIRE | 70 |
| Nanab Berry | WATER | 70 |
| Wepear Berry | ELECTRIC | 70 |
| Pinap Berry | GRASS | 70 |
| Pomeg Berry | ICE | 70 |
| Kelpsy Berry | FIGHTING | 70 |
| Qualot Berry | POISON | 70 |
| Hondew Berry | GROUND | 70 |
| Grepa Berry | FLYING | 70 |
| Tamato Berry | PSYCHIC | 70 |
| Cornn Berry | BUG | 70 |
| Magost Berry | ROCK | 70 |
| Rabuta Berry | GHOST | 70 |
| Nomel Berry | DRAGON | 70 |
| Spelon Berry | DARK | 70 |
| Pamtre Berry | STEEL | 70 |
| Watmel Berry | FIRE | 80 |
| Durin Berry | WATER | 80 |
| Belue Berry | ELECTRIC | 80 |
| Occa Berry | FIRE | 60 |
| Passho Berry | WATER | 60 |
| Wacan Berry | ELECTRIC | 60 |
| Rindo Berry | GRASS | 60 |
| Yache Berry | ICE | 60 |
| Chople Berry | FIGHTING | 60 |
| Kebia Berry | POISON | 60 |
| Shuca Berry | GROUND | 60 |
| Coba Berry | FLYING | 60 |
| Payapa Berry | PSYCHIC | 60 |
| Tanga Berry | BUG | 60 |
| Charti Berry | ROCK | 60 |
| Kasib Berry | GHOST | 60 |
| Haban Berry | DRAGON | 60 |
| Colbur Berry | DARK | 60 |
| Babiri Berry | STEEL | 60 |
| Chilan Berry | NORMAL | 60 |
| Liechi Berry | GRASS | 80 |
| Ganlon Berry | ICE | 80 |
| Salac Berry | FIGHTING | 80 |
| Petaya Berry | POISON | 80 |
| Apicot Berry | GROUND | 80 |
| Lansat Berry | FLYING | 80 |
| Starf Berry | PSYCHIC | 80 |
| Enigma Berry | BUG | 80 |
| Micle Berry | ROCK | 80 |
| Custap Berry | GHOST | 80 |
| Jaboca Berry | DRAGON | 80 |
| Rowap Berry | DARK | 80 |
