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Pelipper Moves & Learnsetin Pokémon Emerald Legacy

waterflying36 total moves

Complete moveset and learnset for Pelipper in Pokémon Emerald Legacy. Learn which moves Pelipper can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

14
Level Up
22
TM/HM
0
Move Tutor
0
Egg Moves
36
Total

Level Up Moves (14)

Moves that Pelipper learns naturally as it levels up.

ProtectLevel: 1normal
0010
Evades attack, but may fail if used in succession.
GrowlLevel: 1normal
010040
Growls cutely to reduce the foe's ATTACK.
Water GunLevel: 1water
4010025
Squirts water to attack the foe.
SupersonicLevel: 7normal
07020
Emits bizarre sound waves that may confuse the foe.
Wing AttackLevel: 13flying
6010035
Strikes the foe with wings spread wide.
Water PulseLevel: 18water
6010020
Attacks with ultrasonic waves. May confuse the foe.
MistLevel: 21ice
0030
Creates a mist that stops reduction of abilities.
StockpileLevel: 25normal
0010
Charges up power for up to 3 turns.
SwallowLevel: 25normal
0010
Absorbs stockpiled power and restores HP.
Spit UpLevel: 25normal
10010010
Releases stockpiled power (the more the better).
Air CutterLevel: 30flying
659525
Hacks with razorlike wind. High critical-hit ratio.
Rain DanceLevel: 35water
0010
Boosts the power of WATER- type moves for 5 turns.
Feather DanceLevel: 42flying
010015
Envelops the foe with down to sharply reduce ATTACK.
Hydro PumpLevel: 47water
120855
Blasts water at high power to strike the foe.

TM/HM Moves (22)

Moves that Pelipper can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Water Pulsewater
6010020TM03
Attacks with ultrasonic waves. May confuse the foe.
Toxicpoison
08510TM06
Poisons the foe with an intensifying toxin.
Hailice
0010TM07
Summons a hailstorm that strikes every turn.
Hidden Powernormal
110015TM10
The effectiveness varies with the user.
Ice Beamice
9510015TM13
Blasts the foe with an icy beam that may freeze it.
Blizzardice
120705TM14
Hits the foe with an icy storm that may freeze it.
Hyper Beamnormal
150905TM15
Powerful, but leaves the user immobile the next turn.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
0010TM18
Boosts the power of WATER- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the TRAINER is disliked.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Aerial Aceflying
60020TM40
An extremely speedy and unavoidable attack.
Facadenormal
7010020TM42
Boosts ATTACK when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
0010TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Thiefdark
6010015TM46
While attacking, it may steal the foe's held item.
Steel Wingsteel
709525TM47
Strikes the foe with hard wings spread wide.
Flyflying
7010015HM02
Flies up on the first turn, then strikes the next turn.
Surfwater
9510015HM03
Creates a huge wave, then crashes it down on the foe.