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Emolga Moves & Learnsetin Pokémon Heart & Soul

electricflying47 total moves

Complete moveset and learnset for Emolga in Pokémon Heart & Soul. Learn which moves Emolga can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

15
Level Up
32
TM/HM
0
Move Tutor
0
Egg Moves
47
Total

Level Up Moves (15)

Moves that Emolga learns naturally as it levels up.

Thunder ShockLevel: 1electric
4010030
An electrical attack that may paralyze the foe.
Quick AttackLevel: 4normal
4010030
An extremely fast attack that always strikes first.
Tail WhipLevel: 7normal
010030
Wags the tail to lower the foe's Defense.
ChargeLevel: 10electric
0020
Charges power to boost the Electric move used next.
SparkLevel: 13electric
6510020
An electrified tackle that may paralyze the foe.
PursuitLevel: 16dark
4010020
Inflicts bad damage if used on a foe switching out.
Double TeamLevel: 19normal
0015
Creates illusory copies to raise evasiveness.
Shock WaveLevel: 22electric
60020
A fast and unavoidable electric attack.
Electro BallLevel: 26electric
110010
Hurls an orb that does more damage to slower foes.
AcrobaticsLevel: 30flying
5510015
Does double damage if the user has no item.
Light ScreenLevel: 34psychic
0030
Wall of light cuts special damage for 5 turns.
EncoreLevel: 38normal
01005
Makes the foe repeat its last move over 3 turns.
Volt SwitchLevel: 42electric
7010020
Does damage then switches out the user.
AgilityLevel: 46psychic
0030
Relaxes the body to sharply boost Speed.
DischargeLevel: 50electric
8010015
Zaps all other {PKMN} with electricity. May paralyze.

TM/HM Moves (32)

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

Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Tauntdark
010020TM12
Taunts the foe into only using attack moves.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Solar Beamgrass
12010010TM22
Absorbs light in one turn, then attacks next turn.
Iron Tailsteel
1007515TM23
Attacks with a rock-hard tail. May lower Defense.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
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 power when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Roostflying
000TM51
Restores the user's HP by half of its max HP.
Energy Ballgrass
010010TM53
Draws power from nature to attack. May lower Sp. Def.
Flingdark
110010TM56
The effectiveness varies with the held item.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
U Turnbug
7010020TM89
Does damage then switches out the user.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Cutnormal
509530HM01
Cuts the foe with sharp scythes, claws, etc.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.