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Eternatus Moves & Learnsetin Pokémon Heart & Soul

poisondragon43 total moves

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

Move Summary

15
Level Up
28
TM/HM
0
Move Tutor
0
Egg Moves
43
Total

Level Up Moves (15)

Moves that Eternatus learns naturally as it levels up.

Poison TailLevel: 1poison
5010025
Has a high critical-hit ratio. May also poison.
Confuse RayLevel: 1ghost
010010
A sinister ray that confuses the foe.
Dragon TailLevel: 1dragon
609010
Knocks foe away to switch it out or end wild battle.
AgilityLevel: 1psychic
0030
Relaxes the body to sharply boost Speed.
ToxicLevel: 8poison
0010
Poisons the foe with an intensifying toxin.
VenoshockLevel: 16poison
6510010
Does double damage if the foe is poisoned.
Dragon DanceLevel: 24dragon
0020
A mystical dance that ups Attack and Speed.
Cross PoisonLevel: 32poison
7010020
A slash that may poison a foe and do critical damage.
Dragon PulseLevel: 40dragon
010010
Generates a shock wave to damage the foe.
FlamethrowerLevel: 48fire
010015
A powerful fire attack that may inflict a burn.
Dynamax CannonLevel: 56dragon
1001005
Unleashes core energy. 2x against Dynamaxed foes.
Cosmic PowerLevel: 64psychic
0020
Raises Defense and Sp. Def with a mystic power.
RecoverLevel: 72normal
0020
Recovers up to half the user's maximum HP.
Hyper BeamLevel: 80normal
150905
Leaves the user immobile if target is not KO'd.
EternabeamLevel: 88dragon
160905
Eternatus' strongest move. The user rests next turn.

TM/HM Moves (28)

Moves that Eternatus 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.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Hyper Beamnormal
150905TM15
Leaves the user immobile if target is not KO'd.
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.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's Sp. Def.
Reflectpsychic
0020TM33
Wall of light cuts physical damage for 5 turns.
Flamethrowerfire
010015TM35
A powerful fire attack that may inflict a burn.
Sludge Bombpoison
9010010TM36
Sludge is hurled to inflict damage. May also poison.
Fire Blastfire
0855TM38
Incinerates everything it strikes. May cause a burn.
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.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Dragon Pulsedragon
010010TM59
Generates a shock wave to damage the foe.
Paybackdark
5010010TM66
Attack that gains power if the user moves last.
Giga Impactnormal
150905TM68
Leaves the user immobile if target is not KO'd.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Poison Jabpoison
8010020TM84
A stabbing attack that may poison the foe.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Flash Cannonsteel
8010010TM91
Releases a blast of light that may lower Sp. Def.
Flyflying
09515HM02
Flies up on the first turn, then strikes the next turn.