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Ironjugulis Moves & Learnsetin Pokémon Heart & Soul

darkflying44 total moves

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

Move Summary

17
Level Up
27
TM/HM
0
Move Tutor
0
Egg Moves
44
Total

Level Up Moves (17)

Moves that Ironjugulis learns naturally as it levels up.

Electric TerrainLevel: 1electric
0010
Electrifies the ground for 5 turns. Prevents sleep.
Work UpLevel: 1normal
0030
The user is roused. Ups Attack and Sp. Atk.
Focus EnergyLevel: 1normal
0030
Focuses power to raise the critical-hit ratio.
Tri AttackLevel: 1normal
8010010
A triangular field of energy is created and launched.
Air CutterLevel: 1flying
09525
Hacks with razorlike wind. High critical-hit ratio.
RoarLevel: 7normal
0020
Switches the foe out or ends wild battle.
AssuranceLevel: 14dark
010010
Attack that gains power if the foe has been hurt.
Dragon BreathLevel: 21dragon
6010020
Strikes the foe with a blast of breath. May paralyze.
SnarlLevel: 28dark
559515
Yells and rants at the foe lowering its Sp. Atk.
CrunchLevel: 35dark
8010015
Crunches with sharp fangs. May lower Defense.May lower Sp. Def.
Hyper VoiceLevel: 42normal
9010010
A loud attack that uses sound waves to injure.
Air SlashLevel: 56flying
75950
Attacks with a blade of air. May cause flinching.
Knock OffLevel: 63dark
010020
Knocks down the foe's held item to prevent its use.
Dark PulseLevel: 70dark
8010015
Attacks with a horrible aura. May cause flinching.
OutrageLevel: 77dragon
01000
A rampage of 2 to 3 turns that confuses the user.
Dragon PulseLevel: 84dragon
010010
Generates a shock wave to damage the foe.
Hyper BeamLevel: 91normal
150905
Leaves the user immobile if target is not KO'd.

TM/HM Moves (27)

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

Roarnormal
0020TM05
Switches the foe out or ends wild battle.
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.
Tauntdark
010020TM12
Taunts the foe into only using attack moves.
Hyper Beamnormal
150905TM15
Leaves the user immobile if target is not KO'd.
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.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Flamethrowerfire
010015TM35
A powerful fire attack that may inflict a burn.
Fire Blastfire
0855TM38
Incinerates everything it strikes. May cause a burn.
Rock Tombrock
000TM39
Stops the foe from moving with rocks and cuts Speed.
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.
Focus Blastfighting
120705TM52
Attacks at full power. May lower Sp. Def.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Dragon Pulsedragon
010010TM59
Generates a shock wave to damage the foe.
Giga Impactnormal
150905TM68
Leaves the user immobile if target is not KO'd.
Dark Pulsedark
8010015TM79
Attacks with a horrible aura. May cause flinching.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
U Turnbug
7010020TM89
Does damage then switches out the user.
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.