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Xurkitree Moves & Learnsetin Pokémon Heart & Soul

electric48 total moves

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

Move Summary

18
Level Up
30
TM/HM
0
Move Tutor
0
Egg Moves
48
Total

Level Up Moves (18)

Moves that Xurkitree learns naturally as it levels up.

Tail GlowLevel: 1bug
0020
Flash light that drastically Flashes a light that sharply raises Sp. Atk.
SparkLevel: 1electric
6510020
An electrified tackle that may paralyze the foe.
ChargeLevel: 1electric
0020
Charges power to boost the Electric move used next.
WrapLevel: 1normal
15020
Wraps and squeezes the foe times with vines, etc.
Thunder ShockLevel: 1electric
4010030
An electrical attack that may paralyze the foe.
Thunder WaveLevel: 7electric
0020
A weak jolt of electricity that paralyzes the foe.
Shock WaveLevel: 13electric
60020
A fast and unavoidable electric attack.
IngrainLevel: 19grass
0020
Lays roots that restore HP. The user can't switch out.
Thunder PunchLevel: 23electric
7510015
An electrified punch that may paralyze the foe.
Eerie ImpulseLevel: 29electric
010015
Exposes the foe to a pulse that sharply cuts Sp. Atk.
Signal BeamLevel: 31bug
7510015
A strange beam attack that may confuse the foe.
ThunderboltLevel: 37electric
010015
A strong electrical attack that may paralyze the foe.
HypnosisLevel: 43psychic
06020
A hypnotizing move that may induce sleep.
DischargeLevel: 47electric
8010015
Zaps all other {PKMN} with electricity. May paralyze.
Electric TerrainLevel: 53electric
0010
Electrifies the ground for 5 turns. Prevents sleep.
Power WhipLevel: 59grass
1208510
Violently lashes the foe with vines or tentacles.
Ion DelugeLevel: 67electric
0025
Electrifies Normal-type moves with charged atoms.
Zap CannonLevel: 73electric
0505
Powerful and sure to cause paralysis, but inaccurate.

TM/HM Moves (30)

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

Calm Mindpsychic
0020TM04
Raises Sp. Atk and Sp. Def by focusing the mind.
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.
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.
Reflectpsychic
0020TM33
Wall of light cuts physical damage for 5 turns.
Shock Waveelectric
60020TM34
A fast and unavoidable electric 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.
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.
Giga Impactnormal
150905TM68
Leaves the user immobile if target is not KO'd.
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.
Grass Knotgrass
110020TM86
A snare attack that does more damage to heavier foes.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.