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Jolteon Moves & Learnsetin Pokémon Modern Emerald

electric38 total moves

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

Move Summary

17
Level Up
21
TM/HM
0
Move Tutor
0
Egg Moves
38
Total

Level Up Moves (17)

Moves that Jolteon learns naturally as it levels up.

TackleLevel: 1normal
4010035
Charges the foe with a full- body tackle.
CharmLevel: 1fairy
010020
Charms the foe and sharply reduces its Attack.
BiteLevel: 1dark
6010025
Bites with vicious fangs. May cause flinching.
SwiftLevel: 1normal
60020
Sprays star-shaped rays that never miss.
Hyper VoiceLevel: 1normal
9010010
A loud attack that uses sound waves to injure.
CovetLevel: 1normal
6010020
Cutely begs to obtain an item held by the foe.
Double EdgeLevel: 1normal
12010015
A life-risking tackle that also hurts the user.
Tail WhipLevel: 1normal
010030
Wags the tail to lower the foe's Defense.
Helping HandLevel: 1normal
010020
Boosts the power of the recipient's moves.
Sand AttackLevel: 8ground
010015
Reduces the foe's accuracy by hurling sand in its face.
Thunder ShockLevel: 16electric
4010030
An electrical attack that may paralyze the foe.
Quick AttackLevel: 23normal
4010030
An extremely fast attack that always strikes first.
Double KickLevel: 30fighting
3010030
A double-kicking attack that strikes the foe twice.
Pin MissileLevel: 36bug
209520
Sharp pins are fired to strike 2 to 5 times.
Thunder WaveLevel: 42electric
09020
A weak jolt of electricity that paralyzes the foe.
AgilityLevel: 47psychic
0030
Relaxes the body to sharply boost Speed.
ThunderLevel: 52electric
1107010
A lightning attack that may cause paralysis.

TM/HM Moves (21)

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

Roarnormal
010020TM05
Makes the foe flee to end the battle.
Toxicpoison
07010TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
6010015TM10
The effectiveness varies with the user.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
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
005TM18
Boosts the power of Water- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the Trainer is disliked.
Iron Tailsteel
1007515TM23
Attacks with a rock-hard tail. May lower Defense.
Thunderboltelectric
9010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
1107010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Digground
8010010TM28
Digs underground the first turn and strikes next turn.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's Sp. Def.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Facadenormal
7010020TM42
Boosts Attack when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
005TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Flashnormal
010020HM05
Looses a powerful blast of light that cuts accuracy.