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Seaking Moves & Learnsetin Pokémon Modern Emerald

water32 total moves

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

Move Summary

13
Level Up
19
TM/HM
0
Move Tutor
0
Egg Moves
32
Total

Level Up Moves (13)

Moves that Seaking learns naturally as it levels up.

PeckLevel: 1flying
3510035
Attacks the foe with a jabbing beak, etc.
Tail WhipLevel: 1normal
010030
Wags the tail to lower the foe's Defense.
Water SportLevel: 1water
010015
The user becomes soaked to raise resistance to fire.
SupersonicLevel: 1normal
05520
Emits bizarre sound waves that may confuse the foe.
SupersonicLevel: 10normal
05520
Emits bizarre sound waves that may confuse the foe.
Horn AttackLevel: 15normal
6510025
Jabs the foe with sharp horns.
FlailLevel: 24normal
110015
Inflicts more damage when the user's HP is down.
Fury AttackLevel: 29normal
158520
Jabs the foe 2 to 5 times with sharp horns, etc.
Poison JabLevel: 35poison
8010020
A stabbing attack that may poison the foe.
WaterfallLevel: 41water
8010015
Charges the foe with speed to climb waterfalls.
Horn DrillLevel: 49normal
1305
A one-hit KO attack that uses a horn like a drill.
AgilityLevel: 61psychic
0030
Relaxes the body to sharply boost Speed.
MegahornLevel: 69bug
1208510
A brutal ramming attack using out-thrust horns.

TM/HM Moves (19)

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

Water Pulsewater
6010020TM03
Attacks with ultrasonic waves. May confuse the foe.
Toxicpoison
07010TM06
Poisons the foe with an intensifying toxin.
Hailice
0010TM07
Summons a hailstorm that strikes every turn.
Hidden Powernormal
6010015TM10
The effectiveness varies with the user.
Ice Beamice
9010010TM13
Blasts the foe with an icy beam that may freeze it.
Blizzardice
110705TM14
Hits the foe with an icy storm that may freeze it.
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.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
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.
Surfwater
9010015HM03
Creates a huge wave, then crashes it down on the foe.
Waterfallwater
8010015HM07
Charges the foe with speed to climb waterfalls.
Divewater
9010010HM08
Dives underwater the first turn and strikes next turn.