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Wyrdeer Moves & Learnsetin Pokémon Modern Emerald
normalpsychic• 41 total moves
Complete moveset and learnset for Wyrdeer in Pokémon Modern Emerald. Learn which moves Wyrdeer can learn by level up, TM/HM, egg moves, and move tutors.
Move Summary
14
Level Up
27
TM/HM
0
Move Tutor
0
Egg Moves
41
Total
Level Up Moves (14)
Moves that Wyrdeer learns naturally as it levels up.
| Level | Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| PsybeamLevel: 0Psybeam | psychic | 65 | 100 | 20 | ||
| Fires a peculiar ray that may confuse the foe. | ||||||
| Confuse RayLevel: 1Confuse Ray | ghost | 0 | 100 | 10 | ||
| A sinister ray that confuses the foe. | ||||||
| TackleLevel: 1Tackle | normal | 40 | 100 | 35 | ||
| Charges the foe with a full- body tackle. | ||||||
| Calm MindLevel: 1Calm Mind | psychic | 0 | 0 | 20 | ||
| Raises Sp. Atk and Sp. Def by focusing the mind. | ||||||
| ConfusionLevel: 5Confusion | psychic | 50 | 100 | 25 | ||
| A psychic attack that may cause confusion. | ||||||
| HypnosisLevel: 9Hypnosis | psychic | 0 | 60 | 20 | ||
| A hypnotizing move that may induce sleep. | ||||||
| Role PlayLevel: 15Role Play | psychic | 0 | 100 | 10 | ||
| Mimics the target and copies its special ability. | ||||||
| HeadbuttLevel: 21Headbutt | normal | 70 | 100 | 15 | ||
| A ramming attack that may cause flinching. | ||||||
| ExtrasensoryLevel: 29Extrasensory | psychic | 80 | 100 | 20 | ||
| Attacks with a peculiar power. May cause flinching. | ||||||
| Psycho CutLevel: 37Psycho Cut | psychic | 70 | 100 | 20 | ||
| Tears with psychic blades. High critical-hit ratio. | ||||||
| MegahornLevel: 42Megahorn | bug | 120 | 85 | 10 | ||
| A brutal ramming attack using out-thrust horns. | ||||||
| Double EdgeLevel: 47Double Edge | normal | 120 | 100 | 15 | ||
| A life-risking tackle that also hurts the user. | ||||||
| Jump KickLevel: 53Jump Kick | fighting | 85 | 95 | 10 | ||
| A strong jumping kick. May miss and hurt the kicker. | ||||||
| Blaze KickLevel: 60Blaze Kick | fire | 85 | 90 | 10 | ||
| A kick with a high critical- hit ratio. May cause a burn. |
TM/HM Moves (27)
Moves that Wyrdeer can learn via Technical Machines (TMs) and Hidden Machines (HMs).
| TM/HM | Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| Calm MindCalm Mind | psychic | 0 | 0 | 20 | TM04TM04 | |
| Raises Sp. Atk and Sp. Def by focusing the mind. | ||||||
| RoarRoar | normal | 0 | 100 | 20 | TM05TM05 | |
| Makes the foe flee to end the battle. | ||||||
| ToxicToxic | poison | 0 | 70 | 10 | TM06TM06 | |
| Poisons the foe with an intensifying toxin. | ||||||
| The effectiveness varies with the user. | ||||||
| Sunny DaySunny Day | fire | 0 | 0 | 5 | TM11TM11 | |
| Boosts the power of Fire- type moves for 5 turns. | ||||||
| Light ScreenLight Screen | psychic | 0 | 0 | 30 | TM16TM16 | |
| Creates a wall of light that lowers Sp. Atk damage. | ||||||
| ProtectProtect | normal | 0 | 0 | 10 | TM17TM17 | |
| Evades attack, but may fail if used in succession. | ||||||
| Rain DanceRain Dance | water | 0 | 0 | 5 | TM18TM18 | |
| Boosts the power of Water- type moves for 5 turns. | ||||||
| FrustrationFrustration | normal | 1 | 100 | 20 | TM21TM21 | |
| An attack that is stronger if the Trainer is disliked. | ||||||
| Solar BeamSolar Beam | grass | 120 | 100 | 10 | TM22TM22 | |
| Absorbs light in one turn, then attacks next turn. | ||||||
| Iron TailIron Tail | steel | 100 | 75 | 15 | TM23TM23 | |
| Attacks with a rock-hard tail. May lower Defense. | ||||||
| ThunderboltThunderbolt | electric | 90 | 100 | 15 | TM24TM24 | |
| A strong electrical attack that may paralyze the foe. | ||||||
| ThunderThunder | electric | 110 | 70 | 10 | TM25TM25 | |
| A lightning attack that may cause paralysis. | ||||||
| EarthquakeEarthquake | ground | 100 | 100 | 10 | TM26TM26 | |
| A powerful quake, but has no effect on flying foes. | ||||||
| ReturnReturn | normal | 1 | 100 | 20 | TM27TM27 | |
| An attack that increases in power with friendship. | ||||||
| PsychicPsychic | psychic | 90 | 100 | 10 | TM29TM29 | |
| A powerful psychic attack that may lower Sp. Def. | ||||||
| Shadow BallShadow Ball | ghost | 80 | 100 | 15 | TM30TM30 | |
| Hurls a black blob that may lower the foe's Sp. Def. | ||||||
| Double TeamDouble Team | normal | 0 | 0 | 15 | TM32TM32 | |
| Creates illusory copies to raise evasiveness. | ||||||
| ReflectReflect | psychic | 0 | 0 | 20 | TM33TM33 | |
| Creates a wall of light that weakens physical attacks. | ||||||
| Shock WaveShock Wave | electric | 60 | 0 | 20 | TM34TM34 | |
| A fast and unavoidable electric attack. | ||||||
| FacadeFacade | normal | 70 | 100 | 20 | TM42TM42 | |
| Boosts Attack when burned, paralyzed, or poisoned. | ||||||
| Secret PowerSecret Power | normal | 70 | 100 | 20 | TM43TM43 | |
| An attack with effects that vary by location. | ||||||
| RestRest | psychic | 0 | 0 | 5 | TM44TM44 | |
| The user sleeps for 2 turns, restoring HP and status. | ||||||
| AttractAttract | normal | 0 | 100 | 15 | TM45TM45 | |
| Makes the opposite gender less likely to attack. | ||||||
| ThiefThief | dark | 50 | 100 | 25 | TM46TM46 | |
| While attacking, it may steal the foe's held item. | ||||||
| Skill SwapSkill Swap | psychic | 0 | 100 | 10 | TM48TM48 | |
| The user swaps special abilities with the target. | ||||||
| FlashFlash | normal | 0 | 100 | 20 | HM05HM05 | |
| Looses a powerful blast of light that cuts accuracy. |
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