Where is jirachi in soul silver




















It absorbs half the damage caused to heal the user's HP. TM86 Grass Knot?? The heavier the foe, the greater the damage. TM87 Swagger -- 90 15 -- The user enrages the foe into confusion.

However, it also sharply raises the foe's Attack stat. The copy serves as the user's decoy. TM91 Flash Cannon 80 10 10 The user gathers all its light energy and releases it at once. It may leave the target with a burn. Ice Punch 75 15 10 The foe is punched with an icy fist.

It may leave the target frozen. Icy Wind 55 95 15 The user attacks with a gust of chilled air. It also lowers the target's Speed stat. Trick -- 10 -- The user catches the foe off guard and swaps the foe's held item with its own.

Thunderpunch 75 15 10 The foe is punched with an electrified fist. It may leave the target with paralysis. Zen Headbutt 80 90 15 20 The user focuses its willpower to its head and rams the foe.

Helping Hand -- -- 20 -- A move that boosts the power of the ally's attack in a Double Battle. Last Resort 5 -- This move can be used only after the user has used all the other moves it knows in the battle. Snore 40 15 30 An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. Swift 60 -- 20 -- Star-shaped rays are shot at the foe. Uproar 50 10 -- The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep. Ancientpower 60 5 10 The user attacks with a prehistoric power.

It may also raise all the user's stats at once. Iron Defense -- -- 15 -- The user hardens its body's surface like iron, sharply raising its Defense stat. Iron Head 80 15 30 The foe slams the target with its steel-hard head. Mud-slap 20 10 The user hurls mud in the foe's face to inflict damage and lower its accuracy.

Signal Beam 75 15 10 The user attacks with a sinister beam of light. It may also confuse the target. Magic Coat -- -- 15 -- A barrier reflects back to the foe moves like Leech Seed and moves that damage status. Headbutt 70 15 30 The user attacks with its head. It may make the foe flinch. The attack's recoil sharply reduces the user's Sp. Attack Sp. Ability : Serene Grace. Serene Grace : The chances of a move having an effect doubles.

It is said to have the ability to grant any wish for just one week every thousand years. Generations have believed that any wish written on a note on its head will come true when it awakens. A self-healing move. The foe is hit by a weak telekinetic force. The user goes to sleep for two turns. A move that boosts the power of the ally's attack in a Double Battle.

The foe is hit by a strong telekinetic force. The user focuses its willpower to its head and rams the foe. A reckless, life- risking tackle. Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation. The user faints. Two turns after this move is used, the foe is attacked with a hunk of psychic energy. The user absorbs a mystical power from space to raise its Defense and Sp.

This move can be used only after the user has used all the other moves it knows in the battle. Two turns after this move is used, the user blasts the foe with a concentrated bundle of light. The user attacks the foe with a pulsing blast of water. The user quietly focuses its mind and calms its spirit to raise its Sp. A move that leaves the target badly poisoned. The user intensifies the sun for five turns, powering up Fire-type moves.

The foe is attacked with a powerful beam. A wondrous wall of light is put up to suppress damage from special attacks for five turns.

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User Info: jEr3mY. As for all events over wifi etc.. You can only receive one per game card I have no signature! User Info: CNash. With DPP it takes a little longer as you have to proceed with the story for a little bit before you can unlock Mystery Gift in Jubilife City. And the Lord said unto John, "Come forth and receive eternal life.

User Info: McGingerchops. I have three. I got one in Platinum, one in SS, and another in SS because the event was released the day I had already planned to restart. User Info: darkshadowspawn. It may also lower the foe's Sp. TM32 Double Team -- -- 15 -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

TM33 Reflect -- -- 20 -- A wondrous wall of light is put up to suppress damage from physical attacks for five turns. TM34 Shock Wave 60 -- 20 -- The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. TM37 Sandstorm -- -- 10 -- A five-turn sand- storm is summoned to hurt all combatant types except Rock, Ground, and Steel.

TM40 Aerial Ace 60 -- 20 -- The user confounds the foe with speed, then slashes. The attack lands without fail. TM42 Facade 70 20 -- An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. TM43 Secret Power 70 20 30 The user attacks with a secret power. Its added effects vary depending on the user's environment.

TM44 Rest -- -- 10 -- The user goes to sleep for two turns. TM48 Skill Swap -- -- 10 -- The user employs its psychic power to exchange abilities with the foe. TM53 Energy Ball 80 10 10 The user draws power from nature and fires it at the foe. It may also lower the target's Sp. TM56 Fling?? Its power and effects depend on the item. TM57 Charge Beam 50 90 10 70 The user fires a concentrated bundle of electricity.

It may also raise the user's Sp. Atk stat. TM60 Drain Punch 60 5 -- An energy-draining punch. The user's HP is restored by half the damage taken by the target.

TM67 Recycle -- -- 10 -- The user recycles a held item that has been used in battle so it can be used again. TM68 Giga Impact 90 5 -- The user charges at the foe using every bit of its power. The user must rest on the next turn. TM70 Flash -- 20 -- The user flashes a light that cuts the foe's accuracy.

It can also be used to illuminate caves. TM73 Thunder Wave -- 20 -- A weak electric charge is launched at the foe. It causes paralysis if it hits. TM76 Stealth Rock -- -- 20 -- The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle. TM77 Psych Up -- -- 10 -- The user hypnotizes itself into copying any stat change made by the foe.

TM82 Sleep Talk -- -- 10 -- While it is asleep, the user randomly uses one of the moves it knows. TM83 Natural Gift?? The Berry determines its type and power. TM85 Dream Eater 15 -- An attack that works only on a sleeping foe.

It absorbs half the damage caused to heal the user's HP. TM86 Grass Knot?? The heavier the foe, the greater the damage. TM87 Swagger -- 90 15 -- The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. The copy serves as the user's decoy. TM91 Flash Cannon 80 10 10 The user gathers all its light energy and releases it at once. It may leave the target with a burn. Ice Punch 75 15 10 The foe is punched with an icy fist. It may leave the target frozen. Icy Wind 55 95 15 The user attacks with a gust of chilled air.

It also lowers the target's Speed stat. Trick -- 10 -- The user catches the foe off guard and swaps the foe's held item with its own. Thunderpunch 75 15 10 The foe is punched with an electrified fist. It may leave the target with paralysis.

Zen Headbutt 80 90 15 20 The user focuses its willpower to its head and rams the foe. Helping Hand -- -- 20 -- A move that boosts the power of the ally's attack in a Double Battle. Last Resort 5 -- This move can be used only after the user has used all the other moves it knows in the battle. Snore 40 15 30 An attack that can be used only if the user is asleep.

The harsh noise may also make the foe flinch. Swift 60 -- 20 -- Star-shaped rays are shot at the foe. Uproar 50 10 -- The user attacks in an uproar for two to five turns.



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