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    Home»Documentation»Pokemon Platinum Kaizo Move Changes
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    Pokemon Platinum Kaizo Move Changes

    GBACodesBy GBACodes17 Mins Read
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    This page lists all move changes implemented in Platinum Kaizo. It highlights moves that have been modified from their original versions, including adjustments to power, accuracy, PP, type, category, effects, or other battle mechanics. These changes were made to improve battle balance, enhance move viability, and create a more strategic gameplay experience.

    Pokemon Platinum Kaizo – Move Changes

    Also worth checking: Moves Database

    DoubleSlap (Hits twice): 15 bp -> 30 bp, 85 acc -> 90 acc
    Comet Punch -> Water Ball (No Effect, Special): 18 bp -> 100 bp, Normal type -> Water type, 85 acc -> 100 acc
    Fire Punch: 75 bp -> 95 bp
    Ice Punch: 75 bp -> 95 bp
    ThunderPunch: 75 bp -> 95 bp
    ViceGrip (Whirlpool effect): 55 bp -> 90 bp, Normal type -> Water type
    Guillotine: 5 pp -> 8 pp
    Cut: 95 acc -> 100 acc
    Bind -> Mystical Fire (Lowers SpAtk (Attack), Special): 15 bp -> 75 bp, Normal type -> Fire type, 75 acc -> 0 acc, 0% chance -> 100% chance
    Slam (Chance to Paralyze): 80 bp -> 120 bp, 75 acc -> 100 acc, 20 pp -> 8 pp, 0% chance -> 30% chance
    Stomp: 65 bp -> 90 bp, Normal type -> Ground type
    Mega Kick: 120 bp -> 140 bp, 75 acc -> 90 acc, 5 pp -> 8 pp
    Jump Kick: 85 bp -> 120 bp, 95 acc -> 90 acc
    Rolling Kick: 85 acc -> 100 acc
    Sand-Attack: 15 pp -> 5 pp
    Horn Attack -> Fire Ball: 65 bp -> 100 bp, Normal type -> Fire type
    Fury Attack: 85 acc -> 100 acc
    Tackle: 95 acc -> 100 acc
    Body Slam: 85 bp -> 90 bp
    Wrap (Whirlpool effect): 85 acc -> 100 acc
    Take Down: 85 acc -> 100 acc
    Thrash (Chance of causing Paralysis; 1/3 damage dealt recoil): 90 bp -> 120 bp, 0% chance -> 20% chance, targets one opponent
    Double-Edge: 120 bp -> 140 bp, 15 pp -> 8 pp
    Tail Whip: 30 pp -> 1 pp
    Poison Sting: 15 bp -> 40 bp
    Twineedle: 25 bp -> 50 bp, 20% chance -> 30% chance
    Pin Missile: 14 bp -> 25 bp, 85 acc -> 100 acc, 20 pp -> 15 pp
    Sing: 55 acc -> 70 acc, 15 pp -> 8 pp, targets both opponents and ally
    Supersonic: 55 acc -> 70 acc, targets both opponents
    SonicBoom: 90 acc -> 100 acc
    Disable: 80 acc -> 100 acc
    Mist: 30 pp -> 3 pp
    Hydro Pump: 80 acc -> 85 acc, 5 pp -> 8 pp
    Blizzard: 10% chance -> 20% chance
    Aurora Beam (Always hits): 65 bp -> 60 bp, 100 acc -> 0 acc, 10% chance -> 0% chance
    Hyper Beam (1/4 damage dealt recoil): 150 bp -> 180 bp, 90 acc -> 100 acc, 5 pp -> 8 pp
    Peck: 35 bp -> 40 bp
    Drill Peck (High crit ratio)
    Submission (Whirlpool effect): 80 bp -> 90 bp, 80 acc -> 100 acc, 25 pp -> 8 pp
    Absorb: 20 bp -> 60 bp, Grass type -> Dark type
    Leech Seed: 90 acc -> 0 acc
    Growth: 40 pp -> 5 pp
    Razor Leaf: 55 bp -> 60 bp, 95 acc -> 100 acc
    PoisonPowder: 75 acc -> 100 acc
    Stun Spore: 75 acc -> 90 acc
    Petal Dance (Chance to Confuse): 90 bp -> 100 bp, 0% chance -> 20% chance, targets both opponents
    String Shot: 95 acc -> 100 acc
    Fire Spin (Whirlpool effect): 15 bp -> 90 bp, 70 acc -> 100 acc
    Rock Throw: 90 acc -> 100 acc
    Dig (No Effect): 80 bp -> 60 bp
    Toxic: 85 acc -> 100 acc
    Confusion: 10% chance -> 30% chance
    Hypnosis: 60 acc -> 70 acc
    Meditate: 40 pp -> 1 pp
    Agility: 30 pp -> 1 pp
    Rage (Pursuit effect): 20 bp -> 70 bp, Normal type -> Fighting type
    Teleport: +1 priority
    Screech: 85 acc -> 100 acc, 40 pp -> 5 pp, targets both opponents
    Double Team: 15 pp -> 6 pp
    Harden: 30 pp -> 5 pp
    Minimize (Sharply raises Evasion, Status): 20 pp -> 3 pp
    SmokeScreen: 20 pp -> 5 pp, targets both opponents and ally
    Withdraw: 40 pp -> 5 pp
    Defense Curl -> Rock Ball (No Effect, Special): 0 bp -> 100 bp, Normal type -> Rock type, 0 acc -> 100 acc, 40 pp -> 15 pp, targets one opponent
    Barrier: 30 pp -> 5 pp
    Light Screen: 30 pp -> 2 pp
    Reflect: 20 pp -> 2 pp
    Focus Energy: 30 pp -> 5 pp
    Bide (Damage= 1.5x damage dealt by the target’s last attack): Normal type -> Dark type, targets one opponent, -1 priority
    Metronome: 10 pp -> 40 pp
    Egg Bomb: Normal type -> Grass type, 75 acc -> 100 acc
    Lick: 20 bp -> 80 bp, 30 pp -> 15 pp
    Smog: 20 bp -> 60 bp, 70 acc -> 100 acc, 40% chance -> 50% chance, targets both opponents
    Sludge: 65 bp -> 70 bp
    Bone Club: Ground type -> Rock type, 85 acc -> 100 acc
    Clamp (Whirlpool effect): 35 bp -> 120 bp
    Skull Bash -> Solar-Beam (No Effect, Special): 100 bp -> 120 bp, Normal type -> Grass type, 100% chance -> 0% chance
    Spike Cannon -> Hail Ball (No Effect, Special): 20 bp -> 100 bp, Normal type -> Ice type, 15 pp -> 10 pp
    Constrict (No Effect, Special): 10 bp -> 100 bp, Normal type -> Ice type, 35 pp -> 15 pp, 10% chance -> 0% chance
    Amnesia: 20 pp -> 3 pp
    Kinesis (Sharply lowers Accuracy, Status): 80 acc -> 100 acc, targets both opponents
    Softboiled: 10 pp -> 25 pp
    Hi Jump Kick: 100 bp -> 150 bp
    Glare: Normal type -> Dark type, 75 acc -> 100 acc
    Poison Gas (Badly Poisons): 55 acc -> 85 acc, targets both opponents and ally
    Barrage -> Hurricane (Always hits in rain; chance to Confuse, Special): 15 bp -> 120 bp, Normal type -> Flying type, 85 acc -> 70 acc, 20 pp -> 8 pp, 0% chance -> 10% chance
    Leech Life: 20 bp -> 80 bp
    Lovely Kiss: 75 acc -> 90 acc
    Sky Attack (Chance of causing Paralysis; 1/3 damage dealt recoil): 140 bp -> 120 bp, 90 acc -> 100 acc, 30% chance -> 20% chance
    Transform: +1 priority
    Bubble: 20 bp -> 40 bp, 10% chance -> 20% chance
    Dizzy Punch: 70 bp -> 100 bp, 20% chance -> 50% chance
    Flash: 20 pp -> 5 pp
    Psywave -> Triple Axel: 1 bp -> 40 bp, Psychic type -> Ice type, 80 acc -> 100 acc
    Splash -> HP Water (No Effect, Special): 0 bp -> 70 bp, Normal type -> Water type, 0 acc -> 100 acc, 40 pp -> 20 pp, targets one opponent
    Acid Armor: 40 pp -> 1 pp
    Crabhammer: 90 bp -> 120 bp, 85 acc -> 100 acc
    Fury Swipes: 18 bp -> 30 bp, 80 acc -> 90 acc
    Bonemerang: 50 bp -> 60 bp, Ground type -> Rock type, 90 acc -> 100 acc
    Rest: 10 pp -> 3 pp
    Rock Slide: 90 acc -> 100 acc
    Hyper Fang: 80 bp -> 95 bp, 90 acc -> 100 acc, 10% chance -> 30% chance
    Sharpen: 30 pp -> 3 pp
    Conversion -> HP Ice (No Effect, Special): 0 bp -> 70 bp, Normal type -> Ice type, 0 acc -> 100 acc, targets one opponent
    Tri Attack: 80 bp -> 95 bp, 20% chance -> 30% chance
    Super Fang: Normal type -> Dark type, 90 acc -> 100 acc
    Substitute: 10 pp -> 2 pp
    Triple Kick: 10 bp -> 30 bp, 90 acc -> 100 acc
    Thief (Splash effect)
    Spider Web: targets both opponents, +1 priority
    Nightmare -> HP Ghost (No Effect, Special): 0 bp -> 70 bp
    Flame Wheel: 60 bp -> 70 bp
    Snore: 40 bp -> 80 bp
    Curse: 10 pp -> 3 pp
    Aeroblast (Chance of either Paralyzing; Burning; or Freezing target): 100 bp -> 120 bp, 95 acc -> 100 acc, 0% chance -> 30% chance
    Cotton Spore: 85 acc -> 100 acc, targets both opponents
    Mach Punch: 30 pp -> 15 pp
    Scary Face: 90 acc -> 100 acc
    Sweet Kiss: 75 acc -> 100 acc
    Belly Drum: 10 pp -> 1 pp
    Sludge Bomb: 90 bp -> 95 bp
    Octazooka: 65 bp -> 95 bp, 85 acc -> 100 acc
    Spikes: +1 priority
    Foresight: 40 pp -> 5 pp
    Detect: 5 pp -> 10 pp
    Bone Rush: 80 acc -> 100 acc
    Outrage (1/2 damage dealt recoil): 120 bp -> 140 bp, targets one opponent
    Sandstorm: 10 pp -> 1 pp
    Giga Drain: 60 bp -> 75 bp, 10 pp -> 15 pp
    Charm: 20 pp -> 3 pp
    Rollout (No Effect): 30 bp -> 40 bp, 90 acc -> 100 acc, 20 pp -> 5 pp, +1 priority
    Swagger: 90 acc -> 100 acc
    Spark -> Wild Charge (Chance of causing Paralysis; 1/3 damage dealt recoil): 65 bp -> 120 bp, 30% chance -> 20% chance
    Fury Cutter (Deals up to user’s level x1.5 damage): 10 bp -> 30 bp, 95 acc -> 100 acc
    Steel Wing: 70 bp -> 80 bp, 90 acc -> 100 acc
    Mean Look: +1 priority
    Attract: targets both opponents
    Sleep Talk: 10 pp -> 20 pp, +1 priority
    Heal Bell: 5 pp -> 1 pp
    Return (No Effect): 1 bp -> 121 bp
    Present: 90 acc -> 100 acc
    Frustration (No Effect): 1 bp -> 121 bp
    Safeguard: 25 pp -> 5 pp
    Sacred Fire: 100 bp -> 120 bp, 95 acc -> 100 acc
    Magnitude -> Bulldoze (Lowers Spd (Attack)): 1 bp -> 60 bp, 0% chance -> 100% chance
    DynamicPunch: 100 bp -> 120 bp
    Megahorn (High crit ratio)
    DragonBreath: 60 bp -> 70 bp
    Baton Pass: +1 priority
    Encore: 5 pp -> 3 pp
    Pursuit: 40 bp -> 70 bp, 20 pp -> 15 pp
    Rapid Spin -> HP Fire (No Effect, Special): 20 bp -> 70 bp, Normal type -> Fire type, 40 pp -> 15 pp
    Sweet Scent: 20 pp -> 2 pp
    Iron Tail: 100 bp -> 120 bp, 75 acc -> 90 acc
    Metal Claw: 95 acc -> 100 acc
    Vital Throw (Always hits): 70 bp -> 90 bp
    Cross Chop: 80 acc -> 85 acc
    Twister (Whirlpool effect): 40 bp -> 90 bp, 20 pp -> 15 pp, 20% chance -> 0% chance
    Rain Dance: 5 pp -> 1 pp
    Sunny Day: 5 pp -> 1 pp
    Crunch: 80 bp -> 95 bp
    ExtremeSpeed (No Effect): 80 bp -> 100 bp, 5 pp -> 8 pp, +2 priority
    AncientPower: 60 bp -> 80 bp, 5 pp -> 10 pp
    Shadow Ball: 80 bp -> 90 bp
    Future Sight: 80 bp -> 120 bp, 90 acc -> 100 acc
    Whirlpool: 15 bp -> 90 bp, 70 acc -> 100 acc
    Beat Up: 10 bp -> 30 bp
    Fake Out: 10 pp -> 5 pp, +3 priority
    Stockpile (Raises user’s Def and SpDef): 20 pp -> 10 pp
    Spit Up -> HP Rock (No Effect): 1 bp -> 70 bp, Normal type -> Rock type, 10 pp -> 15 pp
    Swallow (Whirlpool effect, Physical): 0 bp -> 90 bp, Normal type -> Poison type, 0 acc -> 100 acc, targets one opponent
    Heat Wave: 90 acc -> 100 acc
    Hail: 10 pp -> 1 pp
    Will-O-Wisp: 75 acc -> 85 acc
    Memento (Selfdestruct/ Explosion effect, Special): 0 bp -> 255 bp
    Facade: 70 bp -> 80 bp
    SmellingSalt: 60 bp -> 90 bp
    Charge: 20 pp -> 1 pp
    Taunt -> HP Dark (No Effect, Special): 0 bp -> 70 bp, 20 pp -> 15 pp
    Trick -> HP Psychic (No Effect, Special): 0 bp -> 70 bp, 10 pp -> 15 pp
    Assist: 20 pp -> 35 pp
    Ingrain: 20 pp -> 1 pp
    Superpower (1/4 damage dealt recoil): 120 bp -> 140 bp
    Recycle: 10 pp -> 15 pp
    Revenge (2x Power if user moves after target): 0 priority
    Yawn (Causes Sleep): 0 acc -> 70 acc, 0% chance -> 100% chance
    Knock Off: 20 bp -> 80 bp
    Endeavor: Normal type -> ??? type
    Eruption (Chance of causing Burn; 1/3 damage dealt recoil): 0% chance -> 20% chance
    Skill Swap: 10 pp -> 2 pp
    Refresh: 20 pp -> 10 pp
    Snatch -> Drill Run (High crit ratio, Physical): 0 bp -> 80 bp, Dark type -> Ground type, 0 acc -> 100 acc, targets one opponent, 0 priority
    Secret Power: 70 bp -> 85 bp
    Dive (No Effect)
    Arm Thrust -> HP Fighting (No Effect, Special): 15 bp -> 70 bp, 20 pp -> 15 pp
    Tail Glow: +2 priority
    Luster Purge: 70 bp -> 100 bp
    Mist Ball: 70 bp -> 100 bp
    FeatherDance: 15 pp -> 3 pp
    Teeter Dance (Guaranteed Confusion, Status)
    Blaze Kick: 85 bp -> 100 bp, 90 acc -> 100 acc, 10% chance -> 20% chance
    Mud Sport -> HP Ground (No Effect, Special): 0 bp -> 70 bp, 0 acc -> 100 acc, targets one opponent
    Ice Ball (Always hits in Hail): 30 bp -> 120 bp, 90 acc -> 70 acc
    Needle Arm (No Effect): 60 bp -> 80 bp
    Hyper Voice: 90 bp -> 110 bp
    Poison Fang: 50 bp -> 90 bp, 30% chance -> 40% chance
    Crush Claw: 75 bp -> 120 bp
    Blast Burn (Chance of causing Burn; 1/3 damage dealt recoil): 90 acc -> 95 acc, 0% chance -> 30% chance
    Hydro Cannon (1/3 damage dealt recoil): 90 acc -> 95 acc
    Meteor Mash: 85 acc -> 100 acc
    Astonish: 30 bp -> 40 bp
    Aromatherapy: 5 pp -> 1 pp
    Fake Tears (Sharply lowers Spd, Status): 20 pp -> 3 pp
    Air Cutter: 55 bp -> 60 bp, 95 acc -> 100 acc
    Overheat (Chance of causing Burn; 1/3 damage dealt recoil): 140 bp -> 120 bp, 90 acc -> 100 acc, 100% chance -> 10% chance
    Rock Tomb: 50 bp -> 70 bp, 80 acc -> 100 acc
    Silver Wind: 60 bp -> 80 bp, 100 acc -> 0 acc
    Metal Sound (Sharply lowers Spd, Status): 85 acc -> 100 acc, 40 pp -> 3 pp, targets both opponents
    GrassWhistle: 55 acc -> 70 acc
    Tickle: 20 pp -> 6 pp
    Cosmic Power: 20 pp -> 6 pp
    Signal Beam: 75 bp -> 95 bp
    Shadow Punch: 60 bp -> 95 bp
    Extrasensory: 80 bp -> 90 bp
    Sky Uppercut (2x Damage on Pokemon using Bounce/Fly): 85 bp -> 95 bp, 90 acc -> 100 acc
    Sand Tomb (Whirlpool effect): 15 bp -> 90 bp, 70 acc -> 100 acc
    Sheer Cold (Always hits in Hail): 1 bp -> 70 bp, 30 acc -> 50 acc, 0% chance -> 100% chance
    Muddy Water: 85 acc -> 100 acc
    Bullet Seed: 10 bp -> 25 bp
    Icicle Spear: 10 bp -> 25 bp
    Iron Defense: 15 pp -> 3 pp
    Block: +7 priority
    Howl: 40 pp -> 3 pp
    Dragon Claw (High crit ratio): 80 bp -> 90 bp
    Frenzy Plant (Chance of causing Paralysis; 1/3 damage dealt recoil): 90 acc -> 95 acc, 0% chance -> 20% chance
    Bulk Up: 20 pp -> 3 pp, 0% chance -> 1% chance
    Bounce (Chance to Paralyze): 85 acc -> 100 acc
    Mud Shot: 95 acc -> 100 acc
    Poison Tail: 50 bp -> 120 bp, 25 pp -> 5 pp
    Covet -> HP Grass (No Effect, Special): 40 bp -> 70 bp, Normal type -> Grass type, 40 pp -> 15 pp
    Volt Tackle: 120 bp -> 150 bp, 15 pp -> 5 pp, 10% chance -> 30% chance
    Magical Leaf: 20 pp -> 15 pp
    Water Sport -> Scald (Thaws user; chance to Burn, Special): 0 bp -> 80 bp, 0 acc -> 100 acc, 0% chance -> 30% chance, targets one opponent
    Calm Mind: 20 pp -> 3 pp
    Leaf Blade: 90 bp -> 95 bp
    Dragon Dance: 20 pp -> 1 pp
    Rock Blast: 80 acc -> 100 acc, 10 pp -> 8 pp
    Shock Wave: 20 pp -> 15 pp
    Water Pulse: 100 acc -> 0 acc
    Doom Desire: 120 bp -> 250 bp, 85 acc -> 100 acc
    Psycho Boost (No Effect): 90 acc -> 100 acc
    Roost: 10 pp -> 8 pp
    Gravity: +1 priority
    Wake-Up Slap: 0% chance -> 100% chance
    Hammer Arm: 90 acc -> 100 acc
    Gyro Ball: 5 pp -> 8 pp
    Healing Wish -> HP Electric (No Effect, Special): 0 bp -> 70 bp, Psychic type -> Electric type, 0 acc -> 100 acc, 10 pp -> 15 pp, targets one opponent
    Natural Gift: 15 pp -> 1 pp
    Feint: 50 bp -> 80 bp
    Pluck: 60 bp -> 50 bp, 20 pp -> 5 pp
    Tailwind: +5 priority
    Metal Burst: -2 priority
    U-turn: 70 bp -> 80 bp
    Close Combat: Lower’s user’s Def and SpDef. -> 1/4 Recoil Damage
    Payback: 50 bp -> 60 bp
    Assurance: 50 bp -> 70 bp
    Psycho Shift: 90 acc -> 100 acc
    Trump Card: 5 pp -> 1 pp
    Heal Block -> Aqua Cutter (High crit ratio, Physical): 0 bp -> 70 bp, Psychic type -> Water type
    Wring Out (2x power if target is at or below 1/2 HP): 1 bp -> 75 bp
    Lucky Chant: +2 priority
    Me First: +1 priority
    Copycat: +1 priority
    Power Swap: 10 pp -> 3 pp
    Guard Swap: 10 pp -> 3 pp
    Sucker Punch (No Effect): +2 priority
    Toxic Spikes: +1 priority
    Heart Swap (Damages target; heals user up to 50% of damage dealt, Special): 0 bp -> 95 bp, Psychic type -> Water type
    Magnet Rise: targets user’s side of field, +1 priority
    Flare Blitz: 15 pp -> 8 pp
    Force Palm: 60 bp -> 85 bp
    Aura Sphere: 20 pp -> 10 pp
    Rock Polish: 20 pp -> 1 pp
    Aqua Tail: 90 bp -> 120 bp, 90 acc -> 85 acc
    Seed Bomb: 0% chance -> 100% chance
    Air Slash: 95 acc -> 100 acc
    X-Scissor (High crit ratio)
    Dragon Pulse (Always hits): 100 acc -> 0 acc
    Dragon Rush: 75 acc -> 100 acc, 20% chance -> 30% chance
    Power Gem: 70 bp -> 90 bp
    Drain Punch: 60 bp -> 75 bp
    Focus Blast: 70 acc -> 85 acc
    Brave Bird (Lowers user’s Atk and Def)
    Switcheroo -> HP Flying (No Effect, Special): 0 bp -> 70 bp, Dark type -> Flying type, 10 pp -> 15 pp
    Giga Impact (1/4 damage dealt recoil): 150 bp -> 180 bp, 90 acc -> 100 acc
    Nasty Plot: Dark type -> ??? type, 20 pp -> 1 pp
    Bullet Punch: 30 pp -> 10 pp
    Avalanche (Chance of causing Freeze; chance of causing Flinch): 60 bp -> 100 bp, 0% chance -> 20% chance, targets both opponents, 0 priority
    Ice Shard: 30 pp -> 10 pp
    Shadow Claw (Hits target 2-5 times): 70 bp -> 25 bp
    Thunder Fang: 65 bp -> 90 bp, 95 acc -> 100 acc
    Ice Fang: 65 bp -> 90 bp, 95 acc -> 100 acc
    Fire Fang: 65 bp -> 90 bp, 95 acc -> 100 acc
    Shadow Sneak: 30 pp -> 10 pp
    Mud Bomb: 85 acc -> 100 acc
    Psycho Cut: 70 bp -> 90 bp
    Zen Headbutt: 90 acc -> 100 acc
    Mirror Shot: 65 bp -> 120 bp, 85 acc -> 100 acc
    Rock Climb: Normal type -> Rock type, 85 acc -> 100 acc, 20% chance -> 30% chance
    Defog: 15 pp -> 1 pp
    Trick Room: 5 pp -> 1 pp, +7 priority
    Draco Meteor (1/4 damage dealt recoil): 90 acc -> 100 acc, 100% chance -> 0% chance
    Leaf Storm (No Effect): 140 bp -> 120 bp, 90 acc -> 85 acc
    Power Whip (High crit ratio)
    Rock Wrecker (Hits the target up to 3 times; increases power by 10 with each hit): 150 bp -> 40 bp, 90 acc -> 100 acc, 5 pp -> 8 pp
    Cross Poison: 70 bp -> 95 bp, 10% chance -> 20% chance
    Gunk Shot: 70 acc -> 100 acc, 5 pp -> 8 pp
    Magnet Bomb: 60 bp -> 100 bp
    Stone Edge: 100 bp -> 120 bp
    Captivate (Sharply lowers SpAtk, Status): 20 pp -> 3 pp
    Stealth Rock: +1 priority
    Chatter: 60 bp -> 120 bp, 0% chance -> 50% chance, targets both opponents and ally
    Judgment: 100 bp -> 120 bp
    Charge Beam: 90 acc -> 100 acc, 70% chance -> 100% chance
    Aqua Jet: 20 pp -> 5 pp
    Attack Order (Chance to Poison): 90 bp -> 120 bp, 0% chance -> 30% chance, targets both opponents
    Defend Order: +1 priority
    Head Smash: 80 acc -> 100 acc
    Double Hit: 35 bp -> 60 bp, 90 acc -> 100 acc
    Roar of Time: 90 acc -> 100 acc, targets both opponents
    Spacial Rend: 100 bp -> 120 bp, 95 acc -> 100 acc
    Lunar Dance (Restores up to 50% max HP): +1 priority
    Crush Grip (Whirlpool effect): 1 bp -> 150 bp
    Magma Storm (Whirlpool effect): 70 acc -> 100 acc
    Dark Void: 80 acc -> 90 acc, 10 pp -> 5 pp
    Seed Flare: 85 acc -> 100 acc, 40% chance -> 50% chance
    Ominous Wind: 60 bp -> 80 bp, 100 acc -> 0 acc
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