Recover
normalInfo
- Move Power
- wis, cha
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- 30ft
You extend a healing energy to recover the hit points of a creature in range. The target regains 1d6 + MOVE hit points.
At Higher Levels: The dice roll for healing increases to 2d6 at level 5, 4d6 at level 10, and 6d6 at level 17.
Can learn this move:
- Kadabra
- Alakazam
- Staryu
- Starmie
- Porygon
- Mewtwo
- Wooper
- Slugma
- Magcargo
- Corsola
- Porygon2
- Lugia
- Ho-oh
- Celebi
- Sableye
- Meditite
- Medicham
- Lileep
- Milotic
- Kecleon
- Latias
- Latios
- Deoxys
- Shellos
- Gastrodon
- Chingling
- Porygon-Z
- Arceus
- Solosis
- Duosion
- Reuniclus
- Frillish
- Jellicent
- Elgyem
- Beheeyem
- Cryogonal
- Shelmet
- Accelgor
- Bergmite
- Avalugg
- Mareanie
- Toxapex
- Pyukumuku
- Galarian Articuno
- Blipbug
- Appletun
- Milcery
- Alcremie
- Pincurchin
- Eternatus
- Eternatus (Eternamax)
- Hisuian Lilligant
- Hisuian Avalugg
- Paldean Wooper
- Nacli
- Naclstack
- Garganacl
- Rellor
- Veluza
- Gholdengo
- Chien-Pao
- Dipplin
- Hydrapple
- Pecharunt
Context
- Contest
- clever
- Appeal
- 2
- Jam
- 0
- Effect
- Works well if it is the same type as the move used by the last Pokemon.