| TM/HM |
Aerial Ace |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Flying |
20 |
60 |
100% |
| Tutored |
Air Cutter |
Has a high critical hit ratio. |
 |
Flying |
25 |
55 |
95% |
| TM/HM |
Attract |
Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. |
 |
Normal |
15 |
N/A |
100% |
| Level-Up |
Bug Buzz |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Bug |
10 |
90 |
100% |
| Level-Up |
Captivate |
Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. |
 |
Normal |
20 |
N/A |
100% |
| Level-Up |
Confusion |
Has a 10% chance to confuse the target. |
 |
Psychic |
25 |
50 |
100% |
| TM/HM |
Defog |
Lowers the target's Evasion by 1 stage and removes Reflect, Light Screen, Safeguard, Mist, Spikes, Stealth Rock and Toxic Spikes from the target's side of the field. |
 |
Flying |
15 |
N/A |
N/A |
| TM/HM |
Double Team |
Raises the user's Evasion by 1 stage. |
 |
Normal |
15 |
N/A |
N/A |
| Tutored |
Double-edge |
The user receives 1/3 recoil damage. |
 |
Normal |
15 |
120 |
100% |
| TM/HM |
Dream Eater |
Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. |
 |
Psychic |
15 |
100 |
100% |
| TM/HM |
Endure |
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. |
 |
Normal |
10 |
N/A |
N/A |
| TM/HM |
Energy Ball |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Grass |
10 |
80 |
100% |
| TM/HM |
Facade |
Power doubles if the user is inflicted with burn, paralysis or poison. |
 |
Normal |
20 |
70 |
100% |
| TM/HM |
Flash |
Lowers the target's Accuracy by 1 stage. |
 |
Normal |
20 |
N/A |
100% |
| TM/HM |
Frustration |
Power increases as user's happiness decreases; maximum 102 BP. |
 |
Normal |
20 |
Var BP |
100% |
| TM/HM |
Giga Drain |
Restores the user's HP by 1/2 of the damage inflicted on the target. |
 |
Grass |
10 |
60 |
100% |
| TM/HM |
Giga Impact |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Normal |
5 |
150 |
90% |
| Level-Up |
Gust |
Power doubles if the target is in mid-air via Fly or Bounce. |
 |
Flying |
35 |
40 |
100% |
| Inherited |
Harden |
Raises the user's Defense by 1 stage. |
 |
Normal |
30 |
N/A |
N/A |
| TM/HM |
Hidden Power |
Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. |
 |
Normal |
15 |
Var BP |
100% |
| TM/HM |
Hyper Beam |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Normal |
5 |
150 |
90% |
| Tutored |
Mimic |
This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. |
 |
Normal |
10 |
N/A |
N/A |
| Other Method |
Morning Sun |
Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. |
 |
Normal |
5 |
N/A |
N/A |
| TM/HM |
Natural Gift |
The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. |
 |
Normal |
15 |
Var BP |
100% |
| Tutored |
Nightmare |
This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. |
 |
Ghost |
15 |
N/A |
100% |
| Tutored |
Ominous Wind |
Has a 10% chance to raise all of the user's stats by 1 stage. |
 |
Ghost |
5 |
60 |
100% |
| Level-Up |
PoisonPowder |
Poisons the target. |
 |
Poison |
35 |
N/A |
75% |
| TM/HM |
Protect |
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. |
 |
Normal |
10 |
N/A |
N/A |
| Level-Up |
Psybeam |
Has a 10% chance to confuse the target. |
 |
Psychic |
20 |
65 |
100% |
| TM/HM |
Psych Up |
The user copies all six of the target's current stat modifiers. |
 |
Normal |
10 |
N/A |
N/A |
| TM/HM |
Psychic |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Psychic |
10 |
90 |
100% |
| TM/HM |
Rain Dance |
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. |
 |
Water |
5 |
N/A |
N/A |
| TM/HM |
Rest |
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. |
 |
Psychic |
10 |
N/A |
N/A |
| TM/HM |
Return |
Power increases as user's happiness increases; maximum 102 BP. |
 |
Normal |
20 |
Var BP |
100% |
| TM/HM |
Roost |
The user recovers 1/2 of its max HP; if it is a Flying-type Pokemon, it also loses its Flying-type classification until the start of the next turn. |
 |
Flying |
10 |
N/A |
N/A |
| Level-Up |
Safeguard |
Protects the user's entire team from status conditions for five turns. |
 |
Normal |
25 |
N/A |
N/A |
| TM/HM |
Secret Power |
This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).
In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer. |
 |
Normal |
20 |
70 |
100% |
| TM/HM |
Shadow Ball |
Has a 20% chance to lower the target's Special Defense by 1 stage. |
 |
Ghost |
15 |
80 |
100% |
| Tutored |
Signal Beam |
Has a 10% chance to confuse the target. |
 |
Bug |
15 |
75 |
100% |
| Level-Up |
Silver Wind |
Has a 10% chance to raise all of the user's stats by 1 stage. |
 |
Bug |
5 |
60 |
100% |
| TM/HM |
Skill Swap |
The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. |
 |
Psychic |
10 |
N/A |
N/A |
| Level-Up |
Sleep Powder |
Puts the target to sleep. |
 |
Grass |
15 |
N/A |
75% |
| TM/HM |
Sleep Talk |
Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) |
 |
Normal |
10 |
Copy |
N/A |
| Tutored |
Snore |
Has a 30% chance to make the target flinch; fails if user is awake. |
 |
Normal |
15 |
40 |
100% |
| TM/HM |
SolarBeam |
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. |
 |
Grass |
10 |
120 |
100% |
| Inherited |
String Shot |
Lowers the target's Speed by 1 stage. |
 |
Bug |
40 |
N/A |
95% |
| Level-Up |
Stun Spore |
Paralyzes the target. |
 |
Grass |
30 |
N/A |
75% |
| TM/HM |
Substitute |
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. |
 |
Normal |
10 |
N/A |
N/A |
| TM/HM |
Sunny Day |
Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. |
 |
Fire |
5 |
N/A |
N/A |
| Level-Up |
Supersonic |
Confuses the target. |
 |
Normal |
20 |
N/A |
55% |
| TM/HM |
Swagger |
Confuses the target and raises its Attack by 2 stages. |
 |
Normal |
15 |
N/A |
90% |
| Tutored |
Swift |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Normal |
20 |
60 |
100% |
| Inherited |
Tackle |
Damages the target. |
 |
Normal |
35 |
35 |
95% |
| Level-Up |
Tailwind |
Speed is doubled for every Pokemon on the user's team for three turns; the turn used to perform Tailwind is included in this total, as are any turns used to switch around Pokemon. |
 |
Flying |
30 |
N/A |
N/A |
| TM/HM |
Thief |
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. |
 |
Dark |
10 |
40 |
100% |
| TM/HM |
Toxic |
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. |
 |
Poison |
10 |
N/A |
85% |
| Tutored |
Twister |
Has a 20% chance to make the target flinch; power doubles while the target is in mid-air via Fly or Bounce. |
 |
Dragon |
20 |
40 |
100% |
| TM/HM |
U-Turn |
The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows U-Turn and is holding Choice Band, Choice Lens or Choice Scarf, it will be locked into U-Turn, though Pokemon holding those items who don't know U-Turn can select their attack as normal. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. |
 |
Bug |
20 |
70 |
100% |
| Level-Up |
Whirlwind |
Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups or used Ingrain. |
 |
Normal |
20 |
N/A |
100% |