| Level-Up |
Amnesia |
Raises the user's Special Defense by 2 stages. |
Psychic |
20 |
N/A |
N/A |
| GSC 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% |
| Egg Move |
Belly Drum |
The user maximizes its Attack but sacrifices 50% of its max HP. |
Normal |
10 |
N/A |
N/A |
| RBY TM/HM |
Bide |
The user absorbs all damage for 2-3 turns and then inflicts twice the absorbed damage on its target. This move ignores the target's type but still cannot hit Ghost-type Pokemon. |
Normal |
10 |
Var Dmg |
100% |
| GSC TM/HM |
Blizzard |
Has a ~10% chance to freeze the target. |
Ice |
5 |
120 |
70% |
| RBY TM/HM |
Body Slam |
Has a ~30% chance to paralyze the target. |
Normal |
15 |
85 |
100% |
| RBY TM/HM |
Bubblebeam |
Has a ~10% chance to lower the target's Speed by 1 stage. |
Water |
20 |
65 |
100% |
| Level-Up |
Confusion |
Has a ~10% chance to confuse the target. |
Psychic |
25 |
50 |
100% |
| RBY TM/HM |
Counter |
Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. |
Fighting |
20 |
Var Dmg |
100% |
| Level-Up |
Curse |
When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. |
??? |
10 |
N/A |
N/A |
| GSC TM/HM |
Dig |
On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake, Magnitude and Fissure can hit underground, with Earthquake and Magnitude having doubled power; the user may also be hit underground if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. |
Ground |
10 |
60 |
100% |
| Level-Up |
Disable |
The target cannot choose its last move for 2-5 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled. |
Normal |
20 |
N/A |
55% |
| GSC TM/HM |
Double Team |
Raises the user's Evasion by 1 stage. |
Normal |
15 |
N/A |
N/A |
| RBY TM/HM |
Double-edge |
The user receives 1/4 recoil damage. |
Normal |
15 |
120 |
100% |
| GSC 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% |
| GSC TM/HM |
Dynamicpunch |
Confuses the target. |
Fighting |
5 |
100 |
50% |
| GSC TM/HM |
Earthquake |
Power doubles when performed against Pokemon using Dig. |
Ground |
10 |
100 |
100% |
| GSC 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 |
| GSC TM/HM |
Fire Blast |
Has a ~10% chance to burn the target. |
Fire |
5 |
120 |
85% |
| RBY TM/HM |
Fissure |
The target faints; doesn't work on higher-leveled Pokemon. However, this move will hit Digging Pokemon. |
Ground |
5 |
KO |
30% |
| Tutored |
Flamethrower |
Has a ~10% chance to burn the target. |
Fire |
15 |
95 |
100% |
| GSC TM/HM |
Flash |
Lowers the target's Accuracy by 1 stage. |
Normal |
20 |
N/A |
70% |
| GSC TM/HM |
Frustration |
Power increases as user's happiness decreases; maximum 102 BP. |
Normal |
20 |
Var BP |
100% |
| GSC TM/HM |
Fury Cutter |
The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, or if the user selects another move, base power will be reset to 10 BP on the next turn. |
Bug |
20 |
10 |
95% |
| Egg Move |
Future Sight |
This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight may be active at a time; because it occurs at the end of the round, it also hits through Protect, Detect and Endure. |
Psychic |
15 |
80 |
90% |
| Level-Up |
Growl |
Lowers the target's Attack by 1 stage. |
Normal |
40 |
N/A |
100% |
| Level-Up |
Headbutt |
Has a ~30% chance to make the target flinch. |
Normal |
15 |
70 |
100% |
| GSC TM/HM |
Hidden Power |
Varies in power and type depending on the user's DVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. |
Normal |
15 |
Var BP |
100% |
| GSC 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% |
| RBY TM/HM |
Ice Beam |
Has a ~10% chance to freeze the target. |
Ice |
10 |
95 |
100% |
| GSC TM/HM |
Ice Punch |
Has a ~10% chance to freeze the target. |
Ice |
15 |
75 |
100% |
| GSC TM/HM |
Icy Wind |
Lowers the target's Speed by 1 stage. |
Ice |
15 |
55 |
95% |
| GSC TM/HM |
Iron Tail |
Has a ~30% chance to lower the target's Defense by 1 stage. |
Steel |
15 |
100 |
75% |
| RBY TM/HM |
Mega Kick |
Damages the target. |
Normal |
5 |
120 |
75% |
| RBY TM/HM |
Mega Punch |
Damages the target. |
Normal |
20 |
80 |
85% |
| RBY TM/HM |
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 |
100% |
| GSC TM/HM |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
Ground |
10 |
20 |
100% |
| GSC TM/HM |
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% |
| RBY TM/HM |
Pay Day |
The player picks up extra money after in-game battles; the money received is equal to: [user's level * 2 * number of times Pay Day is used]. The player does not lose money if the opponent uses Pay Day but the player wins the battle. |
Normal |
20 |
40 |
100% |
| GSC 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. |
Normal |
10 |
N/A |
N/A |
| GSC TM/HM |
Psych Up |
The user copies all six of the target's current stat modifiers. |
Normal |
10 |
N/A |
N/A |
| Level-Up |
Psychic |
Has a ~10% chance to lower the target's Special Defense by 1 stage. |
Psychic |
10 |
90 |
100% |
| RBY TM/HM |
Psywave |
Randomly inflicts set damage between a minimum of 1 HP and a maximum of [1.5x the user's level] HP. |
Psychic |
15 |
Var Dmg |
80% |
| RBY TM/HM |
Rage |
The user's Attack rises by 1 stage if attacked before its next move. |
Normal |
20 |
20 |
100% |
| GSC 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 becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. |
Water |
5 |
N/A |
N/A |
| RBY TM/HM |
Reflect |
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. |
Psychic |
20 |
N/A |
N/A |
| GSC TM/HM |
Rest |
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. |
Psychic |
10 |
N/A |
N/A |
| GSC TM/HM |
Return |
Power increases as user's happiness increases; maximum 102 BP. |
Normal |
20 |
Var BP |
100% |
| GSC TM/HM |
Rock Smash |
Has a ~50% chance to lower the target's Defense by 1 stage. |
Fighting |
15 |
20 |
100% |
| Egg Move |
Safeguard |
Protects the user's entire team from status conditions for five turns. |
Normal |
25 |
N/A |
N/A |
| RBY TM/HM |
Seismic Toss |
Does damage equal to user's level. |
Fighting |
20 |
Var Dmg |
100% |
| GSC TM/HM |
Shadow Ball |
Has a ~20% chance to lower the target's Special Defense by 1 stage. |
Ghost |
15 |
80 |
100% |
| RBY TM/HM |
Skull Bash |
The user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two. |
Normal |
15 |
100 |
100% |
| GSC TM/HM |
Sleep Talk |
Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. If Rest is selected, user recovers its HP and stays asleep for two more turns. Sleep Talk can choose an attack that has run out of PP; the generated attacks also do not cost PP, and it cannot generate itself, Bide, Disabled attacks or two-turn 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 |
| GSC TM/HM |
Snore |
Has a ~30% chance to make the target flinch; fails if user is awake. |
Normal |
15 |
40 |
100% |
| Egg Move |
Stomp |
Has a ~30% chance to make the target flinch; also retains its normal accuracy and gains doubled power against Minimized Pokemon. |
Normal |
20 |
65 |
100% |
| GSC TM/HM |
Strength |
Damages the target. |
Normal |
15 |
80 |
100% |
| RBY TM/HM |
Submission |
The user receives 1/4 recoil damage. |
Fighting |
20 |
80 |
80% |
| RBY 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 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 |
| GSC 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 doubled. |
Fire |
5 |
N/A |
N/A |
| GSC TM/HM |
Surf |
Damages the target. |
Water |
15 |
95 |
100% |
| GSC TM/HM |
Swagger |
Confuses the target and raises its Attack by 2 stages. |
Normal |
15 |
N/A |
90% |
| GSC TM/HM |
Swift |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig or Fly. |
Normal |
20 |
60 |
100% |
| Level-Up |
Tackle |
Damages the target. |
Normal |
35 |
35 |
95% |
| RBY TM/HM |
Take Down |
The user receives 1/4 recoil damage. |
Normal |
20 |
90 |
85% |
| RBY TM/HM |
Teleport |
Escapes from wild battles; fails automatically in trainer and link battles. |
Psychic |
20 |
N/A |
N/A |
| RBY TM/HM |
Thunder Wave |
Paralyzes the target. |
Electric |
20 |
N/A |
100% |
| GSC TM/HM |
Toxic |
The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out. |
Poison |
10 |
N/A |
85% |
| RBY TM/HM |
Tri Attack |
Has a ~20% chance to burn, paralyze or freeze the target. |
Normal |
10 |
80 |
100% |
| Level-Up |
Water Gun |
Damages the target. |
Water |
25 |
40 |
100% |
| Level-Up |
Withdraw |
Raises the user's Defense by 1 stage. |
Water |
40 |
N/A |
N/A |
| GSC TM/HM |
Zap Cannon |
Paralyzes the target. |
Electric |
5 |
100 |
50% |