| 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 |
Barrier |
Raises the user's Defense by 2 stages. |
Psychic |
30 |
N/A |
N/A |
| Level-Up |
Baton Pass |
The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative), as well as confusion, Focus Energy, Ingrain, Stockpiles, Perish Song count, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. |
Normal |
40 |
N/A |
N/A |
| Tutored |
Body Slam |
Has a 30% chance to paralyze the target. |
Normal |
15 |
85 |
100% |
| TM/HM |
Brick Break |
Reflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type. |
Fighting |
15 |
75 |
100% |
| TM/HM |
Calm Mind |
Raises the user's Special Attack and Special Defense by 1 stage each. |
Psychic |
20 |
N/A |
N/A |
| Level-Up |
Confusion |
Has a 10% chance to confuse the target. |
Psychic |
25 |
50 |
100% |
| Tutored |
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. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate. |
Fighting |
20 |
Var Dmg |
100% |
| 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% |
| Level-Up |
Doubleslap |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. |
Normal |
10 |
15 |
85% |
| Tutored |
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% |
| Level-Up |
Encore |
The target is forced to use its last attack for the next 2-6 turns. The effects of this move will end immediately if the target runs out of PP for the repeated attack. In double battles, a Pokemon who has received an Encore will target a random opponent with single-target attacks. |
Normal |
5 |
N/A |
100% |
| Tutored |
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 |
Facade |
Power doubles if the user is inflicted with burn, paralysis or poison. |
Normal |
20 |
70 |
100% |
| Egg Move |
Fake Out |
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus. |
Normal |
10 |
40 |
100% |
| Tutored |
Fire Punch |
Has a 10% chance to burn the target. |
Fire |
15 |
75 |
100% |
| TM/HM |
Flash |
Lowers the target's Accuracy by 1 stage. |
Normal |
20 |
N/A |
70% |
| TM/HM |
Focus Punch |
At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. |
Fighting |
20 |
150 |
100% |
| Other Method |
Follow Me |
Almost always goes first. For the rest of the turn, all attacks from the opponent's team that target the user's team are redirected toward the user. In double battles, the user's teammate will not be protected from attacks that have more than one intended target. |
Normal |
20 |
N/A |
N/A |
| TM/HM |
Frustration |
Power increases as user's happiness decreases; maximum 102 BP. |
Normal |
20 |
Var BP |
100% |
| 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 or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. |
Psychic |
15 |
80 |
90% |
| TM/HM |
Hidden Power |
Varies in power and type depending on the user's IVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on 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% |
| Egg Move |
Hypnosis |
Puts the target to sleep. |
Psychic |
20 |
N/A |
60% |
| Tutored |
Ice Punch |
Has a 10% chance to freeze the target. |
Ice |
15 |
75 |
100% |
| Level-Up |
Light Screen |
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. |
Psychic |
30 |
N/A |
N/A |
| Level-Up |
Magical Leaf |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
Grass |
20 |
60 |
100% |
| Level-Up |
Meditate |
Raises the user's Attack by 1 stage. |
Psychic |
40 |
N/A |
N/A |
| Tutored |
Mega Kick |
Damages the target. |
Normal |
5 |
120 |
75% |
| Tutored |
Mega Punch |
Damages the target. |
Normal |
20 |
80 |
85% |
| Tutored |
Metronome |
The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Assist, Counter, Covet, Destiny Bond, Detect, Endure, Focus Punch, Follow Me, Helping Hand, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Thief, Trick or any move that the user already knows. |
Normal |
10 |
N/A |
N/A |
| Egg Move |
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% |
| Tutored |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
Ground |
10 |
20 |
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% |
| 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 |
| Level-Up |
Psybeam |
Has a 10% chance to confuse the target. |
Psychic |
20 |
65 |
100% |
| Egg Move |
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% |
| 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 decreased from 1/2 to 1/4 of the user's max HP. |
Water |
5 |
N/A |
N/A |
| Level-Up |
Recycle |
The user's lost item is recovered. Items lost to Trick, Thief, Covet or Knock Off cannot be recovered. |
Normal |
10 |
N/A |
N/A |
| Level-Up |
Reflect |
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. |
Psychic |
20 |
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% |
| Level-Up |
Role Play |
The user's own ability is overwritten with the target's ability; does nothing if the target's ability is Wonder Guard. |
Psychic |
10 |
N/A |
100% |
| 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 and very shallow water), its Attack may be lowered by 1 stage while surfing on river or ocean water, its Defense may be lowered by 1 stage while diving underwater, its Speed may be lowered by 1 stage while surfing on pond water, its Accuracy may be lowered by 1 stage on beach and desert sand, it may flinch in caves, it may become confused on rocky outdoor terrain, it may be poisoned on ashy terrain and it may become paralyzed everywhere else (including link battles). |
Normal |
20 |
70 |
100% |
| Tutored |
Seismic Toss |
Does damage equal to user's level. |
Fighting |
20 |
Var Dmg |
100% |
| TM/HM |
Shadow Ball |
Has a 20% chance to lower the target's Special Defense by 1 stage. |
Ghost |
15 |
80 |
100% |
| TM/HM |
Shock Wave |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
Electric |
20 |
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 |
100% |
| Tutored |
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, Disabled attacks, Focus Punch, 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 |
| TM/HM |
Snatch |
Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In double battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. rse |
Dark |
10 |
N/A |
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% |
| Level-Up |
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. |
Fire |
5 |
N/A |
N/A |
| Tutored |
Swagger |
Confuses the target and raises its Attack by 2 stages. |
Normal |
15 |
N/A |
90% |
| TM/HM |
Taunt |
Prevents the target from using non-damaging moves for two turns. Assist, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, and Mirror Coat are not prevented. |
Dark |
20 |
N/A |
100% |
| TM/HM |
Thief |
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold. |
Dark |
10 |
40 |
100% |
| TM/HM |
Thunder |
Has a 30% chance to paralyze the target. Has 50% accuracy during Sunny Day and 100% accuracy during Rain Dance. Also has normal accuracy against mid-air Pokemon have used Fly or Bounce. |
Electric |
10 |
120 |
70% |
| Tutored |
Thunder Wave |
Paralyzes the target. |
Electric |
20 |
N/A |
100% |
| TM/HM |
Thunderbolt |
Has a 10% chance to paralyze the target. |
Electric |
15 |
95 |
100% |
| Tutored |
Thunderpunch |
Has a 10% chance to paralyze the target. |
Electric |
15 |
75 |
100% |
| TM/HM |
Torment |
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. |
Dark |
15 |
N/A |
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% |
| Level-Up |
Trick |
Exchanges items with the target unless it has Sticky Hold. Items lost to this move cannot be recovered by using Recycle. |
Psychic |
10 |
N/A |
100% |