| Level-Up |
Ancientpower |
Has a ~10% chance to raise all of the user's stats by 1 stage. |
Rock |
5 |
60 |
100% |
| 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% |
| 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% |
| 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% |
| GSC TM/HM |
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 |
Cut |
Damages the target. |
Normal |
30 |
50 |
95% |
| GSC TM/HM |
Defense Curl |
Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout. |
Normal |
40 |
N/A |
N/A |
| GSC TM/HM |
Detect |
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. |
Fighting |
5 |
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% |
| 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% |
| RBY TM/HM |
Dragon Rage |
Always deals 40 points of damage. |
Dragon |
10 |
Set |
100% |
| GSC TM/HM |
Dragonbreath |
Has a ~30% chance to paralyze the target. |
Dragon |
20 |
60 |
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% |
| RBY TM/HM |
Egg Bomb |
Damages the target. |
Normal |
10 |
100 |
75% |
| 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 |
| RBY TM/HM |
Explosion |
The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. |
Normal |
5 |
250 |
100% |
| GSC TM/HM |
Fire Blast |
Has a ~10% chance to burn the target. |
Fire |
5 |
120 |
85% |
| GSC TM/HM |
Fire Punch |
Has a ~10% chance to burn the target. |
Fire |
15 |
75 |
100% |
| 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 |
Fly |
On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister and Thunder have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. |
Flying |
15 |
70 |
95% |
| 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% |
| GSC TM/HM |
Giga Drain |
Restores the user's HP by 1/2 of the damage inflicted on the target. |
Grass |
5 |
60 |
100% |
| GSC TM/HM |
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% |
| RBY TM/HM |
Horn Drill |
The target faints; doesn't work on higher-leveled Pokemon. |
Normal |
5 |
KO |
30% |
| 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 Drain |
Restores the user's HP by 1/2 of the damage inflicted on the target. |
Grass |
10 |
40 |
100% |
| RBY TM/HM |
Mega Kick |
Damages the target. |
Normal |
5 |
120 |
75% |
| Level-Up |
Mega Punch |
Damages the target. |
Normal |
20 |
80 |
85% |
| Level-Up |
Metronome |
The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Sketch, Struggle or any move that the user already knows. |
Normal |
10 |
N/A |
N/A |
| 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% |
| Level-Up |
Pound |
Damages the target. |
Normal |
35 |
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 |
Razor Wind |
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Has a high critical hit ratio. |
Normal |
10 |
80 |
75% |
| 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 |
Roar |
Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. |
Normal |
20 |
N/A |
100% |
| RBY TM/HM |
Rock Slide |
Has a ~30% chance to make the target flinch. |
Rock |
10 |
75 |
90% |
| GSC TM/HM |
Rock Smash |
Has a ~50% chance to lower the target's Defense by 1 stage. |
Fighting |
15 |
20 |
100% |
| GSC TM/HM |
Rollout |
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. |
Rock |
20 |
30 |
90% |
| GSC TM/HM |
Sandstorm |
Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is a Ground-, Rock-, or Steel-type and the healing power of Morning Sun, Synthesis and Moonlight is halved. |
Rock |
10 |
N/A |
N/A |
| RBY TM/HM |
Seismic Toss |
Does damage equal to user's level. |
Fighting |
20 |
Var Dmg |
100% |
| RBY TM/HM |
Selfdestruct |
The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. |
Normal |
5 |
200 |
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% |
| RBY TM/HM |
Sky Attack |
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. |
Flying |
5 |
140 |
90% |
| 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 |
Sludge Bomb |
Has a ~30% chance to poison the target. |
Poison |
10 |
90 |
100% |
| GSC TM/HM |
Snore |
Has a ~30% chance to make the target flinch; fails if user is awake. |
Normal |
15 |
40 |
100% |
| RBY TM/HM |
Softboiled |
Restores 1/2 of the user's max HP. |
Normal |
10 |
N/A |
N/A |
| GSC 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, this move has half power. |
Grass |
10 |
120 |
100% |
| GSC TM/HM |
Steel Wing |
Has a ~10% chance to raise the user's Defense by 1 stage. |
Steel |
25 |
70 |
95% |
| 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 |
Sweet Scent |
Lowers the target's Evasion by 1 stage. |
Normal |
20 |
N/A |
100% |
| 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% |
| RBY TM/HM |
Swords Dance |
Raises the user's Attack by 2 stages. |
Normal |
30 |
N/A |
N/A |
| 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 |
| GSC TM/HM |
Thief |
Steals the target's held item unless the user is already holding an item |
Dark |
10 |
40 |
100% |
| GSC 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. |
Electric |
10 |
120 |
70% |
| RBY TM/HM |
Thunder Wave |
Paralyzes the target. |
Electric |
20 |
N/A |
100% |
| RBY TM/HM |
Thunderbolt |
Has a ~10% chance to paralyze the target. |
Electric |
15 |
95 |
100% |
| GSC TM/HM |
Thunderpunch |
Has a ~10% chance to paralyze the target. |
Electric |
15 |
75 |
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% |
| Level-Up |
Transform |
The user morphs into a near-exact copy of the target. Stats, stat modifiers, type, moves, Hidden Power data and appearance are changed; the user's level and HP remain the same and each copied move receives only 5 PP. (If Transform is used by Ditto, the effects of Metal Powder stop working after transformation.) |
Normal |
10 |
N/A |
N/A |
| RBY TM/HM |
Tri Attack |
Has a ~20% chance to burn, paralyze or freeze the target. |
Normal |
10 |
80 |
100% |
| RBY TM/HM |
Water Gun |
Damages the target. |
Water |
25 |
40 |
100% |
| GSC TM/HM |
Waterfall |
Damages the target. |
Water |
15 |
80 |
100% |
| GSC TM/HM |
Whirlpool |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass. |
Water |
15 |
15 |
70% |
| RBY TM/HM |
Whirlwind |
Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. |
Normal |
20 |
N/A |
100% |
| GSC TM/HM |
Zap Cannon |
Paralyzes the target. |
Electric |
5 |
100 |
50% |