Show All
General Info
Locations
Level-Up Attacks
Breeding Info
Tutored Moves
TM/HM Moves
Stats
SideDex
Picdex
Learnsets
Movesets
Deck Dex
-------- Psydex Search Unown Dex Game Sprites TechDex TechDex Search -------- Tools Attack Type Analyzer Damage Calculator IV Calculator DV Calculator Hidden Power Pokemon Comparer Stat Calculator Type Analyzer -------- Training Guides Double Battles EV Training Movesets Pokemon Battle Roles Trainer's Guide --------
Psylab Psylab Index Abilities List -Pick Up- Attacks List Attack Priority Breeding Hidden Numbers -Deter Values- -Effort Values- -Experience- -Gender Values- -Happiness- Natures Guide Pokerus Shiny Pokemon Stats Guide Status Effects Guide Types Explanation --------
Pearl Diamond Platinum
FireRed LeafGreen
Ruby Sapphire Emerald
Gold Silver Crystal
Red Blue Yellow
Other Games
Anime
Trading Card Game

Mew   

DP RSE & FRLG GSC RBY
Sort by:   Order:  
MethodNameEffectTypePPPwrAcc
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%
Level-Up Ancientpower Has a 10% chance to raise all of the user's stats by 1 stage. Rock 5 60 100%
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%
TM/HM Blizzard Has a 10% chance to freeze the target. Ice 5 120 70%
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 Bulk Up Raises the user's Attack and Defense by 1 stage each. Fighting 20 N/A N/A
TM/HM Bullet Seed 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. Grass 30 10 100%
TM/HM Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Psychic 20 N/A N/A
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 Cut Damages the target. Normal 30 50 95%
Tutored 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 or Ice Ball. Normal 40 N/A N/A
TM/HM Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Ground 10 60 100%
TM/HM Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Water 10 60 100%
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%
TM/HM Dragon Claw Damages the target. Dragon 15 80 100%
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%
Tutored Dynamicpunch Confuses the target. Fighting 5 100 50%
TM/HM Earthquake Power doubles when performed against Pokemon using Dig. Ground 10 100 100%
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
Tutored 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%
TM/HM Facade Power doubles if the user is inflicted with burn, paralysis or poison. Normal 20 70 100%
Other Method Faint Attack Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Dark 25 60 100%
Other Method 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%
TM/HM Fire Blast Has a 10% chance to burn the target. Fire 5 120 85%
Tutored Fire Punch Has a 10% chance to burn the target. Fire 15 75 100%
TM/HM Flamethrower Has a 10% chance to burn the target. Fire 15 95 100%
TM/HM Flash Lowers the target's Accuracy by 1 stage. Normal 20 N/A 70%
TM/HM Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder, and Sky Uppercut 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%
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%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
Tutored 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%
TM/HM Giga Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Grass 5 60 100%
TM/HM Hail 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 an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Ice 10 N/A N/A
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%
Other Method Hypnosis Puts the target to sleep. Psychic 20 N/A 60%
TM/HM Ice Beam Has a 10% chance to freeze the target. Ice 10 95 100%
Tutored Ice Punch Has a 10% chance to freeze the target. Ice 15 75 100%
Tutored Icy Wind Lowers the target's Speed by 1 stage. Ice 15 55 95%
TM/HM Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Steel 15 100 75%
TM/HM 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
Tutored 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, 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
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 100%
Tutored Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 10 20 100%
Other Method Night Shade Does damage equal to user's level. Ghost 15 Var Dmg 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 Overheat Lowers the user's Special Attack by 2 stages after use. Fire 5 140 90%
Level-Up Pound Damages the target. Normal 35 40 100%
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
Tutored 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
TM/HM 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%
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. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Normal 20 N/A 100%
Tutored Rock Slide Has a 30% chance to make the target flinch. Rock 10 75 90%
TM/HM Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Fighting 15 20 100%
TM/HM Rock Tomb Lowers the target's Speed by 1 stage. Rock 10 50 80%
Tutored 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%
TM/HM Safeguard Protects the user's entire team from status conditions for five turns. Normal 25 N/A N/A
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, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Rock 10 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%
Tutored 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%
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 Sky Attack The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Also has a 30% chance to make the target flinch. Flying 5 140 90%
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 Sludge Bomb Has a 30% chance to poison the target. Poison 10 90 100%
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%
Tutored Softboiled Restores 1/2 of the user's max HP. Normal 10 N/A N/A
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%
TM/HM Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Steel 25 70 95%
TM/HM Strength Damages the target. Normal 15 80 100%
Tutored 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
TM/HM Surf Power doubles against a target who is in the middle of using Dive. Water 15 95 100%
Tutored 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%
Tutored Swords Dance Raises the user's Attack by 2 stages. Normal 30 N/A N/A
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 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
Other Method 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%
TM/HM Water Pulse Has a 20% chance to confuse the target. Water 20 60 100%
TM/HM Waterfall Damages the target. Water 15 80 100%
Other Method Zap Cannon Paralyzes the target. Electric 5 100 50%

Returned 100 results