| 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% |
| 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% |
| Level-Up |
Charm |
Lowers the target's Attack by 2 stages. |
Normal |
20 |
N/A |
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% |
| 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 |
Double Team |
Raises the user's Evasion by 1 stage. |
Normal |
15 |
N/A |
N/A |
| Level-Up |
Double-edge |
The user receives 1/3 recoil damage. |
Normal |
15 |
120 |
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% |
| 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% |
| TM/HM |
Fire Blast |
Has a 10% chance to burn the target. |
Fire |
5 |
120 |
85% |
| 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% |
| Level-Up |
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 |
| Egg Move |
Foresight |
Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type moves. |
Normal |
40 |
N/A |
100% |
| 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% |
| Level-Up |
Growl |
Lowers the target's Attack by 1 stage. |
Normal |
40 |
N/A |
100% |
| 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 |
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% |
| Tutored |
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% |
| Egg Move |
Mirror Move |
The user performs the last move executed by its target; if applicable, an attack's damage is calculated with the user's stats, level and type(s). This moves fails if the target has not yet used a move. Mirror Move cannot copy Encore, Struggle, global moves affecting all Pokemon on the field (such as Hail, Rain Dance, Sandstorm and Sunny Day) moves that can bypass Protect (Doom Desire, Future Sight, Imprison, Perish Song, Psych Up, Role Play and Transform) and moves that do not have a specific target (such as Light Screen, Reflect, Safeguard and Spikes). |
Flying |
20 |
Copy |
N/A |
| Tutored |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
Ground |
10 |
20 |
100% |
| Egg Move |
Peck |
Damages the target. |
Flying |
35 |
35 |
100% |
| Egg Move |
Present |
Randomly either attacks with a variable power, between 40 base power and 120 base power, or heals the target by 80 HP. |
Normal |
15 |
Var BP |
90% |
| 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 |
| Egg Move |
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 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 |
Rock Smash |
Has a 50% chance to lower the target's Defense by 1 stage. |
Fighting |
15 |
20 |
100% |
| 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% |
| 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% |
| 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 |
| 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% |
| Egg Move |
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% |
| Level-Up |
Sweet Kiss |
Confuses the target. |
Normal |
10 |
N/A |
75% |
| 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 |
Thunder Wave |
Paralyzes the target. |
Electric |
20 |
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% |
| Other Method |
Tri Attack |
Has a 20% chance to burn, paralyze or freeze the target. |
Normal |
10 |
80 |
100% |
| TM/HM |
Water Pulse |
Has a 20% chance to confuse the target. |
Water |
20 |
60 |
100% |
| Level-Up |
Wish |
At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of its max HP; this can be any member of the user's team. |
Normal |
10 |
N/A |
N/A |
| Level-Up |
Yawn |
If the target stays in battle, it falls asleep at the end of the next turn. |
Normal |
10 |
N/A |
100% |