Hello Guest. Log In
About Us | Contact Us | Link To Us | News Archive | Site Map
 
Quick Links:
Picdex
Black & White
HGSS Walkthrough
Platinum Walkthrough
DP Walkthrough
Search
Search the Psydex
Search psypokes.com
Search WWW
Powered by Google
Psypoke
  » PsyBlog Staff Blogs   » Psypoke Idol   »» Main Page   » Psypoke's GPCT   »» Main Page Community   » Chats   » Forums Games   » PsyQuest   » Amnesia Attack!   » Psyfari Zone
Psydex
 
Show All
General
Locations
Level-Up Moves
Breeding Info
Full Breeding Chain
Tutored Moves
TM/HM Compatibility
Stats
Side Dex
Picdex
Learnsets
Movesets
Deck Dex

  » Psydex   » 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
Psylab
OmegaRuby AlphaSapphire
X Y
Black White Black2 White2
HeartGold SoulSilver
Diamond Pearl Platinum
FireRed LeafGreen
Ruby Sapphire Emerald
Gold Silver Crystal
Red Blue Yellow
Other Games
Anime
TCG

 

 

 

« #189 Jumpluff «   » #191 Sunkern »

#190 Aipom   

General Information
Regular Sprite Shiny Sprite Dex Number:
National Johto Hoenn Sinnoh Unova Kalos Alola
190 122 335 - - - -
Names:
English Japanese German French
Aipom Eipamu
(エイパム)
Griffel Capumain
Visualisation:
Footprint Body Style Cry Anime Cry
 
Species: Long Tail
Type: Normal
Habitat: Forest
Gender Ratio:
Male: 50% Female: 50%
Height:
Imperial: 2ft 7in Metric: 0.8m
Weight:
Imperial: 25.4lbs Metric: 11.5kg
Colour: Purple
Evolution Line:

Aipom
Level up with attack Double Hit

Ambipom
Pokedex Entries:
GoldIts tail is so powerful that it can use it to grab a tree branch and hold itself up in the air.
SilverIt lives atop all trees. When leaping from branch to branch, it deftly uses its tail for balance.
CrystalIt uses its tail to hang on to tree branches. It uses its momentum to swing from one branch to another.
RubyAIPOM's tail ends in a hand-like appendage that can be cleverly manipulated. However, because the POKÉMON uses its tail so much, its real hands have become rather clumsy.
Sapphire
EmeraldIts tail ends with a dexterous, handlike appendage. However, because it uses the tail so much, AIPOM's real hands have become rather clumsy.
FireRedIt lives atop all trees. When leaping from branch to branch, it deftly uses its tail for balance.
LeafGreenIts tail is so powerful that it can use it to grab a tree branch and hold itself up in the air.
DiamondIt uses its tail to pluck fruits that are out of reach. Its tail is more adept than its real hands.
PearlIt lives atop giant trees. It wraps its tail around a branch so it won't fall off while asleep.
PlatinumIt lives high among the treetops. It can use its tail as freely and cleverly as its hands.
HeartGoldIts tail is so powerful that it can use it to grab a tree branch and hold itself up in the air.
SoulSilverIt lives atop tall trees. When leaping from branch to branch, it deftly uses its tail for balance.
BlackIt lives high among the treetops. It can use its tail as freely and cleverly as its hands.
White
Black 2It lives high among the treetops. It can use its tail as freely and cleverly as its hands.
White 2
XIt lives atop tall trees. When leaping from branch to branch, it deftly uses its tail for balance.
YIts tail is so powerful that it can use it to grab a tree branch and hold itself up in the air.
Stadium 2Its tail is so powerful that it can use it to grab a tree branch and hold itself up in the air.
Type and Ability InformationAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC
GSC Type Information (By Type):
Type
Normal x1 x1 x1 x1 x2 x1 x1 x0 x1 x1 x1 x1 x1 x1 x1 x1 x1
GSC Type Information (By Effect):
Type Weaknesses Resistances Immunities
Normal
Fighting (x2)
 
Ghost (x0)
RSE/FRLG Type Information (By Type):
Type
Normal x1 x1 x1 x1 x2 x1 x1 x0 x1 x1 x1 x1 x1 x1 x1 x1 x1
RSE/FRLG Type Information (By Effect):
Type Weaknesses Resistances Immunities
Normal
Fighting (x2)
 
Ghost (x0)
DPP/HGSS Type Information (By Type):
Type
Normal x1 x1 x1 x1 x2 x1 x1 x0 x1 x1 x1 x1 x1 x1 x1 x1 x1
DPP/HGSS Type Information (By Effect):
Type Weaknesses Resistances Immunities
Normal
Fighting (x2)
 
Ghost (x0)
BW/BW2 Type Information (By Type):
Type
Normal x1 x1 x1 x1 x2 x1 x1 x0 x1 x1 x1 x1 x1 x1 x1 x1 x1
BW/BW2 Type Information (By Effect):
Type Weaknesses Resistances Immunities
Normal
Fighting (x2)
 
Ghost (x0)
XY/ORAS Type Information (By Type):
Type
Normal x1 x1 x1 x1 x1 x2 x1 x1 x0 x1 x1 x1 x1 x1 x1 x1 x1 x1
XY/ORAS Type Information (By Effect):
Type Weaknesses Resistances Immunities
Normal
Fighting (x2)
 
Ghost (x0)
Type Information (By Type):
Type
Normal x1 x1 x1 x1 x1 x2 x1 x1 x0 x1 x1 x1 x1 x1 x1 x1 x1 x1
Type Information (By Effect):
Type Weaknesses Resistances Immunities
Normal
Fighting (x2)
 
Ghost (x0)
RSE/FRLG Abilities:
RSE/FRLGRun Away (Nigeashi - にげあし):
Unless this Pokemon is under the effects of a trapping move or ability, such as Mean Look or Shadow Tag, it will escape from wild Pokemon battles without fail.
RSE/FRLGPickup (Mono Hiroi - ものひろい):
If it is not already holding an item, this Pokemon may find and be holding a variety of items after a battle: see the full Pickup List for more information.
DPP/HGSS Abilities:
DPP/HGSSRun Away (Nigeashi - にげあし):
Unless this Pokemon is under the effects of a trapping move or ability, such as Mean Look or Shadow Tag, it will escape from wild Pokemon battles without fail.
DPP/HGSSPickup (Mono Hiroi - ものひろい):
If it is not already holding an item, this Pokemon may find and be holding a variety of items after a battle: see the full Pickup List for more information.
BW/BW2 Abilities:
BW/BW2Run Away (Nigeashi - にげあし):
Unless this Pokemon is under the effects of a trapping move or ability, such as Mean Look or Shadow Tag, it will escape from wild Pokemon battles without fail.
BW/BW2Pickup (Mono Hiroi - ものひろい):
If it is not already holding an item, this Pokemon may find and be holding a variety of items after a battle: see the full Pickup List for more information.
BW/BW2 (Hidden)Skill Link (Sukiru Rinku - スキルリンク):
When this Pokemon uses an attack that strikes multiple times in one turn, such as Fury Attack or Spike Cannon, such attacks will always strike for the maximum number of hits.
XY/ORAS Abilities:
XY/ORASRun Away (Nigeashi - にげあし):
Unless this Pokemon is under the effects of a trapping move or ability, such as Mean Look or Shadow Tag, it will escape from wild Pokemon battles without fail.
XY/ORASPickup (Mono Hiroi - ものひろい):
If it is not already holding an item, this Pokemon may find and be holding a variety of items after a battle: see the full Pickup List for more information.
XY/ORAS (Hidden)Skill Link (Sukiru Rinku - スキルリンク):
When this Pokemon uses an attack that strikes multiple times in one turn, such as Fury Attack or Spike Cannon, such attacks will always strike for the maximum number of hits.
SM/USUM Abilities:
SM/USUMRun Away (Nigeashi - にげあし):
Unless this Pokemon is under the effects of a trapping move or ability, such as Mean Look or Shadow Tag, it will escape from wild Pokemon battles without fail.
SM/USUMPickup (Mono Hiroi - ものひろい):
If it is not already holding an item, this Pokemon may find and be holding a variety of items after a battle: see the full Pickup List for more information.
SM/USUM (Hidden)Skill Link (Sukiru Rinku - スキルリンク):
When this Pokemon uses an attack that strikes multiple times in one turn, such as Fury Attack or Spike Cannon, such attacks will always strike for the maximum number of hits.
LocationsAll | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC
GSC Locations:
VersionAreaTimeMethodFrequency
Gold Route 29 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 29 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 30 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 30 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 31 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 31 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 32 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 32 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 33 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 33 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 42 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 42 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 43 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 43 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 44 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 44 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 45 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 45 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 46 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 46 (Rare) Morning Day Night Headbutt
Headbutt
20%
Silver Route 29 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 29 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 30 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 30 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 31 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 31 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 32 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 32 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 33 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 33 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 42 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 42 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 43 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 43 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 44 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 44 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 45 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 45 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 46 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 46 (Rare) Morning Day Night Headbutt
Headbutt
20%
Crystal Route 26 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 26 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 27 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 27 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 29 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 29 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 30 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 30 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 31 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 31 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 32 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 32 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 34 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 34 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 35 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 35 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 36 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 36 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 37 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 37 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 38 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 38 (Rare) Morning Day Night Headbutt
Headbutt
20%
Route 39 (Common) Morning Day Night Headbutt
Headbutt
20%
Route 39 (Rare) Morning Day Night Headbutt
Headbutt
20%
RSE Locations:
VersionAreaMethodFrequency
Ruby Trade from Emerald Trade
Trade
-
Sapphire Trade from Emerald Trade
Trade
-
Emerald Altering Cave (Requires e-card) Walk
Walk
100%
Safari Zone Extension North Walk
Walk
30%
Safari Zone Extension South Walk
Walk
10%
FRLG Locations:
VersionAreaMethodFrequency
FireRed Altering Cave (Requires e-card) Walk
Walk
100%
LeafGreen Altering Cave (Requires e-card) Walk
Walk
100%
DPP Locations:
VersionAreaTimeMethodFrequency
Diamond Honey Tree - Groups 1&2 Morning Day Night Honey Tree
Honey Tree
-
Pearl Honey Tree - Groups 1&2 Morning Day Night Honey Tree
Honey Tree
-
Platinum Honey Tree - Groups 1&2 Morning Day Night Honey Tree
Honey Tree
-
HGSS Locations:
VersionAreaTimeMethodFrequency
HeartGold Mt. Silver Cave Outside (Mountain) (Common) [Level 42 - 44] Morning Day Night Headbutt
Headbutt
30%
Mt. Silver Cave Outside (Mountain) (Rare) [Level 45 - 48] Morning Day Night Headbutt
Headbutt
30%
Mt. Silver (Common) [Level 39 - 40] Morning Day Night Headbutt
Headbutt
30%
Mt. Silver (Rare) [Level 41 - 43] Morning Day Night Headbutt
Headbutt
30%
Azalea Town (Common) [Level 3 - 5] Morning Day Night Headbutt
Headbutt
20%
Azalea Town (Rare) [Level 6 - 8] Morning Day Night Headbutt
Headbutt
20%
Route 46 (Rare) [Level 4 - 5] Morning Day Night Headbutt
Headbutt
20%
Route 46 (Common) [Level 2 - 3] Morning Day Night Headbutt
Headbutt
20%
Route 45 (Rare) [Level 26 - 27] Morning Day Night Headbutt
Headbutt
20%
Route 45 (Common) [Level 23 - 24] Morning Day Night Headbutt
Headbutt
20%
Route 44 (Rare) [Level 23 - 24] Morning Day Night Headbutt
Headbutt
20%
Route 44 (Common) [Level 21 - 22] Morning Day Night Headbutt
Headbutt
20%
Route 42 (Rare) [Level 15 - 16] Morning Day Night Headbutt
Headbutt
20%
Route 42 (Common) [Level 13 - 14] Morning Day Night Headbutt
Headbutt
20%
Route 33 (Rare) [Level 6 - 8] Morning Day Night Headbutt
Headbutt
20%
Route 33 (Common) [Level 3 - 5] Morning Day Night Headbutt
Headbutt
20%
Route 28 (Rare) [Level 41 - 43] Morning Day Night Headbutt
Headbutt
30%
Route 28 (Common) [Level 39 - 40] Morning Day Night Headbutt
Headbutt
30%
SoulSilver Mt. Silver Cave Outside (Mountain) (Common) [Level 42 - 44] Morning Day Night Headbutt
Headbutt
30%
Mt. Silver Cave Outside (Mountain) (Rare) [Level 45 - 48] Morning Day Night Headbutt
Headbutt
30%
Mt. Silver (Common) [Level 39 - 40] Morning Day Night Headbutt
Headbutt
30%
Mt. Silver (Rare) [Level 41 - 43] Morning Day Night Headbutt
Headbutt
30%
Azalea Town (Common) [Level 3 - 5] Morning Day Night Headbutt
Headbutt
20%
Azalea Town (Rare) [Level 6 - 8] Morning Day Night Headbutt
Headbutt
20%
Route 46 (Rare) [Level 4 - 5] Morning Day Night Headbutt
Headbutt
20%
Route 46 (Common) [Level 2 - 3] Morning Day Night Headbutt
Headbutt
20%
Route 45 (Rare) [Level 26 - 27] Morning Day Night Headbutt
Headbutt
20%
Route 45 (Common) [Level 23 - 24] Morning Day Night Headbutt
Headbutt
20%
Route 44 (Rare) [Level 23 - 24] Morning Day Night Headbutt
Headbutt
20%
Route 44 (Common) [Level 21 - 22] Morning Day Night Headbutt
Headbutt
20%
Route 42 (Rare) [Level 15 - 16] Morning Day Night Headbutt
Headbutt
20%
Route 42 (Common) [Level 13 - 14] Morning Day Night Headbutt
Headbutt
20%
Route 33 (Rare) [Level 6 - 8] Morning Day Night Headbutt
Headbutt
20%
Route 33 (Common) [Level 3 - 5] Morning Day Night Headbutt
Headbutt
20%
Route 28 (Rare) [Level 41 - 43] Morning Day Night Headbutt
Headbutt
30%
Route 28 (Common) [Level 39 - 40] Morning Day Night Headbutt
Headbutt
30%
BW Locations:
VersionAreaSeasonMethodFrequency
Black Trade from Diamond/Pearl/Platinum/HeartGold/SoulSilver   Trade
Trade
-
White Trade from Diamond/Pearl/Platinum/HeartGold/SoulSilver   Trade
Trade
-
Other Locations:
VersionArea
ColosseumCipher Peon Cole
Level-Up MovesAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC
GSC Level-Up Moves:
GS C AttackEffectTypePwrAcc
1 1 Scratch Damages the target. Normal 40 100%
1 1 Tail Whip Lowers the target's Defense by 1 stage. Normal N/A 100%
6 6 Sand-Attack Lowers the target's Accuracy by 1 stage. Ground N/A 100%
12 12 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, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Mean Look, Spider Web and Substitute to the replacement Pokemon. In-game, Baton Pass also passes partial trapping moves (Bind, Clamp, Fire Spin and Wrap), Foresight, Toxic if the replacement is poisoned and Nightmare if replacement is asleep. Normal N/A N/A
19 19 Fury Swipes 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 80%
27 27 Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig or Fly. Normal 60 100%
36 36 Screech Lowers the target's Defense by 2 stages. Normal N/A 85%
46 46 Agility Raises the user's Speed by 2 stages. Psychic N/A N/A
RSE/FRLG Level-Up Moves:
RS E FLAttackEffectTypePwrAcc
1 1 1 Scratch Damages the target. Normal 40 100%
1 1 1 Tail Whip Lowers the target's Defense by 1 stage. Normal N/A 100%
6 6 6 Sand-Attack Lowers the target's Accuracy by 1 stage. Ground N/A 100%
13 13 13 Astonish Has a 30% chance to make the target flinch. Ghost 30 100%
18 18 18 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 N/A N/A
25 25 25 Tickle Lowers the target's Attack and Defense by 1 stage each. Normal N/A 100%
31 31 31 Fury Swipes 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 80%
38 38 38 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 60 100%
43 43 43 Screech Lowers the target's Defense by 2 stages. Normal N/A 85%
50 50 50 Agility Raises the user's Speed by 2 stages. Psychic N/A N/A
DPP/HGSS Level-Up Moves:
DP P HSAttackEffectDamageTypePwrAcc
1 1 1 Tail Whip Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
1 1 1 Scratch Damages the target. Physical Damage Normal 40 100%
4 4 4 Sand-Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground N/A 100%
8 8 8 Astonish Has a 30% chance to make the target flinch. Physical Damage Ghost 30 100%
11 11 11 Baton Pass The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative, including from Charge and Stockpile), as well as confusion, Focus Energy/Lansat Berry boosts, Ingrain, Aqua Ring, Embargo, Gastro Acid, Power Trick, Magnet Rise, Stockpiles, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. Other Damage Normal N/A N/A
15 15 15 Tickle Lowers the target's Attack and Defense by 1 stage each. Other Damage Normal N/A 100%
18 18 18 Fury Swipes 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. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 18 80%
22 22 22 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. Special Damage Normal 60 100%
25 25 25 Screech Lowers the target's Defense by 2 stages. Other Damage Normal N/A 85%
29 29 29 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
32 32 32 Double Hit Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Physical Damage Normal 35 90%
36 36 36 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
39 39 39 Nasty Plot Raises the user's Special Attack by 2 stages. Other Damage Dark N/A N/A
43 43 43 Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 130 100%
BW/BW2 Level-Up Moves:
BWBW2AttackEffectDamageTypePwrAcc
1 1 Tail Whip Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
1 1 Scratch Damages the target. Physical Damage Normal 40 100%
4 4 Sand-Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground N/A 100%
8 8 Astonish Has a 30% chance to make the target flinch. Physical Damage Ghost 30 100%
11 11 Baton Pass The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative, including from Charge and Stockpile), as well as confusion, Focus Energy/Lansat Berry boosts, Ingrain, Aqua Ring, Embargo, Gastro Acid, Power Trick, Magnet Rise, Stockpiles, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. Other Damage Normal N/A N/A
15 15 Tickle Lowers the target's Attack and Defense by 1 stage each. Other Damage Normal N/A 100%
18 18 Fury Swipes 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. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 18 80%
22 22 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. Special Damage Normal 60 N/A
25 25 Screech Lowers the target's Defense by 2 stages. Other Damage Normal N/A 85%
29 29 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
32 32 Double Hit Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Physical Damage Normal 35 90%
36 36 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
39 39 Nasty Plot Raises the user's Special Attack by 2 stages. Other Damage Dark N/A N/A
43 43 Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 140 100%
XY/ORAS Level-Up Moves:
XYORASAttackEffectDamageTypePwrAcc
1 1 Tail Whip Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
1 1 Scratch Damages the target. Physical Damage Normal 40 100%
4 4 Sand Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground N/A 100%
8 8 Astonish Has a 30% chance to make the target flinch. Physical Damage Ghost 30 100%
11 11 Baton Pass The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative, including from Charge and Stockpile), as well as confusion, Focus Energy/Lansat Berry boosts, Ingrain, Aqua Ring, Embargo, Gastro Acid, Power Trick, Magnet Rise, Stockpiles, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. Other Damage Normal N/A N/A
15 15 Tickle Lowers the target's Attack and Defense by 1 stage each. Other Damage Normal N/A 100%
18 18 Fury Swipes 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. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 18 80%
22 22 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. Special Damage Normal 60 N/A
25 25 Screech Lowers the target's Defense by 2 stages. Other Damage Normal N/A 85%
29 29 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
32 32 Double Hit Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Physical Damage Normal 35 90%
36 36 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
39 39 Nasty Plot Raises the user's Special Attack by 2 stages. Other Damage Dark N/A N/A
43 43 Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 140 100%
SM/USUM Level-Up Moves:
SMUSUMAttackEffectDamageTypePwrAcc
1 1 Tail Whip Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
1 1 Scratch Damages the target. Physical Damage Normal 40 100%
4 4 Sand Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground N/A 100%
8 8 Astonish Has a 30% chance to make the target flinch. Physical Damage Ghost 30 100%
11 11 Baton Pass The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative, including from Charge and Stockpile), as well as confusion, Focus Energy/Lansat Berry boosts, Ingrain, Aqua Ring, Embargo, Gastro Acid, Power Trick, Magnet Rise, Stockpiles, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. Other Damage Normal N/A N/A
15 15 Tickle Lowers the target's Attack and Defense by 1 stage each. Other Damage Normal N/A 100%
18 18 Fury Swipes 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. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 18 80%
22 22 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. Special Damage Normal 60 N/A
25 25 Screech Lowers the target's Defense by 2 stages. Other Damage Normal N/A 85%
29 29 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
32 32 Double Hit Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Physical Damage Normal 35 90%
36 36 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
39 39 Nasty Plot Raises the user's Special Attack by 2 stages. Other Damage Dark N/A N/A
43 43 Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 140 100%
Breeding Information
Egg Group Field Field
Approx Steps to Hatch5120
Egg MovesAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC
GSC Egg Moves:
VersionAttackEffectTypePwrAcc
GSC 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 15 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
GSC Slam Damages the target. Normal 80 75%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
GSC Screech Lowers the target's Defense by 2 stages. Normal N/A 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
GSC Spite The target's most recent move is reduced by 2-5 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Ghost N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
GSC Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. Dark 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Egg Moves:
VersionAttackEffectTypePwrAcc
RSE/FRLG 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 15 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Slam Damages the target. Normal 80 75%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG 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 Var Dmg 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Agility Raises the user's Speed by 2 stages. Psychic N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Screech Lowers the target's Defense by 2 stages. Normal N/A 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Spite The target's most recent move is reduced by 2-5 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Ghost N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. Dark 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
RSE/FRLG Beat Up Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats. Dark 10 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Egg Moves:
VersionAttackEffectDamageTypePwrAcc
DPP/HGSS 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. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Slam Damages the target. Physical Damage Normal 80 75%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS 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. Physical Damage Fighting Var Dmg 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Screech Lowers the target's Defense by 2 stages. Other Damage Normal N/A 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Dark 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Beat Up Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats. Physical Damage Dark 10 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS 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. Physical Damage Normal 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Bounce On the first turn, the user bounces 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 or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. Physical Damage Flying 85 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
DPP/HGSS Covet Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. Physical Damage Normal 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Egg Moves:
VersionAttackEffectDamageTypePwrAcc
BW/BW2 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. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Slam Damages the target. Physical Damage Normal 80 75%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 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. Physical Damage Fighting Var Dmg 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Screech Lowers the target's Defense by 2 stages. Other Damage Normal N/A 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner or Volt Switch, these Pokemon are hit for normal damage; when a slower Pokemon uses Pursuit against Pokemon who uses these moves, the latter make their attack, then are hit by Pursuit for double power, and switches out. Physical Damage Dark 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Beat Up Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats. Physical Damage Dark 10 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 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. Physical Damage Normal 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Revenge Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Fighting 60 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Bounce On the first turn, the user bounces 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 or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. Physical Damage Flying 85 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Covet Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. Physical Damage Normal 60 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
BW/BW2 Switcheroo Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Dark N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Egg Moves:
VersionAttackEffectDamageTypePwrAcc
XY/ORAS Double Slap 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. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Slam Damages the target. Physical Damage Normal 80 75%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS 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. Physical Damage Fighting Var Dmg 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Screech Lowers the target's Defense by 2 stages. Other Damage Normal N/A 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner or Volt Switch, these Pokemon are hit for normal damage; when a slower Pokemon uses Pursuit against Pokemon who uses these moves, the latter make their attack, then are hit by Pursuit for double power, and switches out. Physical Damage Dark 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Beat Up Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats. Physical Damage Dark 1 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS 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. Physical Damage Normal 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Revenge Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Fighting 60 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Bounce On the first turn, the user bounces 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 or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. Physical Damage Flying 85 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Covet Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. Physical Damage Normal 60 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Switcheroo Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Dark N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
XY/ORAS Quick Guard Protects the user's team from moves with high priority, except for Feint. Success rate diminishes with consecutive usage. Other Damage Fighting N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Egg Moves:
VersionAttackEffectDamageTypePwrAcc
SM/USUM Double Slap 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. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 15 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Slam Damages the target. Physical Damage Normal 80 75%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM 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. Physical Damage Fighting Var Dmg 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Agility Raises the user's Speed by 2 stages. Other Damage Psychic N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Screech Lowers the target's Defense by 2 stages. Other Damage Normal N/A 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner or Volt Switch, these Pokemon are hit for normal damage; when a slower Pokemon uses Pursuit against Pokemon who uses these moves, the latter make their attack, then are hit by Pursuit for double power, and switches out. Physical Damage Dark 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Beat Up Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats. Physical Damage Dark 1 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM 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. Physical Damage Normal 40 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Revenge Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Fighting 60 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Bounce On the first turn, the user bounces 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 or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. Physical Damage Flying 85 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Covet Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. Physical Damage Normal 60 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Switcheroo Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Dark N/A 100%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
SM/USUM Quick Guard Protects the user's team from moves with high priority, except for Feint. Success rate diminishes with consecutive usage. Other Damage Fighting N/A N/A
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
Tail Slap 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. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 25 85%
Full Breeding Chain  Possible Chain  Level-Up Parents  Egg Move Parents  Tutor Parents  TM/HM Parents
Tutored MovesAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC
GSC Tutored Moves:
VersionAttackEffectTypePwrAcc
Crystal Thunderbolt Has a ~10% chance to paralyze the target. Electric 95 100%
RSE/FRLG Tutored Moves:
VersionAttackEffectTypePwrAcc
Emerald 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 N/A N/A
Emerald Dynamicpunch Confuses the target. Fighting 100 50%
Emerald 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 N/A N/A
Emerald Fire Punch Has a 10% chance to burn the target. Fire 75 100%
Emerald 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 10 95%
Emerald Ice Punch Has a 10% chance to freeze the target. Ice 75 100%
Emerald Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 20 100%
Emerald 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 Copy N/A
Emerald Snore Has a 30% chance to make the target flinch; fails if user is awake. Normal 40 100%
Emerald Swagger Confuses the target and raises its Attack by 2 stages. Normal N/A 90%
Emerald 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 60 100%
Emerald Thunderpunch Has a 10% chance to paralyze the target. Electric 75 100%
Emerald and FRLG Body Slam Has a 30% chance to paralyze the target. Normal 85 100%
Emerald and FRLG 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 Var Dmg 100%
Emerald and FRLG Double-edge The user receives 1/3 recoil damage. Normal 120 100%
Emerald and FRLG 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 100 100%
Emerald and FRLG Mega Kick Damages the target. Normal 120 75%
Emerald and FRLG Mega Punch Damages the target. Normal 80 85%
Emerald and FRLG 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 N/A N/A
Emerald and FRLG 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 N/A 100%
Emerald and FRLG Seismic Toss Does damage equal to user's level. Fighting Var Dmg 100%
Emerald and FRLG 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 N/A N/A
Emerald and FRLG Thunder Wave Paralyzes the target. Electric N/A 100%
DPP/HGSS Tutored Moves:
VersionAttackEffectDamageTypePwrAcc
Platinum and HGSS Bounce On the first turn, the user bounces 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 or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. Physical Damage Flying 85 85%
Platinum and HGSS Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 75 100%
Platinum and HGSS 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, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap. Physical Damage Bug 10 95%
Platinum and HGSS Gunk Shot Has a 30% chance to poison the target. Physical Damage Poison 120 70%
Platinum and HGSS Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
Platinum and HGSS Knock Off Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Physical Damage Dark 20 100%
Platinum and HGSS Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 130 100%
Platinum and HGSS Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 20 100%
Platinum and HGSS Seed Bomb Damages the target. Physical Damage Grass 80 100%
Platinum and HGSS Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 40 100%
Platinum and HGSS Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost N/A 100%
Platinum and HGSS 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. Special Damage Normal 60 100%
Platinum and HGSS ThunderPunch Has a 10% chance to paralyze the target. Physical Damage Electric 75 100%
Platinum and HGSS Uproar The user causes an Uproar and attacks uncontrollably for 2-5 turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up. Special Damage Normal 50 100%
HGSS Headbutt Has a 30% chance to make the target flinch. Physical Damage Normal 70 100%
HGSS Low Kick Base power increases as the target's weight increases. Physical Damage Fighting Var BP 100%
HGSS Magic Coat Almost always goes first. Until the end of the turn, the user will reflect one non-damaging move back at its user (including allies). In Double Battles, this move will only reflect the first applicable move before wearing off. Other Damage Psychic N/A N/A
BW/BW2 Tutored Moves:
VersionAttackEffectDamageTypePwrAcc
BW2 Bounce On the first turn, the user bounces 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 or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. Physical Damage Flying 85 85%
BW2 Covet Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. Physical Damage Normal 60 100%
BW2 Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 75 100%
BW2 Foul Play This move uses the target's Attack stat, including stat modifiers, in the damage calculation, rather than the user's. Physical Damage Dark 95 100%
BW2 Gunk Shot Has a 30% chance to poison the target. Physical Damage Poison 120 70%
BW2 Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
BW2 Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 100 75%
BW2 Knock Off Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Physical Damage Dark 20 100%
BW2 Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 140 100%
BW2 Low Kick Base power increases as the target's weight increases. Physical Damage Fighting Var BP 100%
BW2 Role Play The user's own ability is overwritten with the target's ability; does nothing if the target's ability is Wonder Guard. Other Damage Psychic N/A N/A
BW2 Seed Bomb Damages the target. Physical Damage Grass 80 100%
BW2 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, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, 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.) Other Damage Normal Copy N/A
BW2 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 or Triple Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. Other Damage Dark N/A N/A
BW2 Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 40 100%
BW2 Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost N/A 100%
BW2 ThunderPunch Has a 10% chance to paralyze the target. Physical Damage Electric 75 100%
BW2 Uproar The user causes an Uproar and attacks uncontrollably for three turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up. Special Damage Normal 90 100%
XY/ORAS Tutored Moves:
VersionAttackEffectDamageTypePwrAcc
ORAS Bounce On the first turn, the user bounces 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 or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. Physical Damage Flying 85 85%
ORAS Covet Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. Physical Damage Normal 60 100%
ORAS 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. Other Damage Normal N/A N/A
ORAS Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 75 100%
ORAS 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. Physical Damage Fighting 150 100%
ORAS Foul Play This move uses the target's Attack stat, including stat modifiers, in the damage calculation, rather than the user's. Physical Damage Dark 95 100%
ORAS Gunk Shot Has a 30% chance to poison the target. Physical Damage Poison 120 80%
ORAS Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
ORAS Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 100 75%
ORAS Knock Off Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Physical Damage Dark 65 100%
ORAS Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 140 100%
ORAS Low Kick Base power increases as the target's weight increases. Physical Damage Fighting Var BP 100%
ORAS Role Play The user's own ability is overwritten with the target's ability; does nothing if the target's ability is Wonder Guard. Other Damage Psychic N/A N/A
ORAS Seed Bomb Damages the target. Physical Damage Grass 80 100%
ORAS 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. Special Damage Electric 60 N/A
ORAS 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 or Triple Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. Other Damage Dark N/A N/A
ORAS Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 50 100%
ORAS Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost N/A 100%
ORAS Thunder Punch Has a 10% chance to paralyze the target. Physical Damage Electric 75 100%
ORAS Uproar The user causes an Uproar and attacks uncontrollably for three turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up. Special Damage Normal 90 100%
ORAS Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
SM Tutored Moves:
VersionAttackEffectDamageTypePwrAcc
USUM Bounce On the first turn, the user bounces 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 or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. Physical Damage Flying 85 85%
USUM Covet Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. Physical Damage Normal 60 100%
USUM Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 75 100%
USUM 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. Physical Damage Fighting 150 100%
USUM Foul Play This move uses the target's Attack stat, including stat modifiers, in the damage calculation, rather than the user's. Physical Damage Dark 95 100%
USUM Gunk Shot Has a 30% chance to poison the target. Physical Damage Poison 120 80%
USUM Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
USUM Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 100 75%
USUM Knock Off Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Physical Damage Dark 65 100%
USUM Last Resort Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. Physical Damage Normal 140 100%
USUM Low Kick Base power increases as the target's weight increases. Physical Damage Fighting Var BP 100%
USUM Role Play The user's own ability is overwritten with the target's ability; does nothing if the target's ability is Wonder Guard. Other Damage Psychic N/A N/A
USUM Seed Bomb Damages the target. Physical Damage Grass 80 100%
USUM 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. Special Damage Electric 60 N/A
USUM 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 or Triple Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. Other Damage Dark N/A N/A
USUM Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 50 100%
USUM Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost N/A 100%
USUM Thunder Punch Has a 10% chance to paralyze the target. Physical Damage Electric 75 100%
USUM Uproar The user causes an Uproar and attacks uncontrollably for three turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up. Special Damage Normal 90 100%
USUM Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
Gift MovesAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC
GSC Gifted Moves:
VersionAttackEffectTypePwrAcc
NYCPC 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 N/A 100%
RSE/FRLG Gifted Moves:
VersionAttackEffectTypePwrAcc
No moves
DPP/HGSS Gifted Moves:
VersionAttackEffectDamageTypePwrAcc
No moves
BW/BW2 Gifted Moves:
VersionAttackEffectDamageTypePwrAcc
No moves
XY/ORAS Gifted Moves:
VersionAttackEffectDamageTypePwrAcc
No moves
SM Gifted Moves:
VersionAttackEffectDamageTypePwrAcc
No moves
TM/HM CompatibilityAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC
GSC TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
HM01 HM02 HM03 HM04 HM05 HM06 HM07  
MachineAttackEffectTypePwrAcc
Select a TM/HM to view
TM01 Dynamicpunch Confuses the target. Fighting 100 50%
TM02 Headbutt Has a ~30% chance to make the target flinch. Normal 70 100%
TM03 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. ??? N/A N/A
TM06 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 N/A 85%
TM07 Zap Cannon Paralyzes the target. Electric 100 50%
TM08 Rock Smash Has a ~50% chance to lower the target's Defense by 1 stage. Fighting 20 100%
TM10 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 Var BP 100%
TM11 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 N/A N/A
TM13 Snore Has a ~30% chance to make the target flinch; fails if user is awake. Normal 40 100%
TM17 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 N/A N/A
TM20 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 N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal Var BP 100%
TM23 Iron Tail Has a ~30% chance to lower the target's Defense by 1 stage. Steel 100 75%
TM25 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 120 70%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Normal Var BP 100%
TM30 Shadow Ball Has a ~20% chance to lower the target's Special Defense by 1 stage. Ghost 80 100%
TM31 Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 20 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Normal N/A N/A
TM33 Ice Punch Has a ~10% chance to freeze the target. Ice 75 100%
TM34 Swagger Confuses the target and raises its Attack by 2 stages. Normal N/A 90%
TM35 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 Copy N/A
TM39 Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig or Fly. Normal 60 100%
TM40 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 N/A N/A
TM41 Thunderpunch Has a ~10% chance to paralyze the target. Electric 75 100%
TM42 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 100 100%
TM43 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 N/A N/A
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Psychic N/A N/A
TM45 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 N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item Dark 40 100%
TM48 Fire Punch Has a ~10% chance to burn the target. Fire 75 100%
TM49 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 10 95%
TM50 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 N/A 100%
HM01 Cut Damages the target. Normal 50 95%
HM04 Strength Damages the target. Normal 80 100%
RSE/FRLG TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08  
MachineAttackEffectTypePwrAcc
Select a TM/HM to view
TM01 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 150 100%
TM03 Water Pulse Has a 20% chance to confuse the target. Water 60 100%
TM06 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 N/A 85%
TM10 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 Var BP 100%
TM11 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 N/A N/A
TM12 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 N/A 100%
TM17 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 N/A N/A
TM18 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 N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal Var BP 100%
TM22 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 120 100%
TM23 Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Steel 100 75%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Electric 95 100%
TM25 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 120 70%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Normal Var BP 100%
TM28 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 60 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Normal N/A N/A
TM34 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 60 100%
TM40 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 60 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Normal 70 100%
TM43 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 70 100%
TM44 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 N/A N/A
TM45 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 N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold. Dark 40 100%
TM49 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. Dark N/A N/A
HM01 Cut Damages the target. Normal 50 95%
HM04 Strength Damages the target. Normal 80 100%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Fighting 20 100%
DPP TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 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. Physical Damage Fighting 150 100%
TM03 Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
TM06 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. Other Damage Poison N/A 85%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM11 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. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM17 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. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 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 never misses and has a 30% chance to hit through Protect and Detect, 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. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 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. Special Damage Grass 120 100%
TM23 Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 100 75%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 95 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Electric 120 70%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 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. Physical Damage Ground 80 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM34 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. Special Damage Electric 60 100%
TM40 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. Physical Damage Flying 60 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 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), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).

In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
Physical Damage Normal 70 100%
TM44 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. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM49 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. Other Damage Dark N/A N/A
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM58 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. Other Damage Normal N/A N/A
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM78 Captivate Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. Other Damage Normal N/A 100%
TM82 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, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, 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.) Other Damage Normal Copy N/A
TM83 Natural Gift The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Normal Var BP 100%
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM89 U-Turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 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. Other Damage Normal N/A N/A
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HGSS TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 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. Physical Damage Fighting 150 100%
TM03 Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
TM06 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. Other Damage Poison N/A 85%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM11 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. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM17 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. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 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 never misses and has a 30% chance to hit through Protect and Detect, 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. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 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. Special Damage Grass 120 100%
TM23 Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 100 75%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 95 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Electric 120 70%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 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. Physical Damage Ground 80 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM34 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. Special Damage Electric 60 100%
TM40 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. Physical Damage Flying 60 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 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), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).

In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
Physical Damage Normal 70 100%
TM44 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. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM49 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. Other Damage Dark N/A N/A
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM58 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. Other Damage Normal N/A N/A
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM78 Captivate Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. Other Damage Normal N/A 100%
TM82 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, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, 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.) Other Damage Normal Copy N/A
TM83 Natural Gift The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Normal Var BP 100%
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM89 U-Turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 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. Other Damage Normal N/A N/A
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
BW TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 HM01 HM02 HM03 HM04 HM05
HM06  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Hone Claws Raises the user's Attack and Accuracy by 1 stage each. Other Damage Dark N/A N/A
TM06 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. Other Damage Poison N/A 90%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM11 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. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for three turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM17 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. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 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 never misses and has a 30% chance to hit through Protect and Detect, 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. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 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. Special Damage Grass 120 100%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 95 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly, Bounce or Sky Drop. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances. Special Damage Electric 120 70%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 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. Physical Damage Ground 80 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM40 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. Physical Damage Flying 60 N/A
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM44 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. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM47 Low Sweep Lowers the target's Speed by 1 stage. Physical Damage Fighting 60 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM62 Acrobatics Doubles in Power if the user is not holding an item. The user can hit any opponent with this move in a Triple Battle. Physical Damage Flying 55 100%
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM67 Retaliate Base Power increases if the user's teammate was knocked out on the previous turn. Physical Damage Normal 70 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM83 Work Up Raises the user's Attack and Special Attack by 1 stage each. Other Damage Normal N/A N/A
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM89 U-turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 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. Other Damage Normal N/A N/A
TM94 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
BW2 TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 HM01 HM02 HM03 HM04 HM05
HM06  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Hone Claws Raises the user's Attack and Accuracy by 1 stage each. Other Damage Dark N/A N/A
TM06 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. Other Damage Poison N/A 90%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM11 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. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for three turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM17 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. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 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 never misses and has a 30% chance to hit through Protect and Detect, 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. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 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. Special Damage Grass 120 100%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 95 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly, Bounce or Sky Drop. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances. Special Damage Electric 120 70%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 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. Physical Damage Ground 80 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM40 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. Physical Damage Flying 60 N/A
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM44 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. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM47 Low Sweep Lowers the target's Speed by 1 stage. Physical Damage Fighting 60 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM62 Acrobatics Doubles in Power if the user is not holding an item. The user can hit any opponent with this move in a Triple Battle. Physical Damage Flying 55 100%
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM67 Retaliate Base Power increases if the user's teammate was knocked out on the previous turn. Physical Damage Normal 70 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM83 Work Up Raises the user's Attack and Special Attack by 1 stage each. Other Damage Normal N/A N/A
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM89 U-turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 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. Other Damage Normal N/A N/A
TM94 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
XY TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 TM96 TM97 TM98 TM99 TM100
HM01 HM02 HM03 HM04 HM05  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Hone Claws Raises the user's Attack and Accuracy by 1 stage each. Other Damage Dark N/A N/A
TM06 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. Other Damage Poison N/A 90%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 60 100%
TM11 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. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for three turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM17 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. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power