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MethodNameEffectDamageTypePPPwrAcc
TM/HM Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal 15 N/A 100%
Inherited 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 40 N/A N/A
Inherited Bite Has a 30% chance to make the target flinch. Physical Damage Dark 25 60 100%
Tutored Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 15 85 100%
TM/HM Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic 20 N/A N/A
TM/HM 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 20 N/A 100%
Egg Move Charm Lowers the target's Attack by 2 stages. Other Damage Normal 20 N/A 100%
Level-Up Confusion Has a 10% chance to confuse the target. Special Damage Psychic 25 50 100%
Egg Move 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 40 100%
Egg Move 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. Other Damage ??? 10 N/A N/A
TM/HM Cut Damages the target. Physical Damage Normal 30 50 95%
TM/HM Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 10 80 100%
TM/HM Double Team Raises the user's Evasion by 1 stage. Other Damage Normal 15 N/A N/A
Tutored Double-edge The user receives 1/3 recoil damage. Physical Damage Normal 15 120 100%
TM/HM Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 15 100 100%
TM/HM Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal 10 N/A N/A
TM/HM Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 20 70 100%
Egg Move Fake Tears Lowers the target's Special Defense by 2 stages. Other Damage Dark 20 N/A 100%
Egg Move Flail Base power increases as the user's HP decreases. Physical Damage Normal 15 Var BP 100%
TM/HM Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal 20 N/A 100%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Level-Up Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Psychic 15 80 90%
TM/HM Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 5 150 90%
TM/HM Grass Knot Base power increases as the target's weight increases. Special Damage Grass 20 Var BP 100%
Inherited Growl Lowers the target's Attack by 1 stage. Other Damage Normal 40 N/A 100%
Level-Up Helping Hand Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. Other Damage Normal 20 N/A N/A
TM/HM 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 15 Var BP 100%
TM/HM Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 5 150 90%
TM/HM Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 15 100 75%
Level-Up 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 5 130 100%
TM/HM Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic 30 N/A N/A
Tutored Mimic This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. Other Damage Normal 10 N/A N/A
Level-Up Morning Sun Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Other Damage Normal 5 N/A N/A
Tutored Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 10 20 100%
TM/HM 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 15 Var BP 100%
Tutored Nightmare This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. Other Damage Ghost 15 N/A 100%
TM/HM Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. 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 10 N/A N/A
Level-Up Psybeam Has a 10% chance to confuse the target. Special Damage Psychic 20 65 100%
Level-Up Psych Up The user copies all six of the target's current stat modifiers. Other Damage Normal 10 N/A N/A
Level-Up Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 10 90 100%
Level-Up Quick Attack Usually goes first. Physical Damage Normal 30 40 100%
TM/HM Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder 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 5 N/A N/A
TM/HM Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic 20 N/A N/A
TM/HM Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic 10 N/A N/A
TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Level-Up Sand-Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground 15 N/A 100%
TM/HM Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), 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 20 70 100%
TM/HM Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 15 80 100%
Tutored Signal Beam Has a 10% chance to confuse the target. Special Damage Bug 15 75 100%
TM/HM Skill Swap The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. Other Damage Psychic 10 N/A N/A
TM/HM 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 10 Copy N/A
Tutored Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 15 40 100%
TM/HM Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by 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 10 N/A N/A
TM/HM Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire 5 N/A N/A
TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
Level-Up 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 20 60 100%
Level-Up Tackle Damages the target. Physical Damage Normal 35 35 95%
Level-Up Tail Whip Lowers the target's Defense by 1 stage. Other Damage Normal 30 N/A 100%
Inherited Take Down The user receives 1/4 recoil damage. Physical Damage Normal 20 90 85%
Egg Move Tickle Lowers the target's Attack and Defense by 1 stage each. Other Damage Normal 20 N/A 100%
TM/HM Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison 10 N/A 85%
Tutored Trick 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 Psychic 10 N/A 100%
TM/HM Trick Room Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail and Quick Claw. Other Damage Psychic 5 N/A N/A
Inherited Trump Card This move's base power increases as its remaining PP decreases. Special Damage Normal 5 Var BP 100%
Egg Move Wish At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of its max HP; this can be any member of the user's team. Other Damage Normal 10 N/A N/A
Egg Move Yawn If the target stays in battle, it falls asleep at the end of the next turn. Other Damage Normal 10 N/A N/A
Tutored Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 15 80 90%

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