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DP RSE & FRLG GSC
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MethodNameEffectTypePPPwrAcc
GSC TM/HM Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Normal 15 N/A 100%
Inherited 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 40 N/A N/A
RBY TM/HM Bide The user absorbs all damage for 2-3 turns and then inflicts twice the absorbed damage on its target. This move ignores the target's type but still cannot hit Ghost-type Pokemon. Normal 10 Var Dmg 100%
Inherited Bite Has a ~30% chance to make the target flinch. Dark 25 60 100%
RBY TM/HM Body Slam Has a ~30% chance to paralyze the target. Normal 15 85 100%
Egg Move Charm Lowers the target's Attack by 2 stages. Normal 20 N/A 100%
Level-Up Confusion Has a ~10% chance to confuse the target. Psychic 25 50 100%
GSC TM/HM Curse When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. ??? 10 N/A N/A
GSC TM/HM Cut Damages the target. Normal 30 50 95%
GSC TM/HM Detect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Fighting 5 N/A N/A
GSC TM/HM Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
RBY TM/HM Double-edge The user receives 1/4 recoil damage. Normal 15 120 100%
GSC TM/HM Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Psychic 15 100 100%
GSC TM/HM Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal 10 N/A N/A
Egg Move Flail Base power increases as the user's HP decreases. Normal 15 Var BP 100%
GSC TM/HM Flash Lowers the target's Accuracy by 1 stage. Normal 20 N/A 70%
Inherited Focus Energy Raises the user's chance for a Critical Hit by one domain. Normal 30 N/A N/A
GSC TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
Inherited Growl Lowers the target's Attack by 1 stage. Normal 40 N/A 100%
Inherited Growth Raises the user's Special Attack by 1 stage. Normal 40 N/A N/A
GSC TM/HM Headbutt Has a ~30% chance to make the target flinch. Normal 15 70 100%
GSC TM/HM Hidden Power Varies in power and type depending on the user's DVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal 15 Var BP 100%
GSC TM/HM Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Normal 5 150 90%
GSC TM/HM Iron Tail Has a ~30% chance to lower the target's Defense by 1 stage. Steel 15 100 75%
RBY TM/HM Mimic This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. Normal 10 N/A 100%
Level-Up Morning Sun The user recovers 1/4 of its max HP during the day or night and 1/2 of its max HP during the morning. For all three time periods, healing is doubled during Sunny Day and halved during Rain Dance and Sandstorm. Normal 5 N/A N/A
GSC TM/HM Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 10 20 100%
GSC TM/HM Nightmare This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. Ghost 15 N/A 100%
GSC TM/HM Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal 10 N/A N/A
Level-Up Psybeam Has a ~10% chance to confuse the target. Psychic 20 65 100%
Level-Up Psych Up The user copies all six of the target's current stat modifiers. Normal 10 N/A N/A
Level-Up Psychic Has a ~10% chance to lower the target's Special Defense by 1 stage. Psychic 10 90 100%
Level-Up Quick Attack Usually goes first. Normal 30 40 100%
RBY TM/HM Rage The user's Attack rises by 1 stage if attacked before its next move. Normal 20 20 100%
GSC TM/HM Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Water 5 N/A N/A
RBY TM/HM Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Psychic 20 N/A N/A
GSC TM/HM Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Psychic 10 N/A N/A
GSC TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Normal 20 Var BP 100%
Level-Up Sand-Attack Lowers the target's Accuracy by 1 stage. Ground 15 N/A 100%
GSC TM/HM Shadow Ball Has a ~20% chance to lower the target's Special Defense by 1 stage. Ghost 15 80 100%
RBY TM/HM Skull Bash The user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two. Normal 15 100 100%
GSC TM/HM Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. If Rest is selected, user recovers its HP and stays asleep for two more turns. Sleep Talk can choose an attack that has run out of PP; the generated attacks also do not cost PP, and it cannot generate itself, Bide, Disabled attacks or two-turn attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Normal 10 Copy N/A
GSC TM/HM Snore Has a ~30% chance to make the target flinch; fails if user is awake. Normal 15 40 100%
RBY TM/HM Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Normal 10 N/A N/A
GSC TM/HM Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is doubled. Fire 5 N/A N/A
GSC TM/HM Swagger Confuses the target and raises its Attack by 2 stages. 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 or Fly. Normal 20 60 100%
Level-Up Tackle Damages the target. Normal 35 35 95%
Level-Up Tail Whip Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
RBY TM/HM Take Down The user receives 1/4 recoil damage. Normal 20 90 85%
GSC TM/HM Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out. Poison 10 N/A 85%
GSC TM/HM Zap Cannon Paralyzes the target. Electric 5 100 50%

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