| Level-Up |
AncientPower |
Has a 10% chance to raise all of the user's stats by 1 stage. |
 |
Rock |
5 |
60 |
100% |
| Tutored |
Aqua Tail |
Damages the target. |
 |
Water |
10 |
90 |
90% |
| Egg Move |
Astonish |
Has a 30% chance to make the target flinch. |
 |
Ghost |
15 |
30 |
100% |
| TM/HM |
Attract |
Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. |
 |
Normal |
15 |
N/A |
100% |
| Egg Move |
Bide |
Usually goes first for the duration of the move. The user absorbs all damage for two turns and then, during the third turn, the user inflicts twice the absorbed damage on its target. This move ignores the target's type and even hits Ghost-type Pokemon. |
 |
Normal |
10 |
Var Dmg |
100% |
| Egg Move |
Bite |
Has a 30% chance to make the target flinch. |
 |
Dark |
25 |
60 |
100% |
| TM/HM |
Blizzard |
Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. |
 |
Ice |
5 |
120 |
70% |
| Tutored |
Body Slam |
Has a 30% chance to paralyze the target. |
 |
Normal |
15 |
85 |
100% |
| TM/HM |
Calm Mind |
Raises the user's Special Attack and Special Defense by 1 stage each. |
 |
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. |
 |
Normal |
20 |
N/A |
100% |
| TM/HM |
Charge Beam |
Has a 70% chance to raise the user's Special Attack by 1 stage. |
 |
Electric |
10 |
50 |
90% |
| Tutored |
Counter |
Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate. |
 |
Fighting |
20 |
Var Dmg |
100% |
| 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. |
 |
??? |
10 |
N/A |
N/A |
| Level-Up |
Defense Curl |
Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout or Ice Ball. |
 |
Normal |
40 |
N/A |
N/A |
| Level-Up |
Dig |
On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. |
 |
Ground |
10 |
80 |
100% |
| TM/HM |
Double Team |
Raises the user's Evasion by 1 stage. |
 |
Normal |
15 |
N/A |
N/A |
| Tutored |
Double-edge |
The user receives 1/3 recoil damage. |
 |
Normal |
15 |
120 |
100% |
| TM/HM |
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% |
| TM/HM |
Earthquake |
Power doubles when performed against Pokemon using Dig. |
 |
Ground |
10 |
100 |
100% |
| Level-Up |
Endeavor |
Inflicts damage equal to the target's current HP - the user's current HP. |
 |
Normal |
5 |
Var Dmg |
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. |
 |
Normal |
10 |
N/A |
N/A |
| TM/HM |
Facade |
Power doubles if the user is inflicted with burn, paralysis or poison. |
 |
Normal |
20 |
70 |
100% |
| TM/HM |
Fire Blast |
Has a 10% chance to burn the target. |
 |
Fire |
5 |
120 |
85% |
| Level-Up |
Flail |
Base power increases as the user's HP decreases. |
 |
Normal |
15 |
Var BP |
100% |
| TM/HM |
Flamethrower |
Has a 10% chance to burn the target. |
 |
Fire |
15 |
95 |
100% |
| TM/HM |
Frustration |
Power increases as user's happiness decreases; maximum 102 BP. |
 |
Normal |
20 |
Var BP |
100% |
| Level-Up |
Glare |
Paralyzes the target. |
 |
Normal |
30 |
N/A |
75% |
| TM/HM |
Gyro Ball |
Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. |
 |
Steel |
5 |
Var BP |
100% |
| Egg Move |
Headbutt |
Has a 30% chance to make the target flinch. |
 |
Normal |
15 |
70 |
100% |
| 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. |
 |
Normal |
15 |
Var BP |
100% |
| TM/HM |
Ice Beam |
Has a 10% chance to freeze the target. |
 |
Ice |
10 |
95 |
100% |
| TM/HM |
Iron Tail |
Has a 30% chance to lower the target's Defense by 1 stage. |
 |
Steel |
15 |
100 |
75% |
| Tutored |
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. |
 |
Normal |
5 |
130 |
100% |
| Egg Move |
Magic Coat |
Almost always goes first. Until the end of the turn, the user will reflect one disabling move back at its user (including teammates); these include status effect inducers, confusion inducers (including Flatter and Swagger), Attract, trapping moves that do not damage, Leech Seed, Worry Seed, Gastro Acid and negative stat modifiers (except Defog). In double battles, Magic Coat will only reflect the first applicable move performed against its user before wearing off. |
 |
Psychic |
15 |
N/A |
N/A |
| Tutored |
Mimic |
This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. |
 |
Normal |
10 |
N/A |
N/A |
| Tutored |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
 |
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. |
 |
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. |
 |
Ghost |
15 |
N/A |
100% |
| TM/HM |
Poison Jab |
Has a 30% chance to poison the target. |
 |
Poison |
20 |
80 |
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. |
 |
Normal |
10 |
N/A |
N/A |
| TM/HM |
Psych Up |
The user copies all six of the target's current stat modifiers. |
 |
Normal |
10 |
N/A |
N/A |
| Level-Up |
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. |
 |
Dark |
20 |
40 |
100% |
| Level-Up |
Rage |
The user's Attack rises by 1 stage if attacked before its next move. |
 |
Normal |
20 |
20 |
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. |
 |
Water |
5 |
N/A |
N/A |
| TM/HM |
Rest |
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. |
 |
Psychic |
10 |
N/A |
N/A |
| TM/HM |
Return |
Power increases as user's happiness increases; maximum 102 BP. |
 |
Normal |
20 |
Var BP |
100% |
| TM/HM |
Rock Slide |
Has a 30% chance to make the target flinch. |
 |
Rock |
10 |
75 |
90% |
| TM/HM |
Rock Smash |
Has a 50% chance to lower the target's Defense by 1 stage. |
 |
Fighting |
15 |
40 |
100% |
| TM/HM |
Rock Tomb |
Lowers the target's Speed by 1 stage. |
 |
Rock |
10 |
50 |
80% |
| Level-Up |
Rollout |
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. |
 |
Rock |
20 |
30 |
90% |
| Level-Up |
Roost |
The user recovers 1/2 of its max HP; if it is a Flying-type Pokemon, it also loses its Flying-type classification until the start of the next turn. |
 |
Flying |
10 |
N/A |
N/A |
| Level-Up |
Screech |
Lowers the target's Defense by 2 stages. |
 |
Normal |
40 |
N/A |
85% |
| 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. |
 |
Normal |
20 |
70 |
100% |
| TM/HM |
Shadow Ball |
Has a 20% chance to lower the target's Special Defense by 1 stage. |
 |
Ghost |
15 |
80 |
100% |
| TM/HM |
Shock Wave |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Electric |
20 |
60 |
100% |
| TM/HM |
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.) |
 |
Normal |
10 |
Copy |
N/A |
| Egg Move |
Snore |
Has a 30% chance to make the target flinch; fails if user is awake. |
 |
Normal |
15 |
40 |
100% |
| TM/HM |
SolarBeam |
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. |
 |
Grass |
10 |
120 |
100% |
| Level-Up |
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. |
 |
Ghost |
10 |
N/A |
100% |
| TM/HM |
Stealth Rock |
Damages opponents every time they switch in until they use Rapid Spin. Saps a fraction of max HP determined by the effectiveness of Rock-type attacks against the opponent's type: 1/32 for 1/4x, 1/16 for 1/2x, 1/8 for 1x, 1/4 for 2x and 1/2 for 4x. For example, Stealth Rock saps 50% of an Ice/Flying Pokemon's max HP when it switches in. |
 |
Rock |
20 |
N/A |
N/A |
| TM/HM |
Strength |
Damages the target. |
 |
Normal |
15 |
80 |
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. |
 |
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. |
 |
Fire |
5 |
N/A |
N/A |
| TM/HM |
Swagger |
Confuses the target and raises its Attack by 2 stages. |
 |
Normal |
15 |
N/A |
90% |
| Level-Up |
Take Down |
The user receives 1/4 recoil damage. |
 |
Normal |
20 |
90 |
85% |
| TM/HM |
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. |
 |
Dark |
10 |
40 |
100% |
| TM/HM |
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. |
 |
Electric |
10 |
120 |
70% |
| TM/HM |
Thunder Wave |
Paralyzes the target. This move activates Motor Drive. |
 |
Electric |
20 |
N/A |
100% |
| TM/HM |
Thunderbolt |
Has a 10% chance to paralyze the target. |
 |
Electric |
15 |
95 |
100% |
| TM/HM |
Toxic |
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. |
 |
Poison |
10 |
N/A |
85% |
| Egg Move |
Trump Card |
This move's base power increases as its remaining PP decreases. |
 |
Normal |
5 |
Var BP |
100% |
| TM/HM |
Water Pulse |
Has a 20% chance to confuse the target. |
 |
Water |
20 |
60 |
100% |
| Level-Up |
Yawn |
If the target stays in battle, it falls asleep at the end of the next turn. |
 |
Normal |
10 |
N/A |
N/A |
| Tutored |
Zen Headbutt |
Has a 20% chance to make the target flinch. |
 |
Psychic |
15 |
80 |
90% |