| Tutored |
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% |
| TM/HM |
Attract |
Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. |
 |
Normal |
15 |
N/A |
100% |
| Level-Up |
Bind |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
 |
Normal |
20 |
15 |
75% |
| Egg Move |
Block |
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. |
 |
Normal |
5 |
N/A |
N/A |
| Tutored |
Body Slam |
Has a 30% chance to paralyze the target. |
 |
Normal |
15 |
85 |
100% |
| 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% |
| Level-Up |
Crunch |
Has a 20% chance to lower the target's Defense by 1 stage. |
 |
Dark |
15 |
80 |
100% |
| Level-Up |
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 |
| TM/HM |
Cut |
Damages the target. |
 |
Normal |
30 |
50 |
95% |
| TM/HM |
Dark Pulse |
Has a 20% chance to make the target flinch. |
 |
Dark |
15 |
80 |
100% |
| Egg Move |
Defense Curl |
Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout or Ice Ball. |
 |
Normal |
40 |
N/A |
N/A |
| TM/HM |
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 |
| Level-Up |
Double-edge |
The user receives 1/3 recoil damage. |
 |
Normal |
15 |
120 |
100% |
| TM/HM |
Dragon Pulse |
Damages the target. |
 |
Dragon |
10 |
90 |
100% |
| Level-Up |
DragonBreath |
Has a 30% chance to paralyze the target. |
 |
Dragon |
20 |
60 |
100% |
| Tutored |
Earth Power |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Ground |
10 |
90 |
100% |
| TM/HM |
Earthquake |
Power doubles when performed against Pokemon using Dig. |
 |
Ground |
10 |
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. |
 |
Normal |
10 |
N/A |
N/A |
| TM/HM |
Explosion |
The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. |
 |
Normal |
5 |
250 |
100% |
| TM/HM |
Facade |
Power doubles if the user is inflicted with burn, paralysis or poison. |
 |
Normal |
20 |
70 |
100% |
| Level-Up |
Fire Fang |
Has a 10% chance to burn the target. Has a 10% chance to make the target flinch. Both effects can occur from a single use. |
 |
Fire |
15 |
65 |
95% |
| Egg Move |
Flail |
Base power increases as the user's HP decreases. |
 |
Normal |
15 |
Var BP |
100% |
| TM/HM |
Flash Cannon |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Steel |
10 |
80 |
100% |
| TM/HM |
Frustration |
Power increases as user's happiness decreases; maximum 102 BP. |
 |
Normal |
20 |
Var BP |
100% |
| 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. |
 |
Normal |
5 |
150 |
90% |
| 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% |
| Level-Up |
Harden |
Raises the user's Defense by 1 stage. |
 |
Normal |
30 |
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. |
 |
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. |
 |
Normal |
5 |
150 |
90% |
| Level-Up |
Ice Fang |
Has a 10% chance to freeze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. |
 |
Ice |
15 |
65 |
95% |
| Tutored |
Iron Head |
Has a 30% chance to make the target flinch. |
 |
Steel |
15 |
80 |
100% |
| Level-Up |
Iron Tail |
Has a 30% chance to lower the target's Defense by 1 stage. |
 |
Steel |
15 |
100 |
75% |
| Tutored |
Magnet Rise |
The user receives immunity against Ground-type attacks for five turns. |
 |
Electric |
10 |
N/A |
N/A |
| Tutored |
Mimic |
This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. |
 |
Normal |
10 |
N/A |
N/A |
| Level-Up |
Mud Sport |
All Electric-type moves are 50% weaker until the user switches out. |
 |
Ground |
15 |
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% |
| TM/HM |
Payback |
Power doubles if the target switches out or goes before the user. |
 |
Dark |
10 |
50 |
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 |
Rage |
The user's Attack rises by 1 stage if attacked before its next move. |
 |
Normal |
20 |
20 |
100% |
| 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 |
Roar |
Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. |
 |
Normal |
20 |
N/A |
100% |
| Egg Move |
Rock Blast |
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. |
 |
Rock |
10 |
25 |
80% |
| TM/HM |
Rock Climb |
Has a 20% chance to confuse the target. |
 |
Normal |
20 |
90 |
85% |
| Level-Up |
Rock Polish |
Raises the user's Speed by 2 stages. |
 |
Rock |
20 |
N/A |
N/A |
| 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% |
| Level-Up |
Rock Throw |
Damages the target. |
 |
Rock |
15 |
50 |
90% |
| Level-Up |
Rock Tomb |
Lowers the target's Speed by 1 stage. |
 |
Rock |
10 |
50 |
80% |
| Egg Move |
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% |
| Inherited |
Sand Tomb |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
 |
Ground |
15 |
15 |
70% |
| Level-Up |
Sandstorm |
Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Veil or is a Ground-, Rock-, or Steel-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. |
 |
Rock |
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% |
| Tutored |
Selfdestruct |
The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. |
 |
Normal |
5 |
200 |
100% |
| Level-Up |
Slam |
Damages the target. |
 |
Normal |
20 |
80 |
75% |
| 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 |
| Tutored |
Snore |
Has a 30% chance to make the target flinch; fails if user is awake. |
 |
Normal |
15 |
40 |
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 |
| Level-Up |
Stone Edge |
Has a high critical hit ratio. |
 |
Rock |
5 |
100 |
80% |
| 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 |
Tackle |
Damages the target. |
 |
Normal |
35 |
35 |
95% |
| TM/HM |
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. |
 |
Dark |
20 |
N/A |
100% |
| Level-Up |
Thunder Fang |
Has a 10% chance to paralyze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. |
 |
Electric |
15 |
65 |
95% |
| TM/HM |
Torment |
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. |
 |
Dark |
15 |
N/A |
100% |
| TM/HM |
Toxic |
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. |
 |
Poison |
10 |
N/A |
85% |
| Tutored |
Twister |
Has a 20% chance to make the target flinch; power doubles while the target is in mid-air via Fly or Bounce. |
 |
Dragon |
20 |
40 |
100% |