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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%
Level-Up 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 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type. Physical Damage Fighting 15 75 100%
TM/HM Bulk Up Raises the user's Attack and Defense by 1 stage each. Other Damage Fighting 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%
Level-Up Charm Lowers the target's Attack by 2 stages. Other Damage Normal 20 N/A 100%
Egg Move Close Combat Lowers the user's Defense and Special Defense by 1 stage. Physical Damage Fighting 5 120 100%
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. Physical Damage Fighting 20 Var Dmg 100%
Level-Up Crunch Has a 20% chance to lower the target's Defense by 1 stage. Physical Damage Dark 15 80 100%
Tutored 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. Other Damage 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. 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%
Tutored DynamicPunch Confuses the target. Physical Damage Fighting 5 100 50%
TM/HM Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage 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. 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 Faint Attack 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 Dark 20 60 100%
TM/HM Fire Blast Has a 10% chance to burn the target. Special Damage Fire 5 120 85%
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. Physical Damage Fire 15 65 95%
Tutored Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 15 75 100%
TM/HM Flamethrower Has a 10% chance to burn the target. Special Damage Fire 15 95 100%
TM/HM 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 10 Var BP 100%
TM/HM Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 5 120 70%
TM/HM 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 20 150 100%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage 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. Physical Damage Normal 5 150 90%
Level-Up Headbutt Has a 30% chance to make the target flinch. Physical Damage Normal 15 70 100%
Egg Move Heal Bell Every Pokemon in the user's party is cured of status conditions. Allied Pokemon who have Soundproof are not affected. Other Damage Normal 5 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%
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. Physical Damage Ice 15 65 95%
Tutored Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 15 75 100%
TM/HM Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage 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. Physical Damage Normal 5 130 100%
Level-Up Lick Has a 30% chance to paralyze the target. Physical Damage Ghost 30 20 100%
Tutored Mega Kick Damages the target. Physical Damage Normal 5 120 75%
Tutored Mega Punch Damages the target. Physical Damage Normal 20 80 85%
Egg Move Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick or any move that the user already knows. Other Damage Normal 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. Other Damage Normal 10 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%
TM/HM Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 5 140 90%
Level-Up Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 10 50 100%
Egg Move Present Randomly either attacks with a variable power, between 40 base power and 120 base power, or heals the target by 80 HP. Physical Damage Normal 15 Var BP 90%
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 Rage The user's Attack rises by 1 stage if attacked before its next move. Physical Damage 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. Other Damage Water 5 N/A N/A
Egg Move 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 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. Other Damage Normal 20 N/A 100%
TM/HM Rock Climb Has a 20% chance to confuse the target. Physical Damage Normal 20 90 85%
TM/HM Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 10 75 90%
TM/HM Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 15 40 100%
TM/HM Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 10 50 80%
Level-Up Scary Face Lowers the target's Speed by 2 stages. Other Damage Normal 10 N/A 90%
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%
Tutored Seismic Toss Does damage equal to user's level. Physical Damage Fighting 20 Var Dmg 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%
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. Special Damage 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.) Other Damage Normal 10 Copy N/A
TM/HM Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 10 90 100%
Egg Move SmellingSalt If the target is paralyzed, power is doubled but the target will be cured. Physical Damage Normal 10 60 100%
Egg Move Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage 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. Special Damage Grass 10 120 100%
TM/HM Stone Edge Has a high critical hit ratio. Physical Damage Rock 5 100 80%
TM/HM Strength Damages the target. Physical Damage 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. 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
Tutored Superpower Lowers the user's Attack and Defense by 1 stage each after use. Physical Damage Fighting 5 120 100%
TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
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%
Level-Up Take Down The user receives 1/4 recoil damage. Physical Damage Normal 20 90 85%
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. Other Damage Dark 20 N/A 100%
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. Physical Damage 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. Special Damage Electric 10 120 70%
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. Physical Damage Electric 15 65 95%
TM/HM Thunder Wave Paralyzes the target. This move activates Motor Drive. Other Damage Electric 20 N/A 100%
TM/HM Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 15 95 100%
Tutored ThunderPunch Has a 10% chance to paralyze the target. Physical Damage Electric 15 75 100%
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. Other Damage 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. Other Damage Poison 10 N/A 85%
TM/HM Water Pulse Has a 20% chance to confuse the target. Special Damage Water 20 60 100%

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