| Level-Up |
Aurora Beam |
Has a ~10% chance to lower the target's Attack by 1 stage. |
Ice |
20 |
65 |
100% |
| Level-Up |
Bite |
Has a ~30% chance to make the target flinch. |
Dark |
25 |
60 |
100% |
| GSC TM/HM |
Blizzard |
Has a ~10% chance to freeze the target. |
Ice |
5 |
120 |
70% |
| Level-Up |
Bubblebeam |
Has a ~10% chance to lower the target's Speed by 1 stage. |
Water |
20 |
65 |
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 |
Dig |
On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake, Magnitude and Fissure can hit underground, with Earthquake and Magnitude having doubled power; the user may also be hit underground if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. |
Ground |
10 |
60 |
100% |
| GSC TM/HM |
Double Team |
Raises the user's Evasion by 1 stage. |
Normal |
15 |
N/A |
N/A |
| 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 |
| GSC TM/HM |
Frustration |
Power increases as user's happiness decreases; maximum 102 BP. |
Normal |
20 |
Var BP |
100% |
| Level-Up |
Gust |
Power doubles if the target is in mid-air via Fly. |
Flying |
35 |
40 |
100% |
| 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% |
| Level-Up |
Hydro Pump |
Damages the target. |
Water |
5 |
120 |
80% |
| 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% |
| Tutored |
Ice Beam |
Has a ~10% chance to freeze the target. |
Ice |
10 |
95 |
100% |
| GSC TM/HM |
Icy Wind |
Lowers the target's Speed by 1 stage. |
Ice |
15 |
55 |
95% |
| GSC TM/HM |
Iron Tail |
Has a ~30% chance to lower the target's Defense by 1 stage. |
Steel |
15 |
100 |
75% |
| Level-Up |
Leer |
Lowers the target's Defense by 1 stage. |
Normal |
30 |
N/A |
100% |
| Level-Up |
Mirror Coat |
Almost always goes last; if an opponent strikes with a Special attack before the user's turn, the user retaliates for twice the damage it had endured. |
Psychic |
20 |
Var Dmg |
100% |
| Level-Up |
Mist |
Protects the user from negative stat modifiers caused by other Pokemon, but not by itself, until it switches out; can be Baton Passed by user. The user's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. |
Ice |
30 |
N/A |
N/A |
| GSC TM/HM |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
Ground |
10 |
20 |
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 |
| GSC TM/HM |
Psych Up |
The user copies all six of the target's current stat modifiers. |
Normal |
10 |
N/A |
N/A |
| Level-Up |
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 |
| 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 |
Roar |
Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. |
Normal |
20 |
N/A |
100% |
| GSC TM/HM |
Rock Smash |
Has a ~50% chance to lower the target's Defense by 1 stage. |
Fighting |
15 |
20 |
100% |
| GSC TM/HM |
Sandstorm |
Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is a Ground-, Rock-, or Steel-type and the healing power of Morning Sun, Synthesis and Moonlight is halved. |
Rock |
10 |
N/A |
N/A |
| 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% |
| 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 |
Surf |
Damages the target. |
Water |
15 |
95 |
100% |
| GSC TM/HM |
Swagger |
Confuses the target and raises its Attack by 2 stages. |
Normal |
15 |
N/A |
90% |
| GSC TM/HM |
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% |
| 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% |
| Level-Up |
Water Gun |
Damages the target. |
Water |
25 |
40 |
100% |
| GSC TM/HM |
Waterfall |
Damages the target. |
Water |
15 |
80 |
100% |
| GSC TM/HM |
Whirlpool |
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 uses Baton Pass. |
Water |
15 |
15 |
70% |