| 1 |
1 |
1 |
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 |
Var Dmg |
100% |
| 1 |
1 |
1 |
Fire Punch |
Has a 10% chance to burn the target. |
 |
Fire |
75 |
100% |
| 1 |
1 |
1 |
Ice Punch |
Has a 10% chance to freeze the target. |
 |
Ice |
75 |
100% |
| 1 |
1 |
1 |
ThunderPunch |
Has a 10% chance to paralyze the target. |
 |
Electric |
75 |
100% |
| 4 |
4 |
4 |
Meditate |
Raises the user's Attack by 1 stage. |
 |
Psychic |
N/A |
N/A |
| 8 |
8 |
8 |
Confusion |
Has a 10% chance to confuse the target. |
 |
Psychic |
50 |
100% |
| 11 |
11 |
11 |
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. 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 Detect; 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. |
 |
Fighting |
N/A |
N/A |
| 15 |
15 |
15 |
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 |
Var BP |
100% |
| 18 |
18 |
18 |
Mind Reader |
This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. |
 |
Normal |
N/A |
N/A |
| 22 |
22 |
22 |
Feint |
Almost always goes first. If the target does not use Protect or Detect, this move fails. |
 |
Normal |
50 |
100% |
| 25 |
25 |
25 |
Calm Mind |
Raises the user's Special Attack and Special Defense by 1 stage each. |
 |
Psychic |
N/A |
N/A |
| 29 |
29 |
29 |
Force Palm |
Has a 30% chance to paralyze the target. |
 |
Fighting |
60 |
100% |
| 32 |
32 |
32 |
Hi Jump Kick |
If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. |
 |
Fighting |
100 |
90% |
| 36 |
36 |
36 |
Psych Up |
The user copies all six of the target's current stat modifiers. |
 |
Normal |
N/A |
N/A |
| 42 |
42 |
42 |
Power Trick |
The user switches its Defense and Attack stats. Attack and Defense modifiers continue to affect their original stats only. |
 |
Psychic |
N/A |
N/A |
| 49 |
49 |
49 |
Reversal |
Base power increases as the user's HP decreases. |
 |
Fighting |
Var BP |
100% |
| 55 |
55 |
55 |
Recover |
Restores 1/2 of the user's max HP. |
 |
Normal |
N/A |
N/A |