| Tutored |
AncientPower |
Has a 10% chance to raise all of the user's stats by 1 stage. |
 |
Rock |
5 |
60 |
100% |
| Other Method |
Baton Pass |
The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative, including from Charge and Stockpile), as well as confusion, Focus Energy/Lansat Berry boosts, Ingrain, Aqua Ring, Embargo, Gastro Acid, Power Trick, Magnet Rise, Stockpiles, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. |
 |
Normal |
40 |
N/A |
N/A |
| 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 |
Charge Beam |
Has a 70% chance to raise the user's Special Attack by 1 stage. |
 |
Electric |
10 |
50 |
90% |
| Level-Up |
Confusion |
Has a 10% chance to confuse the target. |
 |
Psychic |
25 |
50 |
100% |
| Level-Up |
Cosmic Power |
Raises the user's Defense and Special Defense by 1 stage each. |
 |
Psychic |
20 |
N/A |
N/A |
| 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. |
 |
Normal |
40 |
N/A |
N/A |
| 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% |
| 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% |
| Level-Up |
Embargo |
Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. |
 |
Dark |
15 |
N/A |
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 |
| Level-Up |
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% |
| TM/HM |
Fire Blast |
Has a 10% chance to burn the target. |
 |
Fire |
5 |
120 |
85% |
| Level-Up |
Fire Spin |
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 it uses U-Turn. |
 |
Fire |
15 |
15 |
70% |
| TM/HM |
Flamethrower |
Has a 10% chance to burn the target. |
 |
Fire |
15 |
95 |
100% |
| TM/HM |
Flash |
Lowers the target's Accuracy by 1 stage. |
 |
Normal |
20 |
N/A |
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 |
Grass Knot |
Base power increases as the target's weight increases. |
 |
Grass |
20 |
Var BP |
100% |
| 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 |
| Level-Up |
Heal Block |
For five turns, or until switching out, the target(s) will not be healed by Absorb, Aqua Ring, Drain Punch, Dream Eater, Giga Drain, Heal Order, Ingrain, Leech Life, Leech Seed, Mega Drain, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Slack Off, Softboiled, Swallow, Synthesis or Wish, but any additional effects from these moves, such as damaging another target, will still occur. Healing caused from held items or Pain Split will not be prevented. |
 |
Psychic |
15 |
N/A |
100% |
| Tutored |
Helping Hand |
Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. |
 |
Normal |
20 |
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% |
| Tutored |
Iron Defense |
Raises the user's Defense by 2 stages. |
 |
Steel |
15 |
N/A |
N/A |
| Tutored |
Iron Head |
Has a 30% chance to make the target flinch. |
 |
Steel |
15 |
80 |
100% |
| TM/HM |
Light Screen |
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen 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. |
 |
Psychic |
30 |
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 |
| 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 |
Overheat |
Lowers the user's Special Attack by 2 stages after use. |
 |
Fire |
5 |
140 |
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. |
 |
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 |
| TM/HM |
Psychic |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Psychic |
10 |
90 |
100% |
| Level-Up |
Psywave |
Randomly inflicts set damage equal to .5x, .6x, .7x, .8x, .9x, 1.0x, 1.1x, 1.2x, 1.3x, 1.4x or 1.5x the user's level. |
 |
Psychic |
15 |
Var Dmg |
80% |
| TM/HM |
Recycle |
The user's lost item is recovered. Items lost to Bug Bite, Fling, Natural Gift and Pluck will be recovered if the user of Recycle was the item's original holder; items lost to Trick, Switcheroo, Thief, Covet or Knock Off cannot be recovered. |
 |
Normal |
10 |
N/A |
N/A |
| TM/HM |
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. |
 |
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. |
 |
Psychic |
10 |
N/A |
N/A |
| TM/HM |
Return |
Power increases as user's happiness increases; maximum 102 BP. |
 |
Normal |
20 |
Var BP |
100% |
| Level-Up |
Rock Polish |
Raises the user's Speed by 2 stages. |
 |
Rock |
20 |
N/A |
N/A |
| Level-Up |
Rock Slide |
Has a 30% chance to make the target flinch. |
 |
Rock |
10 |
75 |
90% |
| Level-Up |
Rock Throw |
Damages the target. |
 |
Rock |
15 |
50 |
90% |
| TM/HM |
Rock Tomb |
Lowers the target's Speed by 1 stage. |
 |
Rock |
10 |
50 |
80% |
| Tutored |
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% |
| TM/HM |
Safeguard |
Protects the user's entire team from status conditions for five turns. |
 |
Normal |
25 |
N/A |
N/A |
| TM/HM |
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 |
| 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% |
| TM/HM |
Shadow Ball |
Has a 20% chance to lower the target's Special Defense by 1 stage. |
 |
Ghost |
15 |
80 |
100% |
| Tutored |
Signal Beam |
Has a 10% chance to confuse the target. |
 |
Bug |
15 |
75 |
100% |
| TM/HM |
Skill Swap |
The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. |
 |
Psychic |
10 |
N/A |
N/A |
| 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% |
| Level-Up |
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% |
| 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 |
Stone Edge |
Has a high critical hit ratio. |
 |
Rock |
5 |
100 |
80% |
| 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% |
| Tutored |
Swift |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Normal |
20 |
60 |
100% |
| Level-Up |
Tackle |
Damages the target. |
 |
Normal |
35 |
35 |
95% |
| 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% |
| TM/HM |
Trick Room |
Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail and Quick Claw. |
 |
Psychic |
5 |
N/A |
N/A |
| TM/HM |
Will-O-Wisp |
Burns the target. This move activates Flash Fire. |
 |
Fire |
15 |
N/A |
75% |
| Tutored |
Zen Headbutt |
Has a 20% chance to make the target flinch. |
 |
Psychic |
15 |
80 |
90% |