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MethodNameEffectDamageTypePPPwrAcc
Egg Move Astonish Has a 30% chance to make the target flinch. Physical Damage Ghost 15 30 100%
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%
Tutored Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 15 85 100%
TM/HM Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic 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%
TM/HM Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 10 50 90%
Egg Move Confuse Ray Confuses the target. Other Damage Ghost 10 N/A 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. Other Damage ??? 10 N/A N/A
TM/HM Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 15 80 100%
Egg Move Destiny Bond Causes an opponent to faint if its next attack KOs the user. Other Damage Ghost 5 N/A N/A
Egg Move Disable The target cannot choose its last move for 4-7 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled. Other Damage Normal 20 N/A 80%
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%
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. Special Damage Psychic 15 100 100%
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. Other Damage 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. 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%
Level-Up 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 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal 20 N/A 100%
Egg Move Foresight Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type moves. Other Damage Normal 40 N/A N/A
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Level-Up Grudge The target's next move is set to 0 PP if it directly KOs the user. Other Damage Ghost 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%
Tutored Icy Wind Lowers the target's Speed by 1 stage. Special Damage Ice 15 55 95%
Egg Move Imprison Until the user faints or switches out, the opponent cannot select any moves that it has in common with the user. In double battles, this move affects both opponents. Other Damage Psychic 10 N/A N/A
Level-Up Knock Off Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Physical Damage Dark 20 20 100%
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
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%
Level-Up Night Shade Does damage equal to user's level. Special Damage Ghost 15 Var Dmg 100%
Tutored Nightmare This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. Other Damage Ghost 15 N/A 100%
Tutored Ominous Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Ghost 5 60 100%
TM/HM Payback Power doubles if the target switches out or goes before the user. Physical Damage 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. Other Damage Normal 10 N/A N/A
TM/HM Psych Up The user copies all six of the target's current stat modifiers. Other Damage Normal 10 N/A N/A
TM/HM Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 10 90 100%
Egg Move Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Dark 20 40 100%
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
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 Screech Lowers the target's Defense by 2 stages. Other Damage 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.
Physical Damage Normal 20 70 100%
Level-Up Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 15 80 100%
Level-Up Shadow Sneak Usually goes first. Physical Damage Ghost 30 40 100%
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 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. Other Damage 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.) Other Damage Normal 10 Copy N/A
Level-Up Snatch Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In double battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. dp Other Damage Dark 10 N/A N/A
Tutored Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 15 40 100%
Level-Up Spite The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Other Damage Ghost 10 N/A 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
Level-Up Sucker Punch Almost always goes first, but fails if the target doesn't select a move that will damage the user. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority. Physical Damage Dark 5 80 100%
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
TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
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%
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%
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%
Level-Up Trick Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Psychic 10 N/A 100%
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. Other Damage Psychic 5 N/A N/A
Level-Up Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire 15 N/A 75%

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