| TM/HM |
Aerial Ace |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Flying |
20 |
60 |
100% |
| Level-Up |
Amnesia |
Raises the user's Special Defense by 2 stages. |
 |
Psychic |
20 |
N/A |
N/A |
| Level-Up |
AncientPower |
Has a 10% chance to raise all of the user's stats by 1 stage. |
 |
Rock |
5 |
60 |
100% |
| Tutored |
Body Slam |
Has a 30% chance to paralyze the target. |
 |
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. |
 |
Fighting |
15 |
75 |
100% |
| Level-Up |
Charge Beam |
Has a 70% chance to raise the user's Special Attack by 1 stage. |
 |
Electric |
10 |
50 |
90% |
| 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. |
 |
Fighting |
20 |
Var Dmg |
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. |
 |
??? |
10 |
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% |
| Tutored |
DynamicPunch |
Confuses the target. |
 |
Fighting |
5 |
100 |
50% |
| TM/HM |
Earthquake |
Power doubles when performed against Pokemon using Dig. |
 |
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. |
 |
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% |
| Level-Up |
Flash Cannon |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Steel |
10 |
80 |
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. |
 |
Dark |
10 |
Var BP |
100% |
| TM/HM |
Focus Blast |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
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. |
 |
Fighting |
20 |
150 |
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% |
| Level-Up |
Hammer Arm |
Lowers the user's Speed by 1 stage. |
 |
Fighting |
10 |
100 |
90% |
| 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% |
| Level-Up |
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 Punch |
Has a 10% chance to freeze the target. |
 |
Ice |
15 |
75 |
100% |
| Level-Up |
Iron Defense |
Raises the user's Defense by 2 stages. |
 |
Steel |
15 |
N/A |
N/A |
| Level-Up |
Iron Head |
Has a 30% chance to make the target flinch. |
 |
Steel |
15 |
80 |
100% |
| Level-Up |
Lock-On |
This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Lock-On 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 |
5 |
N/A |
N/A |
| Tutored |
Mega Kick |
Damages the target. |
 |
Normal |
5 |
120 |
75% |
| Tutored |
Mega Punch |
Damages the target. |
 |
Normal |
20 |
80 |
85% |
| Level-Up |
Metal Claw |
Has a 10% chance to raise the user's Attack by 1 stage. |
 |
Steel |
35 |
50 |
95% |
| 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 |
| Tutored |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
 |
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. |
 |
Normal |
15 |
Var BP |
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. |
 |
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 |
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. |
 |
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. |
 |
Psychic |
10 |
N/A |
N/A |
| TM/HM |
Return |
Power increases as user's happiness increases; maximum 102 BP. |
 |
Normal |
20 |
Var BP |
100% |
| TM/HM |
Rock Climb |
Has a 20% chance to confuse the target. |
 |
Normal |
20 |
90 |
85% |
| TM/HM |
Rock Polish |
Raises the user's Speed by 2 stages. |
 |
Rock |
20 |
N/A |
N/A |
| TM/HM |
Rock Slide |
Has a 30% chance to make the target flinch. |
 |
Rock |
10 |
75 |
90% |
| TM/HM |
Rock Smash |
Has a 50% chance to lower the target's Defense by 1 stage. |
 |
Fighting |
15 |
40 |
100% |
| 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 |
Seismic Toss |
Does damage equal to user's level. |
 |
Fighting |
20 |
Var Dmg |
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 Claw |
Has a high critical hit ratio. |
 |
Ghost |
15 |
70 |
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. |
 |
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.) |
 |
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% |
| 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 |
| Level-Up |
Stomp |
Has a 30% chance to make the target flinch; also retains its normal accuracy and gains doubled power against Minimized Pokemon. |
 |
Normal |
20 |
65 |
100% |
| TM/HM |
Strength |
Damages the target. |
 |
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. |
 |
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 |
| Level-Up |
Superpower |
Lowers the user's Attack and Defense by 1 stage each after use. |
 |
Fighting |
5 |
120 |
100% |
| TM/HM |
Swagger |
Confuses the target and raises its Attack by 2 stages. |
 |
Normal |
15 |
N/A |
90% |
| 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. |
 |
Electric |
10 |
120 |
70% |
| TM/HM |
Thunder Wave |
Paralyzes the target. This move activates Motor Drive. |
 |
Electric |
20 |
N/A |
100% |
| TM/HM |
Thunderbolt |
Has a 10% chance to paralyze the target. |
 |
Electric |
15 |
95 |
100% |
| Tutored |
ThunderPunch |
Has a 10% chance to paralyze the target. |
 |
Electric |
15 |
75 |
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. |
 |
Poison |
10 |
N/A |
85% |
| Level-Up |
Zap Cannon |
Paralyzes the target. |
 |
Electric |
5 |
120 |
50% |