| 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% |
| 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 |
| 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 |
| Level-Up |
Doom Desire |
This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Doom Desire or Future Sight may be active at a time; because Doom Desire is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. |
Steel |
5 |
120 |
85% |
| TM/HM |
Double Team |
Raises the user's Evasion by 1 stage. |
Normal |
15 |
N/A |
N/A |
| Level-Up |
Double-edge |
The user receives 1/3 recoil damage. |
Normal |
15 |
120 |
100% |
| Tutored |
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 |
Dynamicpunch |
Confuses the target. |
Fighting |
5 |
100 |
50% |
| Tutored |
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 |
| TM/HM |
Facade |
Power doubles if the user is inflicted with burn, paralysis or poison. |
Normal |
20 |
70 |
100% |
| Tutored |
Fire Punch |
Has a 10% chance to burn the target. |
Fire |
15 |
75 |
100% |
| TM/HM |
Flash |
Lowers the target's Accuracy by 1 stage. |
Normal |
20 |
N/A |
70% |
| TM/HM |
Frustration |
Power increases as user's happiness decreases; maximum 102 BP. |
Normal |
20 |
Var BP |
100% |
| Level-Up |
Future Sight |
This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. |
Psychic |
15 |
80 |
90% |
| Level-Up |
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 run off the user's Attack or Special Attack depending on 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 |
Ice Punch |
Has a 10% chance to freeze the target. |
Ice |
15 |
75 |
100% |
| Tutored |
Icy Wind |
Lowers the target's Speed by 1 stage. |
Ice |
15 |
55 |
95% |
| 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. 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 |
Metronome |
The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Assist, Counter, Covet, Destiny Bond, Detect, Endure, Focus Punch, Follow Me, Helping Hand, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Thief, Trick or any move that the user already knows. |
Normal |
10 |
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 |
100% |
| Tutored |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
Ground |
10 |
20 |
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. |
Ghost |
15 |
N/A |
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. |
Normal |
10 |
N/A |
N/A |
| Tutored |
Psych Up |
The user copies all six of the target's current stat modifiers. |
Normal |
10 |
N/A |
N/A |
| Level-Up |
Psychic |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
Psychic |
10 |
90 |
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 becomes 100% accurate, 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. |
Water |
5 |
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. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. |
Psychic |
20 |
N/A |
N/A |
| Level-Up |
Refresh |
The user recovers from burn, poison and paralysis. |
Normal |
20 |
N/A |
N/A |
| Level-Up |
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 |
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: 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, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. |
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 and very shallow water), its Attack may be lowered by 1 stage while surfing on river or ocean water, its Defense may be lowered by 1 stage while diving underwater, its Speed may be lowered by 1 stage while surfing on pond water, its Accuracy may be lowered by 1 stage on beach and desert sand, it may flinch in caves, it may become confused on rocky outdoor terrain, it may be poisoned on ashy terrain and it may become paralyzed everywhere else (including link battles). |
Normal |
20 |
70 |
100% |
| TM/HM |
Shadow Ball |
Has a 20% chance to lower the target's Special Defense by 1 stage. |
Ghost |
15 |
80 |
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 |
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 |
100% |
| Tutored |
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, Disabled attacks, Focus Punch, 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% |
| Tutored |
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. |
Fire |
5 |
N/A |
N/A |
| Tutored |
Swagger |
Confuses the target and raises its Attack by 2 stages. |
Normal |
15 |
N/A |
90% |
| Level-Up |
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% |
| TM/HM |
Thunder |
Has a 30% chance to paralyze the target. Has 50% accuracy during Sunny Day and 100% accuracy during Rain Dance. Also has normal accuracy against mid-air Pokemon have used Fly or Bounce. |
Electric |
10 |
120 |
70% |
| Tutored |
Thunder Wave |
Paralyzes the target. |
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% |
| TM/HM |
Water Pulse |
Has a 20% chance to confuse the target. |
Water |
20 |
60 |
100% |
| Level-Up |
Wish |
At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of its max HP; this can be any member of the user's team. |
Normal |
10 |
N/A |
N/A |