| 1 |
1 |
1 |
Leer |
Lowers the target's Defense by 1 stage. |
 |
Normal |
N/A |
100% |
| 1 |
1 |
1 |
Wrap |
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 U-Turn. |
 |
Normal |
15 |
85% |
| 9 |
9 |
9 |
Night Shade |
Does damage equal to user's level. |
 |
Ghost |
Var Dmg |
100% |
| 17 |
17 |
17 |
Teleport |
Escapes from wild battles; fails automatically in trainer and link battles. |
 |
Psychic |
N/A |
N/A |
| 25 |
25 |
25 |
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. |
 |
Dark |
20 |
100% |
| 33 |
33 |
33 |
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. |
 |
Dark |
40 |
100% |
| 41 |
41 |
41 |
Psychic |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Psychic |
90 |
100% |
| 49 |
49 |
49 |
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. |
 |
Dark |
N/A |
N/A |
| 57 |
57 |
57 |
Psycho Shift |
The user is cured of status effects by passing them to a healthy target. |
 |
Psychic |
N/A |
90% |
| 65 |
65 |
65 |
Zen Headbutt |
Has a 20% chance to make the target flinch. |
 |
Psychic |
80 |
90% |
| 73 |
73 |
73 |
Cosmic Power |
Raises the user's Defense and Special Defense by 1 stage each. |
 |
Psychic |
N/A |
N/A |
| 81 |
81 |
81 |
Recover |
Restores 1/2 of the user's max HP. |
 |
Normal |
N/A |
N/A |
| 89 |
89 |
89 |
Psycho Boost |
Lowers the user's Special Attack by 2 stages after use. |
 |
Psychic |
140 |
90% |
| 97 |
97 |
97 |
Hyper Beam |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Normal |
150 |
90% |