| RSE FRLG DP Level-Up Attacks: |
| - |
- |
1 |
1 |
Leer |
Lowers the target's Defense by 1 stage. |
 |
Normal |
N/A |
100% |
| - |
- |
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% |
| - |
- |
5 |
9 |
Night Shade |
Does damage equal to user's level. |
 |
Ghost |
Var Dmg |
100% |
| - |
- |
10 |
17 |
Teleport |
Escapes from wild battles; fails automatically in trainer and link battles. [Field Move] The player instantly returns home, or to the last Pokemon Center that was used, from anywhere on the overworld screen. |
 |
Psychic |
N/A |
N/A |
| - |
- |
15 |
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% |
| - |
- |
20 |
33 |
Spikes |
Damages opponents, unless they are Flying-type or have Levitate, every time they are switched in; hits through Wonder Guard. Can be used up to three times: saps 1/8 of max HP with one layer, 3/16 of max HP with two layers and 1/4 of max HP for three layers. |
 |
Ground |
N/A |
100% |
| - |
- |
25 |
41 |
Psychic |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Psychic |
90 |
100% |
| - |
- |
30 |
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 |
Psycho Shift |
The user is cured of status effects by passing them to a healthy target. |
 |
Psychic |
N/A |
90% |
| - |
- |
- |
65 |
Zen Headbutt |
Has a 20% chance to make the target flinch. |
 |
Psychic |
80 |
90% |
| - |
- |
35 |
73 |
Iron Defense |
Raises the user's Defense by 2 stages. |
 |
Steel |
N/A |
N/A |
| - |
- |
35 |
73 |
Amnesia |
Raises the user's Special Defense by 2 stages. |
 |
Psychic |
N/A |
N/A |
| - |
- |
40 |
81 |
Recover |
Restores 1/2 of the user's max HP. |
 |
Normal |
N/A |
N/A |
| - |
- |
45 |
89 |
Psycho Boost |
Lowers the user's Special Attack by 2 stages after use. |
 |
Psychic |
140 |
90% |
| - |
- |
50 |
97 |
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 |
Var Dmg |
100% |
| - |
- |
50 |
97 |
Mirror Coat |
Almost always goes last; if an opponent strikes with a Special 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 Special attack and cannot hit the user's teammate. |
 |
Psychic |
Var Dmg |
100% |