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MethodNameEffectDamageTypePPPwrAcc
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. Physical Damage Flying 20 60 100%
Egg Move Agility Raises the user's Speed by 2 stages. Other Damage Psychic 30 N/A N/A
Level-Up Aqua Jet Usually goes first. Physical Damage Water 20 40 100%
Egg Move Aqua Ring The user recovers 1/16 of its max HP per turn until it faints or switches out; this can be Baton Passed to another Pokemon. Other Damage Water 20 N/A N/A
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%
TM/HM Avalanche Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Ice 10 60 100%
Inherited Bide Usually goes first for the duration of the move. The user absorbs all damage for two turns and then, during the third turn, the user inflicts twice the absorbed damage on its target. This move ignores the target's type and even hits Ghost-type Pokemon. Physical Damage Normal 10 Var Dmg 100%
TM/HM Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Ice 5 120 70%
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. Physical Damage Fighting 15 75 100%
Level-Up Brine Base power doubles if the target is at least 50% below full health. Special Damage Water 10 65 100%
Level-Up Bubble Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 30 20 100%
Level-Up BubbleBeam Has a 10% chance to lower the target's Speed by 1 stage. Special Damage Water 20 65 100%
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 Cut Damages the target. Physical Damage Normal 30 50 95%
TM/HM Defog Lowers the target's Evasion by 1 stage and removes Reflect, Light Screen, Safeguard, Mist, Spikes, Stealth Rock and Toxic Spikes from the target's side of the field. Other Damage Flying 15 N/A N/A
TM/HM Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 10 80 100%
Egg Move Double Hit Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Physical Damage Normal 10 35 90%
TM/HM Double Team Raises the user's Evasion by 1 stage. Other Damage Normal 15 N/A N/A
Level-Up Drill Peck Damages the target. Physical Damage Flying 20 80 100%
TM/HM Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage 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. 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%
Egg Move Flail Base power increases as the user's HP decreases. Physical Damage Normal 15 Var BP 100%
TM/HM Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage 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. Physical Damage Dark 10 Var BP 100%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal 20 Var BP 100%
Level-Up Fury Attack Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Normal 20 15 85%
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. Physical Damage Normal 5 150 90%
TM/HM Grass Knot Base power increases as the target's weight increases. Special Damage Grass 20 Var BP 100%
Level-Up Growl Lowers the target's Attack by 1 stage. Other Damage Normal 40 N/A 100%
TM/HM Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice 10 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 Hydro Cannon The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Water 5 150 90%
Level-Up Hydro Pump Damages the target. Special Damage Water 5 120 80%
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. Special Damage Normal 5 150 90%
TM/HM Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 10 95 100%
Level-Up Metal Claw Has a 10% chance to raise the user's Attack by 1 stage. Physical Damage Steel 35 50 95%
Level-Up Mist Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Other Damage Ice 30 N/A N/A
Egg Move Mud Sport All Electric-type moves are 50% weaker until the user switches out. Other Damage Ground 15 N/A N/A
Egg Move Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage 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. Physical Damage Normal 15 Var BP 100%
Level-Up Peck Damages the target. Physical Damage Flying 35 35 100%
TM/HM Pluck The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Coba Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. Physical Damage Flying 20 60 100%
Inherited Pound Damages the target. Physical Damage Normal 35 40 100%
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 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%
TM/HM Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal 20 N/A 100%
TM/HM Rock Climb Has a 20% chance to confuse the target. Physical Damage Normal 20 90 85%
TM/HM Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 10 75 90%
TM/HM Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 15 40 100%
TM/HM Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 10 50 80%
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%
TM/HM Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 15 70 100%
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.) Other Damage Normal 10 Copy N/A
Egg Move Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage 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. Other Damage Rock 20 N/A N/A
TM/HM Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Physical Damage Steel 25 70 90%
TM/HM Strength Damages the target. Physical Damage 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. Other Damage Normal 10 N/A N/A
Egg Move Supersonic Confuses the target. Other Damage Normal 20 N/A 55%
TM/HM Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 15 95 100%
Level-Up Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
Level-Up Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal 30 N/A N/A
Level-Up Tackle Damages the target. Physical Damage Normal 35 35 95%
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%
TM/HM Water Pulse Has a 20% chance to confuse the target. Special Damage Water 20 60 100%
Inherited Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water 15 N/A N/A
TM/HM Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 15 80 100%
Level-Up Whirlpool 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. Base power also doubles when performed against a Pokemon in the middle of using Dive. Special Damage Water 15 15 70%
Egg Move Yawn If the target stays in battle, it falls asleep at the end of the next turn. Other Damage Normal 10 N/A N/A

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