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MethodNameEffectDamageTypePPPwrAcc
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%
Level-Up Bite Has a 30% chance to make the target flinch. Physical Damage Dark 25 60 100%
Egg Move Body Slam Has a 30% chance to paralyze the target. Physical Damage Normal 15 85 100%
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%
Level-Up Crunch Has a 20% chance to lower the target's Defense by 1 stage. Physical Damage Dark 15 80 100%
Egg Move 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. Other Damage ??? 10 N/A N/A
TM/HM Double Team Raises the user's Evasion by 1 stage. Other Damage Normal 15 N/A N/A
Level-Up Double-edge The user receives 1/3 recoil damage. Physical Damage Normal 15 120 100%
Tutored Earth Power Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Ground 10 90 100%
Level-Up 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%
Level-Up Fire Fang Has a 10% chance to burn the target. Has a 10% chance to make the target flinch. Both effects can occur from a single use. Physical Damage Fire 15 65 95%
Level-Up Fissure The target faints; doesn't work on higher-leveled Pokemon. Physical Damage Ground 5 KO 30%
TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage 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. Physical Damage Normal 5 150 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. Special Damage 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. Special Damage Normal 5 150 90%
Level-Up Ice Fang Has a 10% chance to freeze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. Physical Damage Ice 15 65 95%
Tutored Iron Head Has a 30% chance to make the target flinch. Physical Damage Steel 15 80 100%
TM/HM Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 15 100 75%
Tutored 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%
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 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 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%
Level-Up Sand Tomb 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. Physical Damage Ground 15 15 70%
Level-Up Sand-Attack Lowers the target's Accuracy by 1 stage. Other Damage Ground 15 N/A 100%
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. Other Damage 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.
Physical Damage Normal 20 70 100%
Egg Move Slack Off Restores 1/2 of the user's max HP. Other Damage Normal 10 N/A N/A
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
Tutored Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 15 40 100%
Egg Move Spit Up Power increases with user's Stockpile count; fails with zero Stockpiles. Special Damage Normal 10 Var BP 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
Egg Move Stockpile Can be used up to three times to power Spit Up or Swallow. Also raises the user's Defense and Special Defense by 1 stage each. Stockpiles and the defensive boosts are lost when these Swallow or Spit Up is used or the user switches out. However, the boosts can be Baton Passed. Other Damage Normal 20 N/A N/A
TM/HM Stone Edge Has a high critical hit ratio. Physical Damage Rock 5 100 80%
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
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. Other Damage Fire 5 N/A N/A
Tutored Superpower Lowers the user's Attack and Defense by 1 stage each after use. Physical Damage Fighting 5 120 100%
TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal 15 N/A 90%
Egg Move Swallow This move only works if the user has at least one Stockpile. Restores 1/4 of user's max HP with one Stockpile, 1/2 of user's max HP with two Stockpiles and fully restores the user's HP with three Stockpiles. Other Damage Normal 10 N/A N/A
Level-Up Tackle Damages the target. Physical Damage Normal 35 35 95%
Level-Up Take Down The user receives 1/4 recoil damage. Physical Damage Normal 20 90 85%
Level-Up Thunder Fang Has a 10% chance to paralyze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. Physical Damage Electric 15 65 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%
Level-Up 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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