| 1 |
1 |
1 |
Leer |
Lowers the target's Defense by 1 stage. |
 |
Normal |
N/A |
100% |
| 1 |
1 |
1 |
Gravity |
The immunities provided by Magnet Rise, Levitate and the Flying-type are negated for all active Pokemon for five turns; these Pokemon will be affected by Ground-type moves, Arena Trap, Spikes and Toxic Spikes. Pokemon in the middle of using Bounce or Fly when Gravity is activated will immediately return to the ground, and Bounce, Fly, Hi Jump Kick, Jump Kick and Splash cannot be used until Gravity wears off. |
 |
Psychic |
N/A |
N/A |
| 1 |
1 |
1 |
Bind |
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 |
75% |
| 1 |
1 |
1 |
Fire Punch |
Has a 10% chance to burn the target. |
 |
Fire |
75 |
100% |
| 1 |
1 |
1 |
Ice Punch |
Has a 10% chance to freeze the target. |
 |
Ice |
75 |
100% |
| 1 |
1 |
1 |
ThunderPunch |
Has a 10% chance to paralyze the target. |
 |
Electric |
75 |
100% |
| 1 |
1 |
1 |
Night Shade |
Does damage equal to user's level. |
 |
Ghost |
Var Dmg |
100% |
| 6 |
6 |
6 |
Disable |
The target cannot choose its last move for 4-7 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled. |
 |
Normal |
N/A |
80% |
| 9 |
9 |
9 |
Foresight |
Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type moves. |
 |
Normal |
N/A |
N/A |
| 14 |
14 |
14 |
Astonish |
Has a 30% chance to make the target flinch. |
 |
Ghost |
30 |
100% |
| 17 |
17 |
17 |
Confuse Ray |
Confuses the target. |
 |
Ghost |
N/A |
100% |
| 22 |
22 |
22 |
Shadow Sneak |
Usually goes first. |
 |
Ghost |
40 |
100% |
| 25 |
25 |
25 |
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% |
| 30 |
30 |
30 |
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. |
 |
??? |
N/A |
N/A |
| 33 |
33 |
33 |
Will-O-Wisp |
Burns the target. This move activates Flash Fire. |
 |
Fire |
N/A |
75% |
| 37 |
37 |
37 |
Shadow Punch |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Ghost |
60 |
100% |
| 43 |
43 |
43 |
Mean Look |
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. |
 |
Normal |
N/A |
N/A |
| 51 |
51 |
51 |
Payback |
Power doubles if the target switches out or goes before the user. |
 |
Dark |
50 |
100% |
| 61 |
61 |
61 |
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 |
80 |
90% |