| Platinum |
Fury Cutter |
The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap. |
 |
Bug |
10 |
95% |
| Platinum |
Helping Hand |
Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. |
 |
Normal |
N/A |
N/A |
| Platinum |
Icy Wind |
Lowers the target's Speed by 1 stage. |
 |
Ice |
55 |
95% |
| Platinum |
Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
 |
Ground |
20 |
100% |
| Platinum |
Signal Beam |
Has a 10% chance to confuse the target. |
 |
Bug |
75 |
100% |
| Platinum |
Snore |
Has a 30% chance to make the target flinch; fails if user is awake. |
 |
Normal |
40 |
100% |
| Platinum |
Swift |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Normal |
60 |
100% |
| Platinum |
Trick |
Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. |
 |
Psychic |
N/A |
100% |
| Platinum |
Zen Headbutt |
Has a 20% chance to make the target flinch. |
 |
Psychic |
80 |
90% |
| HGSS |
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 |
| HGSS |
Magic Coat |
Almost always goes first. Until the end of the turn, the user will reflect one disabling move back at its user (including teammates); these include status effect inducers, confusion inducers (including Flatter and Swagger), Attract, trapping moves that do not damage, Leech Seed, Worry Seed, Gastro Acid and negative stat modifiers (except Defog). In double battles, Magic Coat will only reflect the first applicable move performed against its user before wearing off. |
 |
Psychic |
N/A |
N/A |
| HGSS |
Role Play |
The user's own ability is overwritten with the target's ability; does nothing if the target's ability is Wonder Guard. |
 |
Psychic |
N/A |
N/A |