POKEMON GOLD, SILVER AND CRYSTAL ATTACKS LISTING

Move Effect Type PP Power Acc
Absorb Restores the user's HP by 1/2 of the damage inflicted on the target. Grass 20 20 100%
Acid Has a ~10% chance to lower the target's Defense by 1 stage. Poison 30 40 100%
Acid Armor Raises the user's Defense by 2 stages. Poison 40 N/A N/A
Aeroblast Has a high critical hit ratio. Flying 5 100 95%
Agility Raises the user's Speed by 2 stages. Psychic 30 N/A N/A
Amnesia Raises the user's Special Defense by 2 stages. Psychic 20 N/A N/A
Ancientpower Has a ~10% chance to raise all of the user's stats by 1 stage. Rock 5 60 100%
Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Normal 15 N/A 100%
Aurora Beam Has a ~10% chance to lower the target's Attack by 1 stage. Ice 20 65 100%
Barrage 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. Normal 20 15 85%
Barrier Raises the user's Defense by 2 stages. Psychic 30 N/A N/A
Baton Pass The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative), as well as confusion, Focus Energy, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Mean Look, Spider Web and Substitute to the replacement Pokemon. In-game, Baton Pass also passes partial trapping moves (Bind, Clamp, Fire Spin and Wrap), Foresight, Toxic if the replacement is poisoned and Nightmare if replacement is asleep. Normal 40 N/A N/A
Beat Up Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats. Dark 10 10 100%
Belly Drum The user maximizes its Attack but sacrifices 50% of its max HP. Normal 10 N/A N/A
Bide The user absorbs all damage for 2-3 turns and then inflicts twice the absorbed damage on its target. This move ignores the target's type but still cannot hit Ghost-type Pokemon. Normal 10 Var Dmg 100%
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 uses Baton Pass. Normal 20 15 75%
Bite Has a ~30% chance to make the target flinch. Dark 25 60 100%
Blizzard Has a ~10% chance to freeze the target. Ice 5 120 70%
Body Slam Has a ~30% chance to paralyze the target. Normal 15 85 100%
Bone Club Has a ~10% chance to make the target flinch. Ground 20 65 85%
Bone Rush 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. Ground 10 25 80%
Bonemerang Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Ground 10 50 90%
Bubble Has a ~10% chance to lower the target's Speed by 1 stage. Water 30 20 100%
Bubblebeam Has a ~10% chance to lower the target's Speed by 1 stage. Water 20 65 100%
Charm Lowers the target's Attack by 2 stages. Normal 20 N/A 100%
Clamp 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 uses Baton Pass. Water 10 35 75%
Comet Punch 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. Normal 15 18 85%
Confuse Ray Confuses the target. Ghost 10 N/A 100%
Confusion Has a ~10% chance to confuse the target. Psychic 25 50 100%
Constrict Has a ~10% chance to lower the target's Speed by 1 stage. Normal 35 10 100%
Conversion The user's type changes to match the type of one of its four attacks. This move fails if the user cannot change its type under this condition. Normal 30 N/A N/A
Conversion 2 The user's type changes to one that resists the type of the last attack that hit the user. Normal 30 N/A 100%
Cotton Spore Lowers the target's Speed by 2 stages. Grass 40 N/A 85%
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. Fighting 20 Var Dmg 100%
Crabhammer Has a high critical hit ratio. Water 10 90 85%
Cross Chop Has a high critical hit ratio. Fighting 5 100 80%
Crunch Has a ~20% chance to lower the target's Special Defense by 1 stage. Dark 15 80 100%
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. ??? 10 N/A N/A
Cut Damages the target. Normal 30 50 95%
Defense Curl Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout. Normal 40 N/A N/A
Destiny Bond Causes an opponent to faint if its next attack KOs the user. Ghost 5 N/A N/A
Detect 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. Fighting 5 N/A N/A
Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake, Magnitude and Fissure can hit underground, with Earthquake and Magnitude having doubled power; the user may also be hit underground if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Ground 10 60 100%
Disable The target cannot choose its last move for 2-5 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 20 N/A 55%
Dizzy Punch Has a ~20% chance to confuse the target. Normal 10 70 100%
Double Kick Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Fighting 30 30 100%
Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
Double-edge The user receives 1/4 recoil damage. Normal 15 120 100%
Doubleslap 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. Normal 10 15 85%
Dragon Rage Always deals 40 points of damage. Dragon 10 Set 100%
Dragonbreath Has a ~30% chance to paralyze the target. Dragon 20 60 100%
Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Psychic 15 100 100%
Drill Peck Damages the target. Flying 20 80 100%
Dynamicpunch Confuses the target. Fighting 5 100 50%
Earthquake Power doubles when performed against Pokemon using Dig. Ground 10 100 100%
Egg Bomb Damages the target. Normal 10 100 75%
Ember Has a ~10% chance to burn the target. Fire 25 40 100%
Encore The target is forced to use its last attack for the next 2-6 turns. The effects of this move will end immediately if the target runs out of PP for the repeated attack. Normal 5 N/A 100%
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. Normal 10 N/A N/A
Explosion The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Normal 5 250 100%
Extremespeed Usually goes first. Normal 5 80 100%
Faint Attack Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig or Fly. Dark 25 60 100%
False Swipe Leaves the target with at least 1 HP. Normal 40 40 100%
Fire Blast Has a ~10% chance to burn the target. Fire 5 120 85%
Fire Punch Has a ~10% chance to burn the target. Fire 15 75 100%
Fire Spin 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 uses Baton Pass. Fire 15 15 70%
Fissure The target faints; doesn't work on higher-leveled Pokemon. However, this move will hit Digging Pokemon. Ground 5 KO 30%
Flail Base power increases as the user's HP decreases. Normal 15 Var BP 100%
Flame Wheel Has a ~10% chance to burn the target; can be used while frozen, which both attacks the target normally and thaws the user. Fire 25 60 100%
Flamethrower Has a ~10% chance to burn the target. Fire 15 95 100%
Flash Lowers the target's Accuracy by 1 stage. Normal 20 N/A 70%
Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister and Thunder have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Flying 15 70 95%
Focus Energy Raises the user's chance for a Critical Hit by one domain. Normal 30 N/A N/A
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 40 N/A 100%
Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
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. Normal 20 15 85%
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, or if the user selects another move, base power will be reset to 10 BP on the next turn. Bug 20 10 95%
Fury Swipes 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. Normal 15 10 80%
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 may be active at a time; because it occurs at the end of the round, it also hits through Protect, Detect and Endure. Psychic 15 80 90%
Giga Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Grass 5 60 100%
Glare Paralyzes the target. Normal 30 N/A 75%
Growl Lowers the target's Attack by 1 stage. Normal 40 N/A 100%
Growth Raises the user's Special Attack by 1 stage. Normal 40 N/A N/A
Guillotine The target faints; doesn't work on higher-leveled Pokemon. Normal 5 KO 30%
Gust Power doubles if the target is in mid-air via Fly. Flying 35 40 100%
Harden Raises the user's Defense by 1 stage. Normal 30 N/A N/A
Haze Eliminates any stat modifiers from all active Pokemon. Ice 30 N/A N/A
Headbutt Has a ~30% chance to make the target flinch. Normal 15 70 100%
Heal Bell Every Pokemon in the user's party is cured of status conditions. Normal 5 N/A N/A
Hi Jump Kick If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. Fighting 20 85 90%
Hidden Power Varies in power and type depending on the user's DVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal 15 Var BP 100%
Horn Attack Damages the target. Normal 25 65 100%
Horn Drill The target faints; doesn't work on higher-leveled Pokemon. Normal 5 KO 30%
Hydro Pump Damages the target. Water 5 120 80%
Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Normal 5 150 90%
Hyper Fang Has a ~10% chance to make the target flinch. Normal 15 80 90%
Hypnosis Puts the target to sleep. Psychic 20 N/A 60%
Ice Beam Has a ~10% chance to freeze the target. Ice 10 95 100%
Ice Punch Has a ~10% chance to freeze the target. Ice 15 75 100%
Icy Wind Lowers the target's Speed by 1 stage. Ice 15 55 95%
Iron Tail Has a ~30% chance to lower the target's Defense by 1 stage. Steel 15 100 75%
Jump Kick If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. Fighting 20 70 95%
Karate Chop Has a high critical hit ratio. Fighting 25 55 100%
Kinesis Lowers the target's Accuracy by 1 stage. Psychic 15 N/A 80%
Leech Life Restores the user's HP by 1/2 of the damage inflicted on the target. Bug 15 20 100%
Leech Seed The user steals 1/8 of the target's max HP until the target is switched out, is KO'ed, or uses Rapid Spin; does not work against Grass-type Pokemon or Pokemon behind Substitutes. Grass 10 N/A 90%
Leer Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
Lick Has a ~30% chance to paralyze the target. Ghost 30 20 100%
Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Psychic 30 N/A N/A
Lock-On This move ensures that the user's next attack will hit against its current target. Even if the user switches out, its replacement's next move will always hit too. Lock-On fails against Pokemon in the middle of using Protect, Detect, Dig or Fly, as well as Pokemon behind a Substitute. Normal 5 N/A 100%
Lovely Kiss Puts the target to sleep. Normal 10 N/A 75%
Low Kick Has a ~30% chance to make the target flinch. Fighting 20 50 90%
Mach Punch Usually goes first. Fighting 30 40 100%
Magnitude Deals variable damage, between 10 base power and 130 base power, as well as double damage against Digging Pokemon. Ground 30 Var BP 100%
Mean Look As long as the user remains in battle, the target cannot switch out unless it uses Baton Pass. The target will still be trapped if the user switches out by using Baton Pass. Normal 5 N/A N/A
Meditate Raises the user's Attack by 1 stage. Psychic 40 N/A N/A
Mega Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Grass 10 40 100%
Mega Kick Damages the target. Normal 5 120 75%
Mega Punch Damages the target. Normal 20 80 85%
Megahorn Damages the target. Bug 10 120 85%
Metal Claw Has a ~10% chance to raise the user's Attack by 1 stage. Steel 35 50 95%
Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Sketch, Struggle or any move that the user already knows. Normal 10 N/A N/A
Milk Drink Restores 1/2 of the user's max HP. Normal 10 N/A N/A
Mimic This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. Normal 10 N/A 100%
Mind Reader This move ensures that the user's next attack will hit against its current target. Even if the user switches out, its replacement's next move will always hit too. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig or Fly, as well as Pokemon behind a Substitute. Normal 5 N/A 100%
Minimize Raises the user's Evasion by 1 stage; however, Stomp retains its normal accuracy and gains doubled power against Minimized Pokemon. Normal 20 N/A N/A
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. Psychic 20 Var Dmg 100%
Mirror Move The user performs the last move executed by its target; if applicable, an attack's damage is calculated with the user's stats, level and type(s). This moves fails if the target has not yet used a move. Mirror Move cannot copy itself, Metronome, Mimic, Sketch, Sleep Talk, Struggle, Transform or moves that user already knows. Flying 20 Copy N/A
Mist Protects the user from negative stat modifiers caused by other Pokemon, but not by itself, until it switches out; can be Baton Passed by user. The user'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. Ice 30 N/A N/A
Moonlight The user recovers 1/4 of its max HP during the morning or day and 1/2 of its max HP during the night. For all three time periods, healing is doubled during Sunny Day and halved during Rain Dance and Sandstorm. Normal 5 N/A N/A
Morning Sun The user recovers 1/4 of its max HP during the day or night and 1/2 of its max HP during the morning. For all three time periods, healing is doubled during Sunny Day and halved during Rain Dance and Sandstorm. Normal 5 N/A N/A
Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 10 20 100%
Night Shade Does damage equal to user's level. Ghost 15 Var Dmg 100%
Nightmare This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. Ghost 15 N/A 100%
Octazooka Has a ~50% chance to lower the target's Accuracy by 1 stage. Water 10 65 85%
Outrage The user attacks uncontrollably for 2-3 turns and then gets confused. Dragon 20 90 100%
Pain Split Calculates the average of the user's current HP and the target's HP; the HP of both Pokemon is set to this average. Normal 20 Var Dmg 100%
Pay Day The player picks up extra money after in-game battles; the money received is equal to: [user's level * 2 * number of times Pay Day is used]. The player does not lose money if the opponent uses Pay Day but the player wins the battle. Normal 20 40 100%
Peck Damages the target. Flying 35 35 100%
Perish Song All active Pokemon will faint in 3 turns unless they are switched out. Normal 5 N/A N/A
Petal Dance The user attacks uncontrollably for 2-3 turns and then gets confused. Grass 20 70 100%
Pin Missile 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. Bug 20 14 85%
Poison Gas Poisons the target. Poison 40 N/A 55%
Poison Sting Has a ~30% chance to poison the target. Poison 35 15 100%
Poisonpowder Poisons the target. Poison 35 N/A 75%
Pound Damages the target. Normal 35 40 100%
Powder Snow Has a ~10% chance to freeze the target. Ice 25 40 100%
Present Randomly either attacks with a variable power, between 40 base power and 120 base power, or heals the target by 80 HP. Normal 15 Var BP 90%
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. Normal 10 N/A N/A
Psybeam Has a ~10% chance to confuse the target. Psychic 20 65 100%
Psych Up The user copies all six of the target's current stat modifiers. Normal 10 N/A N/A
Psychic Has a ~10% chance to lower the target's Special Defense by 1 stage. Psychic 10 90 100%
Psywave Randomly inflicts set damage between a minimum of 1 HP and a maximum of [1.5x the user's level] HP. Psychic 15 Var Dmg 80%
Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. Dark 20 40 100%
Quick Attack Usually goes first. Normal 30 40 100%
Rage The user's Attack rises by 1 stage if attacked before its next move. Normal 20 20 100%
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 becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Water 5 N/A N/A
Rapid Spin Removes Spikes and Leech Seed from the user's side of the field; also frees the user from Bind, Clamp, Fire Spin, Whirlpool and Wrap. These side effects do not occur if the move misses or is used against Ghost-type Pokemon. Normal 40 20 100%
Razor Leaf Has a high critical hit ratio. Grass 25 55 95%
Razor Wind The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Has a high critical hit ratio. Normal 10 80 75%
Recover Restores 1/2 of the user's max HP. Normal 20 N/A N/A
Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Psychic 20 N/A N/A
Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Psychic 10 N/A N/A
Return Power increases as user's happiness increases; maximum 102 BP. Normal 20 Var BP 100%
Reversal Base power increases as the user's HP decreases. Fighting 15 Var BP 100%
Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Normal 20 N/A 100%
Rock Slide Has a ~30% chance to make the target flinch. Rock 10 75 90%
Rock Smash Has a ~50% chance to lower the target's Defense by 1 stage. Fighting 15 20 100%
Rock Throw Damages the target. Rock 15 50 90%
Rolling Kick Has a ~30% chance to make the target flinch. Fighting 15 60 85%
Rollout The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Rock 20 30 90%
Sacred Fire Has a ~50% chance to burn the target; can be used while frozen, which both attacks the target normally and thaws the user. Fire 5 100 95%
Safeguard Protects the user's entire team from status conditions for five turns. Normal 25 N/A N/A
Sand-Attack Lowers the target's Accuracy by 1 stage. Ground 15 N/A 100%
Sandstorm Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is a Ground-, Rock-, or Steel-type and the healing power of Morning Sun, Synthesis and Moonlight is halved. Rock 10 N/A N/A
Scary Face Lowers the target's Speed by 2 stages. Normal 10 N/A 90%
Scratch Damages the target. Normal 35 40 100%
Screech Lowers the target's Defense by 2 stages. Normal 10 N/A 85%
Seismic Toss Does damage equal to user's level. Fighting 20 Var Dmg 100%
Selfdestruct The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Normal 5 200 100%
Shadow Ball Has a ~20% chance to lower the target's Special Defense by 1 stage. Ghost 15 80 100%
Sharpen Raises the user's Attack by 1 stage. Normal 30 N/A N/A
Sing Puts the target to sleep. Normal 15 N/A 55%
Sketch The user permanently replaces Sketch with the last move used by the target. Sketch cannot copy itself, Explosion, Metronome, Mimic, Mirror Move, Selfdestruct, Sleep Talk, Struggle or Transform. This move fails automatically when selected in link battles. Normal 1 N/A 100%
Skull Bash The user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two. Normal 15 100 100%
Sky Attack The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Flying 5 140 90%
Slam Damages the target. Normal 20 80 75%
Slash Has a high critical hit ratio. Normal 20 70 100%
Sleep Powder Puts the target to sleep. Grass 15 N/A 75%
Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. If Rest is selected, user recovers its HP and stays asleep for two more turns. Sleep Talk can choose an attack that has run out of PP; the generated attacks also do not cost PP, and it cannot generate itself, Bide, Disabled attacks or two-turn attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Normal 10 Copy N/A
Sludge Has a ~30% chance to poison the target. Poison 20 65 100%
Sludge Bomb Has a ~30% chance to poison the target. Poison 10 90 100%
Smog Has a ~40% chance to poison the target. Poison 20 20 100%
Smokescreen Lowers the target's Accuracy by 1 stage. Normal 20 N/A 100%
Snore Has a ~30% chance to make the target flinch; fails if user is awake. Normal 15 40 100%
Softboiled Restores 1/2 of the user's max HP. Normal 10 N/A N/A
Solarbeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, this move has half power. Grass 10 120 100%
Sonicboom Always deals 20 points of damage. Normal 20 Set 90%
Spark Has a ~30% chance to paralyze the target. Electric 20 65 100%
Spider Web As long as the user remains in battle, the target cannot switch out unless it uses Baton Pass. The target will still be trapped if the user switches out by using Baton Pass. Bug 10 N/A N/A
Spike Cannon 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. Normal 15 20 100%
Spikes Damages opponents, unless they are Flying-type, every time they are switched in; saps 1/8 of the opponent's max HP. Ground 20 N/A 100%
Spite The target's most recent move is reduced by 2-5 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. Ghost 10 N/A 100%
Splash Doesn't do anything (but we still love it). Normal 40 N/A N/A
Spore Puts the target to sleep. Grass 15 N/A 100%
Steel Wing Has a ~10% chance to raise the user's Defense by 1 stage. Steel 25 70 95%
Stomp Has a ~30% chance to make the target flinch; also retains its normal accuracy and gains doubled power against Minimized Pokemon. Normal 20 65 100%
Strength Damages the target. Normal 15 80 100%
String Shot Lowers the target's Speed by 1 stage. Bug 40 N/A 95%
Struggle Used automatically when all of the user's other moves have run out of PP or are otherwise inaccessible. The user receives 1/4 recoil damage. Struggle is classified as a typeless move and will hit any Pokemon, including Rock-, Steel- and Ghost-type Pokemon, for normal damage. None 1 50 100%
Stun Spore Paralyzes the target. Grass 30 N/A 75%
Submission The user receives 1/4 recoil damage. Fighting 20 80 80%
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 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. Normal 10 N/A N/A
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 doubled. Fire 5 N/A N/A
Super Fang This move halves the target's current HP. Normal 10 Var Dmg 90%
Supersonic Confuses the target. Normal 20 N/A 55%
Surf Damages the target. Water 15 95 100%
Swagger Confuses the target and raises its Attack by 2 stages. Normal 15 N/A 90%
Sweet Kiss Confuses the target. Normal 10 N/A 75%
Sweet Scent Lowers the target's Evasion by 1 stage. Normal 20 N/A 100%
Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig or Fly. Normal 20 60 100%
Swords Dance Raises the user's Attack by 2 stages. Normal 30 N/A N/A
Synthesis The user recovers 1/4 of its max HP during the morning or night and 1/2 of its max HP during the day. For all three time periods, healing is doubled during Sunny Day and halved during Rain Dance and Sandstorm. Grass 5 N/A N/A
Tackle Damages the target. Normal 35 35 95%
Tail Whip Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
Take Down The user receives 1/4 recoil damage. Normal 20 90 85%
Teleport Escapes from wild battles; fails automatically in trainer and link battles. Psychic 20 N/A N/A
Thief Steals the target's held item unless the user is already holding an item Dark 10 40 100%
Thrash The user attacks uncontrollably for 2-3 turns and then gets confused. Normal 20 90 100%
Thunder Has a ~30% chance to paralyze the target. Has 50% accuracy during Sunny Day and 100% accuracy during Rain Dance. Also has normal accuracy against mid-air Pokemon have used Fly. Electric 10 120 70%
Thunder Wave Paralyzes the target. Electric 20 N/A 100%
Thunderbolt Has a ~10% chance to paralyze the target. Electric 15 95 100%
Thunderpunch Has a ~10% chance to paralyze the target. Electric 15 75 100%
Thundershock Has a ~10% chance to paralyze the target. Electric 30 40 100%
Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out. Poison 10 N/A 85%
Transform The user morphs into a near-exact copy of the target. Stats, stat modifiers, type, moves, Hidden Power data and appearance are changed; the user's level and HP remain the same and each copied move receives only 5 PP. (If Transform is used by Ditto, the effects of Metal Powder stop working after transformation.) Normal 10 N/A N/A
Tri Attack Has a ~20% chance to burn, paralyze or freeze the target. Normal 10 80 100%
Triple Kick Attacks three times in one turn, adding 10 BP for each kick. If a kick misses, the move ends instantly; if one of the kicks breaks a target's Substitute, the real Pokemon will take damage for the remaining kicks. Fighting 10 10 90%
Twineedle Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Has a ~20% chance to poison the target , even if it is a Steel-type Pokemon. Bug 20 25 100%
Twister Has a ~20% chance to make the target flinch; power doubles while the target is in mid-air via Fly. Dragon 20 40 100%
Vicegrip Damages the target. Normal 30 55 100%
Vine Whip Damages the target. Grass 10 35 100%
Vital Throw This move usually goes last. It ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig or Fly. Fighting 10 70 100%
Water Gun Damages the target. Water 25 40 100%
Waterfall Damages the target. Water 15 80 100%
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 uses Baton Pass. Water 15 15 70%
Whirlwind Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Normal 20 N/A 100%
Wing Attack Damages the target. Flying 35 60 100%
Withdraw Raises the user's Defense by 1 stage. Water 40 N/A N/A
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 uses Baton Pass. Normal 20 15 85%
Zap Cannon Paralyzes the target. Electric 5 100 50%

 

 

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