POKEMON ATTACKS LISTING (GENERATION III)

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
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. Flying 20 60 100%
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
Air Cutter Has a high critical hit ratio. Flying 25 55 95%
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%
Arm Thrust 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. Fighting 20 15 100%
Aromatherapy Every Pokemon in the user's party is cured of status conditions. Grass 5 N/A N/A
Assist The user performs a random move from any of the Pokemon on its team. Assist cannot generate itself, Counter, Covet, Destiny Bond, Detect, Endure, Focus Punch, Follow Me, Helping Hand, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Thief or Trick. Normal 20 Copy N/A
Astonish Has a 30% chance to make the target flinch. Ghost 15 30 100%
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, Ingrain, Stockpiles, Perish Song count, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. 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%
Blast Burn The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Fire 5 150 90%
Blaze Kick Has a high critical hit ratio and a 10% chance to burn the target. Fire 10 85 90%
Blizzard Has a 10% chance to freeze the target. Ice 5 120 70%
Block 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
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%
Bounce On the first turn, the user bounces into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut 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 descends and has a 30% chance to paralyze the target. Flying 5 85 85%
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. Fighting 15 75 100%
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%
Bulk Up Raises the user's Attack and Defense by 1 stage each. Fighting 20 N/A N/A
Bullet Seed 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. Grass 30 10 100%
Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Psychic 20 N/A N/A
Camouflage The user's type changes according to the current terrain. It becomes Grass-type in tall grass and very tall grass (as well as in puddles and very shallow water), Water-type while surfing on or diving under any body of water, Rock-type while inside any caves (including Shoal Cave) or on any rocky terrain, Ground-type on beach and desert sands, and Normal-type everywhere else. The user will always become Normal-type during link battles. Normal 20 N/A N/A
Charge Doubles the power of the user's Electric attacks on the next turn. Electric 20 N/A N/A
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. In double battles, this situation holds even when the user is last hit by an attack from its partner. Normal 30 N/A 100%
Cosmic Power Raises the user's Defense and Special Defense by 1 stage each. Psychic 20 N/A N/A
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. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate. Fighting 20 Var Dmg 100%
Covet Steals the target's held item unless the user is already holding an item or the target has Sticky Hold. Recycle cannot recover the stolen item. Normal 40 40 100%
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%
Crush Claw Has a 50% chance to lower the target's Defense by 1 stage. Normal 10 75 95%
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 or Ice Ball. 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 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. Ground 10 60 100%
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 20 N/A 55%
Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Water 10 60 100%
Dizzy Punch Has a 20% chance to confuse the target. Normal 10 70 100%
Doom Desire 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 Doom Desire or Future Sight may be active at a time; because Doom Desire is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Steel 5 120 85%
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 1/3 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 Claw Damages the target. Dragon 15 80 100%
Dragon Dance Raises the user's Attack and Speed by 1 stage each. Dragon 20 N/A N/A
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. In double battles, a Pokemon who has received an Encore will target a random opponent with single-target attacks. Normal 5 N/A 100%
Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Normal 5 Var Dmg 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
Eruption Base power decreases as the user's HP decreases. Fire 5 Var BP 100%
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%
Extrasensory Has a 10% chance to make the target flinch. Psychic 30 80 100%
Extremespeed Usually goes first. Normal 5 80 100%
Facade Power doubles if the user is inflicted with burn, paralysis or poison. Normal 20 70 100%
Faint Attack Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Dark 25 60 100%
Fake Out If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus. Normal 10 40 100%
Fake Tears Lowers the target's Special Defense by 2 stages. Dark 20 N/A 100%
False Swipe Leaves the target with at least 1 HP. Normal 40 40 100%
Featherdance Lowers the target's Attack by 2 stages. Flying 15 N/A 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. 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%
Flatter Confuses the target and raises its Special Attack by 1 stage. Dark 15 N/A 100%
Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder, and Sky Uppercut 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
Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Fighting 20 150 100%
Follow Me Almost always goes first. For the rest of the turn, all attacks from the opponent's team that target the user's team are redirected toward the user. In double battles, the user's teammate will not be protected from attacks that have more than one intended target. Normal 20 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%
Frenzy Plant The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Grass 5 150 90%
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 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 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%
Grasswhistle Puts the target to sleep. Grass 15 N/A 55%
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
Grudge The target's next move is set to 0 PP if it directly KOs the user. Ghost 5 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 or Bounce. Flying 35 40 100%
Hail 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 an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Ice 10 N/A N/A
Harden Raises the user's Defense by 1 stage. Normal 30 N/A N/A
Haze Eliminates any stat modifiers from all active Pokemon. The stat boost from Choice Band is not affected. 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. Allied Pokemon who have Soundproof are not affected. Normal 5 N/A N/A
Heat Wave Has a 10% chance to burn the target. Fire 10 100 90%
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 20 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 IVs; 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%
Howl Raises the user's Attack by 1 stage. Normal 40 N/A N/A
Hydro Cannon The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Water 5 150 90%
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%
Hyper Voice Damages the target. Normal 10 90 100%
Hypnosis Puts the target to sleep. Psychic 20 N/A 60%
Ice Ball 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. Ice 20 30 90%
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%
Icicle Spear 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. Ice 30 10 100%
Icy Wind Lowers the target's Speed by 1 stage. Ice 15 55 95%
Imprison Until the user faints or switches out, the opponent cannot select any moves that it has in common with the user. In double battles, this move affects both opponents. Psychic 10 N/A N/A
Ingrain The user recovers 1/16 of its max HP after each turn, but it cannot be switched out or forced to switch out. Grass 20 N/A N/A
Iron Defense Raises the user's Defense by 2 stages. Steel 15 N/A N/A
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%
Knock Off Disables the target's held item unless it has Sticky Hold. Items lost to this move cannot be recovered by using Recycle. Dark 20 20 100%
Leaf Blade Has a high critical hit ratio. Grass 15 70 100%
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. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Psychic 30 N/A N/A
Lock-On This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Lock-On fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, 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 Base power increases as the target's weight increases. Fighting 20 Var BP 100%
Luster Purge Has a 50% chance to lower the target's Special Defense by 1 stage. Psychic 5 70 100%
Mach Punch Usually goes first. Fighting 30 40 100%
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 Swagger), Attract, trapping moves that do not damage, Leech Seed and negative stat modifiers. In double battles, Magic Coat will only reflect the first applicable move performed against its user before wearing off. Psychic 15 N/A N/A
Magical Leaf Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Grass 20 60 100%
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%
Memento The user sacrifices itself to lower the target's Attack and Special Attack by 2 stages each. Dark 10 N/A 100%
Metal Claw Has a 10% chance to raise the user's Attack by 1 stage. Steel 35 50 95%
Metal Sound Lowers the target's Special Defense by 2 stages. Steel 40 N/A 85%
Meteor Mash Has a 20% chance to raise the user's Attack by 1 stage. Steel 10 100 85%
Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Assist, Counter, Covet, Destiny Bond, Detect, Endure, Focus Punch, Follow Me, Helping Hand, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Thief, Trick 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. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, 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. In double battles, this attack targets the last opponent to hit the user with a Special attack and cannot hit the user's teammate. 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 Encore, Struggle, global moves affecting all Pokemon on the field (such as Hail, Rain Dance, Sandstorm and Sunny Day) moves that can bypass Protect (Doom Desire, Future Sight, Imprison, Perish Song, Psych Up, Role Play and Transform) and moves that do not have a specific target (such as Light Screen, Reflect, Safeguard and Spikes). Flying 20 Copy N/A
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. Ice 30 N/A N/A
Mist Ball Has a 50% chance to lower the target's Special Attack by 1 stage. Psychic 5 70 100%
Moonlight Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Normal 5 N/A N/A
Morning Sun Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Normal 5 N/A N/A
Mud Shot Lowers the target's Speed by 1 stage. Ground 15 55 95%
Mud Sport All Electric-type moves are 50% weaker until the user switches out. Ground 15 N/A N/A
Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 10 20 100%
Muddy Water Has a 30% chance to lower the target's Accuracy by 1 stage. Water 10 95 85%
Nature Power The user generates another move depending on the battle's current terrain. It generates Stun Spore in grass and tall grass (as well as in puddles and very shallow water), Razor Leaf in very tall grass, Surf while surfing on top of river and ocean water, Bubblebeam while surfing on top of pond water, Hydro Pump while diving underwater, Rock Slide on any rocky outdoor terrain, Shadow Ball inside of caves, Earthquake on beach and desert sand, and Swift everywhere else (including link battles). Normal 20 Copy 95%
Needle Arm Has a 30% chance to make the target flinch. Grass 15 60 100%
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%
Odor Sleuth 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%
Outrage The user attacks uncontrollably for 2-3 turns and then gets confused. Dragon 20 90 100%
Overheat Lowers the user's Special Attack by 2 stages after use. Fire 5 140 90%
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 * 5 * 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 Fang Has a 30% chance to inflict Toxic poison on the target. Poison 15 50 100%
Poison Gas Poisons the target. Poison 40 N/A 55%
Poison Sting Has a 30% chance to poison the target. Poison 35 15 100%
Poison Tail Has a high critical hit ratio and a 10% chance to poison the target. Poison 25 50 100%
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%
Psycho Boost Lowers the user's Special Attack by 2 stages after use. Psychic 5 140 90%
Psywave Randomly inflicts set damage equal to .5x, .6x, .7x, .8x, .9x, 1.0x, 1.1x, 1.2x, 1.3x, 1.4x or 1.5x the user's level. 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 decreased from 1/2 to 1/4 of the user's max HP. 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, Sand Tomb, Whirlpool and Wrap. These 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 80 100%
Recover Restores 1/2 of the user's max HP. Normal 20 N/A N/A
Recycle The user's lost item is recovered. Items lost to Trick, Thief, Covet or Knock Off cannot be recovered. Normal 10 N/A N/A
Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Psychic 20 N/A N/A
Refresh The user recovers from burn, poison and paralysis. Normal 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. Pokemon who have Early Bird will wake up one turn early. Psychic 10 N/A N/A
Return Power increases as user's happiness increases; maximum 102 BP. Normal 20 Var BP 100%
Revenge 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. Fighting 10 60 100%
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. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Normal 20 N/A 100%
Rock Blast 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. Rock 10 25 80%
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%
Rock Tomb Lowers the target's Speed by 1 stage. Rock 10 50 80%
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 10 N/A 100%
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 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 uses Baton Pass. Ground 15 15 70%
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, the power of Solarbeam is halved, 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%
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 and very shallow water), its Attack may be lowered by 1 stage while surfing on river or ocean water, its Defense may be lowered by 1 stage while diving underwater, its Speed may be lowered by 1 stage while surfing on pond water, its Accuracy may be lowered by 1 stage on beach and desert sand, it may flinch in caves, it may become confused on rocky outdoor terrain, it may be poisoned on ashy terrain and it may become paralyzed everywhere else (including link battles). Normal 20 70 100%
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%
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 20 60 100%
Sharpen Raises the user's Attack by 1 stage. Normal 30 N/A N/A
Sheer Cold The target faints; doesn't work on higher-leveled Pokemon. Ice 5 KO 30%
Shock Wave Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Electric 20 60 100%
Signal Beam Has a 10% chance to confuse the target. Bug 15 75 100%
Silver Wind Has a 10% chance to raise all of the user's stats by 1 stage. Bug 5 60 100%
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, Memento or Struggle. Transform and moves that generate other moves can be Sketched successfully, as can Explosion and Selfdestruct if a Pokemon with Damp is present. This move fails automatically when selected in link or wireless battles. Normal 1 N/A 100%
Skill Swap The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. Psychic 10 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. Also has a 30% chance to make the target flinch. Flying 5 140 90%
Sky Uppercut Also hits targets in mid-air via Fly or Bounce. Fighting 15 85 90%
Slack Off Restores 1/2 of the user's max HP. Normal 10 N/A N/A
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. 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, Disabled attacks, Focus Punch, 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.) 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%
Smellingsalt If the target is paralyzed, power is doubled but the target will be cured. Normal 10 60 100%
Smog Has a 40% chance to poison the target. Poison 20 40 100%
Smokescreen Lowers the target's Accuracy by 1 stage. Normal 20 N/A 100%
Snatch Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In double battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. Dark 10 N/A N/A
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, Sandstorm and Hail, 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 or have Levitate, every time they are switched in; hits through Wonder Guard. Can be used up to three times: saps 1/8 of max HP with one layer, 3/16 of max HP with two layers and 1/4 of max HP for three layers. Ground 20 N/A 100%
Spit Up Power increases with user's Stockpile count; fails with zero Stockpiles. Normal 10 Var BP 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%
Stockpile Can be used up to three times to power Spit Up or Swallow. Stockpiles are lost when these moves are used. Normal 10 N/A N/A
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 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. 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 increased from 1/2 to 2/3 of the user's max HP. Fire 5 N/A N/A
Super Fang This move halves the target's current HP. Normal 10 Var Dmg 90%
Superpower Lowers the user's Attack and Defense by 1 stage each after use. Fighting 5 120 100%
Supersonic Confuses the target. Normal 20 N/A 55%
Surf Power doubles against a target who is in the middle of using Dive. Water 15 95 100%
Swagger Confuses the target and raises its Attack by 2 stages. Normal 15 N/A 90%
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. Normal 10 N/A N/A
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, Fly, Dive or Bounce. Normal 20 60 100%
Swords Dance Raises the user's Attack by 2 stages. Normal 30 N/A N/A
Synthesis Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. Grass 5 N/A N/A
Tackle Damages the target. Normal 35 35 95%
Tail Glow Raises the user's Special Attack by 2 stages. Bug 20 N/A N/A
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%
Taunt Prevents the target from using non-damaging moves for two turns. Assist, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, and Mirror Coat are not prevented. Dark 20 N/A 100%
Teeter Dance Each active Pokemon, except the user, becomes confused. Normal 20 N/A 100%
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 or the target has Sticky Hold. 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 or Bounce. 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%
Tickle Lowers the target's Attack and Defense by 1 stage each. Normal 20 N/A 100%
Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Dark 15 N/A 100%
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. 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%
Trick Exchanges items with the target unless it has Sticky Hold. Items lost to this move cannot be recovered by using Recycle. Psychic 10 N/A 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 . 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 or Bounce. Dragon 20 40 100%
Uproar The user causes an Uproar and attacks uncontrollably for 2-5 turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up. Normal 10 50 100%
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, Fly, Dive or Bounce. Fighting 10 70 100%
Volt Tackle The user receives 1/3 recoil damage. Electric 15 120 100%
Water Gun Damages the target. Water 25 40 100%
Water Pulse Has a 20% chance to confuse the target. Water 20 60 100%
Water Sport All Fire-type moves are 50% weaker until the user switches out. Water 15 N/A N/A
Water Spout Base power decreases as the user's HP decreases. Water 5 Var BP 100%
Waterfall Damages the target. Water 15 80 100%
Weather Ball Base power doubles and move's type changes during weather effects: becomes Fire-type during Sunny Day, Water-type during Rain Dance, Ice-type during Hail and Rock-type during Sandstorm. Normal 10 50 100%
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. Base power also doubles when performed against a Pokemon in the middle of using Dive. 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. Has no effect if the target has Suction Cups or used Ingrain. Normal 20 N/A 100%
Will-O-Wisp Burns the target. This move will not activate Flash Fire. Fire 15 N/A 75%
Wing Attack Damages the target. Flying 35 60 100%
Wish At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of its max HP; this can be any member of the user's team. Normal 10 N/A N/A
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%
Yawn If the target stays in battle, it falls asleep at the end of the next turn. Normal 10 N/A 100%
Zap Cannon Paralyzes the target. Electric 5 100 50%

 

 

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