Name Type Cat. PP Att. Acc. Effect
Acid Armor 40 -- -- The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.
Acupressure 30 -- -- The user applies pressure to stress points, sharply boosting one of its stats.
After You 15 -- -- The user helps the target and makes it use its move right after the user.
Agility 30 -- -- The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
Ally Switch 15 -- -- The user teleports using a strange power and switches its place with one of its allies.
Amnesia 20 -- -- The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
Aqua Ring 20 -- -- The user envelops itself in a veil made of water. It regains some HP on every turn.
Aromatherapy 5 -- -- The user releases a soothing scent that heals all status problems affecting the user's party.
Assist 20 -- -- The user hurriedly and randomly uses a move among those known by other Pokémon in the party.
Attract 15 -- 100 If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
Autotomize 15 -- -- The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
Barrier 30 -- -- The user throws up a sturdy wall that sharply raises its Defense stat.
Baton Pass 40 -- -- The user switches places with a party Pokémon in waiting, passing along any stat changes.
Belly Drum 10 -- -- The user maximizes its Attack stat in exchange for HP equal to half its max HP.
Bestow 15 -- -- The user passes its held item to the target when the target isn't holding an item.
Block 5 -- -- The user blocks the target's way with arms spread wide to prevent escape.
Bulk Up 20 -- -- The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
Calm Mind 20 -- -- The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
Camouflage 20 -- -- The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave.
Captivate 20 -- 100 If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
Charge 20 -- -- The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.
Charm 20 -- 100 The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered.
Coil 20 -- -- The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
Confuse Ray 10 -- 100 The target is exposed to a sinister ray that triggers confusion.
Conversion 30 -- -- The user changes its type to become the same type as one of its moves.
Conversion 2 30 -- -- The user changes its type to make itself resistant to the type of the attack the opponent used last.
Copycat 20 -- -- The user mimics the move used immediately before it. The move fails if no other move has been used yet.
Cosmic Power 20 -- -- The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
Cotton Guard 10 -- -- The user protects itself by wrapping its body in soft cotton, drastically raising the user's Defense stat.
Cotton Spore 40 -- 100 The user releases cotton-like spores that cling to the target, harshly reducing its Speed stat.
Curse 10 -- -- A move that works differently for the Ghost type than for all other types.
Dark Void 10 -- 80 Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
Defend Order 10 -- -- The user calls out its underlings to shield its body, raising its Defense and Sp. Def stats.
Defense Curl 40 -- -- The user curls up to conceal weak spots and raise its Defense stat.
Defog 15 -- -- A strong wind blows away the target's obstacles such as Reflect or Light Screen. It also lowers the target's evasiveness.
Destiny Bond 5 -- -- When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints.
Detect 5 -- -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Disable 20 -- 100 For four turns, this move prevents the target from using the move it last used.
Double Team 15 -- -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Dragon Dance 20 -- -- The user vigorously performs a mystic, powerful dance that boosts its Attack and Speed stats.
Embargo 15 -- 100 It prevents the target from using its held item. Its Trainer is also prevented from using items on it.
Encore 5 -- 100 The user compels the target to keep using only the move it last used for three turns.
Endure 10 -- -- The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Entrainment 15 -- 100 The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.
Fake Tears 20 -- 100 The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
Featherdance 15 -- 100 The user covers the target's body with a mass of down that harshly lowers its Attack stat.
Flash 20 -- 100 The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
Flatter 15 -- 100 Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat.
Focus Energy 30 -- -- The user takes a deep breath and focuses so that critical hits land more easily.
Follow Me 20 -- -- The user draws attention to itself, making all targets take aim only at the user.
Foresight 40 -- -- Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
Gastro Acid 10 -- 100 The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability.
Glare 30 -- 90 The user intimidates the target with the pattern on its belly to cause paralysis.
Grasswhistle 15 -- 55 The user plays a pleasant melody that lulls the target into a deep sleep.
Gravity 5 -- -- Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.
Growl 40 -- 100 The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered.
Growth 40 -- -- The user's body grows all at once, raising the Attack and Sp. Atk stats.
Grudge 5 -- -- If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out.
Guard Split 10 -- -- The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's.
Guard Swap 10 -- -- The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
Hail 10 -- -- The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.
Harden 30 -- -- The user stiffens all the muscles in its body to raise its Defense stat.
Haze 30 -- -- The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
Heal Bell 5 -- -- The user makes a soothing bell chime to heal the status problems of all the party Pokémon.
Heal Block 15 -- 100 For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
Heal Order 10 -- -- The user calls out its underlings to heal it. The user regains up to half of its max HP.
Heal Pulse 10 -- -- The user emits a healing pulse which restores the target's HP by up to half of its max HP.
Healing Wish 10 -- -- The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
Heart Swap 10 -- -- The user employs its psychic power to switch stat changes with the target.
Helping Hand 20 -- -- The user assists an ally by boosting the power of its attack.
Hone Claws 15 -- -- The user sharpens its claws to boost its Attack stat and accuracy.
Howl 40 -- -- The user howls loudly to raise its spirit, boosting its Attack stat.
Hypnosis 20 -- 60 The user employs hypnotic suggestion to make the target fall into a deep sleep.
Imprison 10 -- -- If the opponents know any move also known by the user, the opponents are prevented from using it.
Ingrain 20 -- -- The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out.
Iron Defense 15 -- -- The user hardens its body's surface like iron, sharply raising its Defense stat.
Kinesis 15 -- 80 The user distracts the target by bending a spoon. It lowers the target's accuracy.
Leech Seed 10 -- 90 A seed is planted on the target. It steals some HP from the target every turn.
Leer 30 -- 100 The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced.
Light Screen 30 -- -- A wondrous wall of light is put up to suppress damage from special attacks for five turns.
Lock-on 5 -- -- The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.
Lovely Kiss 10 -- 75 With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
Lucky Chant 30 -- -- The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.
Lunar Dance 10 -- -- The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
Magic Coat 15 -- -- A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Magic Room 10 -- -- The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Magnet Rise 10 -- -- The user levitates using electrically generated magnetism for five turns.
Me First 20 -- -- The user tries to cut ahead of the target to steal and use the target's intended move with greater power.
Mean Look 5 -- -- The user pins the target with a dark, arresting look. The target becomes unable to flee.
Meditate 40 -- -- The user meditates to awaken the power deep within its body and raise its Attack stat.
Memento 10 -- 100 The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk.
Metal Sound 40 -- 85 A horrible sound like scraping metal harshly reduces the target's Sp. Def stat.
Metronome 10 -- -- The user waggles a finger and stimulates its brain into randomly using nearly any move.
Milk Drink 10 -- -- The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.
Mimic 10 -- -- The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Mind Reader 5 -- -- The user senses the target's movements with its mind to ensure its next attack does not miss the target.
Minimize 20 -- -- The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
Miracle Eye 40 -- -- Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.
Mirror Move 20 -- -- The user counters the target by mimicking the target's last move.
Mist 30 -- -- The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.
Moonlight 5 -- -- The user restores its own HP. The amount of HP regained varies with the weather.
Morning Sun 5 -- -- The user restores its own HP. The amount of HP regained varies with the weather.
Mud Sport 15 -- -- The user covers itself with mud. It weakens Electric-type moves while the user is in the battle.
Nasty Plot 20 -- -- The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
Nature Power 20 -- -- An attack that makes use of nature's power. Its effects vary depending on the user's environment.
Nightmare 15 -- 100 A sleeping target sees a nightmare that inflicts some damage every turn.
Odor Sleuth 40 -- -- Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
Pain Split 20 -- -- The user adds its HP to the target's HP, then equally shares the combined HP with the target.
Perish Song 5 -- -- Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
Poison Gas 40 -- 80 A cloud of poison gas is sprayed in the face of opposing Pokémon. It may poison those hit.
Poisonpowder 35 -- 75 The user scatters a cloud of poisonous dust on the target. It may poison the target.
Power Split 10 -- -- The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's.
Power Swap 10 -- -- The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.
Power Trick 10 -- -- The user employs its psychic power to switch its Attack with its Defense stat.
Protect 10 -- -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Psych Up 10 -- -- The user hypnotizes itself into copying any stat change made by the target.
Psycho Shift 10 -- 90 Using its psychic power of suggestion, the user transfers its status problems to the target.
Quash 15 -- 100 The user suppresses the target and makes its move go last.
Quick Guard 15 -- -- The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
Quiver Dance 20 -- -- The user lightly performs a beautiful, mystic dance. It boosts the user's Sp. Atk, Sp. Def, and Speed stats.
Rage Powder 20 -- -- The user scatters a cloud of irritating powder to draw attention to itself. Opponents aim only at the user.
Rain Dance 5 -- -- The user summons a heavy rain that falls for five turns, powering up Water-type moves.
Recover 10 -- -- Restoring its own cells, the user restores its own HP by half of its max HP.
Recycle 10 -- -- The user recycles a held item that has been used in battle so it can be used again.
Reflect 20 -- -- A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
Reflect Type 15 -- -- The user reflects the target's type, making it the same type as the target.
Refresh 20 -- -- The user rests to cure itself of a poisoning, burn, or paralysis.
Rest 10 -- -- The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
Roar 20 -- 100 The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends.
Rock Polish 20 -- -- The user polishes its body to reduce drag. It can sharply raise the Speed stat.
Role Play 10 -- -- The user mimics the target completely, copying the target's natural Ability.
Roost 10 -- -- The user lands and rests its body. It restores the user's HP by up to half of its max HP.
Safeguard 25 -- -- The user creates a protective field that prevents status problems for five turns.
Sand-attack 15 -- 100 Sand is hurled in the target's face, reducing its accuracy.
Sandstorm 10 -- -- A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
Scary Face 10 -- 100 The user frightens the target with a scary face to harshly reduce its Speed stat.
Screech 40 -- 85 An earsplitting screech harshly reduces the target's Defense stat.
Sharpen 30 -- -- The user reduces its polygon count to make itself more jagged, raising the Attack stat.
Shell Smash 15 -- -- The user breaks its shell, lowering its Defense and Sp. Def stats but sharply raising Attack, Sp. Atk, and Speed stats.
Shift Gear 10 -- -- The user rotates its gears, raising its Attack and sharply raising its Speed.
Simple Beam 15 -- 100 The user's mysterious psychic wave changes the target's Ability to Simple.
Sing 15 -- 55 A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
Sketch 1 -- -- It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
Skill Swap 10 -- -- The user employs its psychic power to exchange Abilities with the target.
Slack Off 10 -- -- The user slacks off, restoring its own HP by up to half of its maximum HP.
Sleep Powder 15 -- 75 The user scatters a big cloud of sleep-inducing dust around the target.
Sleep Talk 10 -- -- While it is asleep, the user randomly uses one of the moves it knows.
Smokescreen 20 -- 100 The user releases an obscuring cloud of smoke or ink. It reduces the target's accuracy.
Snatch 10 -- -- The user steals the effects of any healing or stat-changing move the opponent attempts to use.
Soak 20 -- 100 The user shoots a torrent of water at the target and changes the target's type to Water.
Softboiled 10 -- -- The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.
Spider Web 10 -- -- The user ensnares the target with thin, gooey silk so it can't flee from battle.
Spikes 20 -- -- The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle.
Spite 10 -- 100 The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
Splash 40 -- -- The user just flops and splashes around to no effect at all...
Spore 15 -- 100 The user scatters bursts of spores that induce sleep.
Stealth Rock 20 -- -- The user lays a trap of levitating stones around the opponent's team. The trap hurts opponents that switch into battle.
Stockpile 20 -- -- The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.
String Shot 40 -- 95 The targets are bound with silk blown from the user's mouth. This silk reduces the targets' Speed stat.
Stun Spore 30 -- 75 The user scatters a cloud of paralyzing powder. It may leave the target with paralysis.
Substitute 10 -- -- The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
Sunny Day 5 -- -- The user intensifies the sun for five turns, powering up Fire-type moves.
Supersonic 20 -- 55 The user generates odd sound waves from its body. It may confuse the target.
Swagger 15 -- 90 The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
Swallow 10 -- -- The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
Sweet Kiss 10 -- 75 The user kisses the target with a sweet, angelic cuteness that causes confusion.
Sweet Scent 20 -- 100 A sweet scent that lowers the opposing team's evasiveness. It also lures wild Pokémon if used in grass, etc.
Switcheroo 10 -- 100 The user trades held items with the target faster than the eye can follow.
Swords Dance 30 -- -- A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat.
Synthesis 5 -- -- The user restores its own HP. The amount of HP regained varies with the weather.
Tail Glow 20 -- -- The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat.
Tail Whip 30 -- 100 The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
Tailwind 30 -- -- The user whips up a turbulent whirlwind that ups the Speed of all party Pokémon for four turns.
Taunt 20 -- 100 The target is taunted into a rage that allows it to use only attack moves for three turns.
Teeter Dance 20 -- 100 The user performs a wobbly dance that confuses the Pokémon around it.
Telekinesis 15 -- -- The user makes the target float with its psychic power. The target is easier to hit for three turns.
Teleport 20 -- -- Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.
Thunder Wave 20 -- 100 A weak electric charge is launched at the target. It causes paralysis if it hits.
Tickle 20 -- 100 The user tickles the target into laughing, reducing its Attack and Defense stats.
Torment 15 -- 100 The user torments and enrages the target, making it incapable of using the same move twice in a row.
Toxic 10 -- 90 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Toxic Spikes 20 -- -- The user lays a trap of poison spikes at the opponent's feet. They poison opponents that switch into battle.
Transform 10 -- -- The user transforms into a copy of the target right down to having the same move set.
Trick 10 -- 100 The user catches the target off guard and swaps its held item with its own.
Trick Room 5 -- -- The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Water Sport 15 -- -- The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle.
Whirlwind 20 -- 100 The target is blown away, to be replaced by another Pokémon in its party. In the wild, the battle ends.
Wide Guard 10 -- -- The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises.
Will-o-wisp 15 -- 75 The user shoots a sinister, bluish-white flame at the target to inflict a burn.
Wish 10 -- -- One turn after this move is used, the target's HP is restored by half the user's maximum HP.
Withdraw 40 -- -- The user withdraws its body into its hard shell, raising its Defense stat.
Wonder Room 10 -- -- The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Work Up 30 -- -- The user is roused, and its Attack and Sp. Atk stats increase.
Worry Seed 10 -- 100 A seed that causes worry is planted on the target. It prevents sleep by making its Ability Insomnia.
Yawn 10 -- -- The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.