Standard Level Up |
|
— |
Nuzzle |
|
|
20 |
100 |
20 |
100 |
The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. |
— |
Tackle |
|
|
40 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
5 |
Defense Curl |
|
|
-- |
101 |
40 |
-- |
The user curls up to conceal weak spots and raise its Defense stat. |
10 |
Charge |
|
|
-- |
101 |
20 |
-- |
The user boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat. |
15 |
Thunder Shock |
|
|
40 |
100 |
30 |
10 |
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. |
20 |
Fell Stinger |
|
|
50 |
100 |
25 |
-- |
When the user knocks out a target with this move, the user's Attack stat rises drastically. |
25 |
Spark |
|
|
65 |
100 |
20 |
30 |
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. |
30 |
Pin Missile |
|
|
25 |
95 |
20 |
-- |
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. |
35 |
Magnet Rise |
|
|
-- |
101 |
10 |
-- |
The user levitates using electrically generated magnetism for five turns. |
40 |
Zing Zap |
|
|
80 |
100 |
10 |
30 |
A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch. |
45 |
Discharge |
|
|
80 |
100 |
15 |
30 |
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. |
50 |
Electric Terrain |
|
|
-- |
101 |
10 |
-- |
The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. |
55 |
Wild Charge |
|
|
90 |
100 |
15 |
-- |
The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
60 |
Spiky Shield |
|
|
-- |
101 |
10 |
-- |
In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact. |
Technical Machine Attacks |
|
TM07 |
Pin Missile |
|
|
25 |
95 |
20 |
-- |
Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. |
TM08 |
Hyper Beam |
|
|
150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user can't move on the next turn. |
TM09 |
Giga Impact |
|
|
150 |
90 |
5 |
-- |
The user charges at the target using every bit of its power. The user can't move on the next turn. |
TM14 |
Thunder Wave |
|
|
-- |
90 |
20 |
-- |
The user launches a weak jolt of electricity that paralyzes the target. |
TM18 |
Reflect |
|
|
-- |
101 |
20 |
-- |
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
TM21 |
Rest |
|
|
-- |
101 |
10 |
-- |
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
TM23 |
Thief |
|
|
60 |
100 |
25 |
-- |
The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. |
TM24 |
Snore |
|
|
50 |
100 |
15 |
30 |
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. |
TM25 |
Protect |
|
|
-- |
101 |
10 |
-- |
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
TM31 |
Attract |
|
|
-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM39 |
Facade |
|
|
70 |
100 |
20 |
-- |
This attack move doubles its power if the user is poisoned, burned, or paralyzed. |
TM40 |
Swift |
|
|
60 |
101 |
20 |
-- |
Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
TM41 |
Helping Hand |
|
|
-- |
101 |
20 |
-- |
The user assists an ally by boosting the power of that ally's attack. |
TM52 |
Bounce |
|
|
85 |
85 |
5 |
30 |
The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis. |
TM56 |
U-turn |
|
|
70 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM57 |
Payback |
|
|
50 |
100 |
10 |
-- |
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. |
TM58 |
Assurance |
|
|
60 |
100 |
10 |
-- |
If the target has already taken some damage in the same turn, this attack's power is doubled. |
TM59 |
Fling |
|
|
?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. This move's power and effects depend on the item. |
TM76 |
Round |
|
|
60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round to increase the power of the attack. |
TM80 |
Volt Switch |
|
|
70 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM82 |
Electroweb |
|
|
55 |
95 |
15 |
100 |
The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats. |
TM90 |
Electric Terrain |
|
|
-- |
101 |
10 |
-- |
The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. |
TM93 |
Eerie Impulse |
|
|
-- |
100 |
15 |
-- |
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
Technical Record Attacks |
|
TR08 |
Thunderbolt |
|
|
90 |
100 |
15 |
10 |
A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
TR09 |
Thunder |
|
|
110 |
70 |
10 |
30 |
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
TR12 |
Agility |
|
|
-- |
101 |
30 |
-- |
The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. |
TR20 |
Substitute |
|
|
-- |
101 |
10 |
-- |
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |
TR21 |
Reversal |
|
|
?? |
100 |
15 |
-- |
An all-out attack that becomes more powerful the less HP the user has. |
TR26 |
Endure |
|
|
-- |
101 |
10 |
-- |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
TR27 |
Sleep Talk |
|
|
-- |
101 |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TR30 |
Encore |
|
|
-- |
100 |
5 |
-- |
The user compels the target to keep using the move it encored for three turns. |
TR31 |
Iron Tail |
|
|
100 |
75 |
15 |
30 |
The target is slammed with a steel-hard tail. This may also lower the target's Defense stat. |
TR52 |
Gyro Ball |
|
|
?? |
100 |
5 |
-- |
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power. |
TR57 |
Poison Jab |
|
|
80 |
100 |
20 |
30 |
The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target. |
TR69 |
Zen Headbutt |
|
|
80 |
90 |
15 |
20 |
The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
TR74 |
Iron Head |
|
|
80 |
100 |
15 |
30 |
The user slams the target with its steel-hard head. This may also make the target flinch. |
TR77 |
Grass Knot |
|
|
?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the move's power. |
TR80 |
Electro Ball |
|
|
?? |
100 |
10 |
-- |
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
TR85 |
Work Up |
|
|
-- |
101 |
30 |
-- |
The user is roused, and its Attack and Sp. Atk stats increase. |
TR86 |
Wild Charge |
|
|
90 |
100 |
15 |
-- |
The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
Egg Moves (Details) |
Present |
|
|
?? |
90 |
15 |
-- |
Details |
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. |
Wish |
|
|
-- |
101 |
10 |
-- |
Details |
One turn after this move is used, the user's or its replacement's HP is restored by half the user's max HP. |
Fake Out |
|
|
40 |
100 |
10 |
100 |
Details |
This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle. |
Tickle |
|
|
-- |
100 |
20 |
-- |
Details |
The user tickles the target into laughing, reducing its Attack and Defense stats. |
Flail |
|
|
?? |
100 |
15 |
-- |
Details |
The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. |
Disarming Voice |
|
|
40 |
101 |
15 |
-- |
Details |
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
Usable Max Moves |
|
Max Flutterby |
|
|
130 |
101 |
10 |
-- |
This is a Bug-type attack Dynamax Pokémon use. This lowers the target's Sp. Atk stat. |
Max Lightning |
|
|
130(Phy)/140(Spe) |
101 |
10 |
-- |
This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. |
Max Strike |
|
|
150(Phy)/150(Spe) |
101 |
10 |
-- |
This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat. |
Max Knuckle |
|
|
100 |
101 |
10 |
-- |
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats. |
Max Ooze |
|
|
90 |
101 |
10 |
-- |
This is a Poison-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Atk stats. |
Max Airstream |
|
|
130 |
101 |
10 |
-- |
This is a Flying-type attack Dynamax Pokémon use. This raises ally Pokémon's Speed stats. |
Max Starfall |
|
|
90 |
101 |
10 |
-- |
This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns. |
Max Mindstorm |
|
|
130 |
101 |
10 |
-- |
This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. |
Max Darkness |
|
|
110 |
101 |
10 |
-- |
This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat. |
Max Overgrowth |
|
|
130 |
101 |
10 |
-- |
This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns. |
Max Steelspike |
|
|
140(Phy)/140(Spe) |
101 |
10 |
-- |
This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats. |
Max Guard |
|
|
|
101 |
10 |
-- |
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
Transfer Only Moves (Details) |
|
Rollout |
|
|
30 |
90 |
20 |
-- | SM Lv. 9 | USM Lv. 9 |
The user continually rolls into the target over five turns. It becomes more powerful each time it hits. |
Toxic |
|
|
-- |
90 |
10 |
-- |
Gen VII TM06 |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
Double Team |
|
|
-- |
101 |
15 |
-- |
Gen VII TM32 |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Charge Beam |
|
|
50 |
90 |
10 |
70 |
Gen VII TM57 |
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
Swagger |
|
|
-- |
85 |
15 |
-- |
Gen VII TM87 |
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. |
Confide |
|
|
-- |
101 |
20 |
100 |
Gen VII TM100 |
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
Covet |
|
|
60 |
100 |
25 |
-- |
Move Tutor - USM |
The user endearingly approaches the target, then steals the target's held item. |
Super Fang |
|
|
?? |
90 |
10 |
-- |
Move Tutor - USM |
The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half. |
Gravity |
|
|
-- |
101 |
5 |
-- |
Move Tutor - USM |
This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can't be used. |
Last Resort |
|
|
140 |
100 |
5 |
-- |
Move Tutor - USM |
This move can be used only after the user has used all the other moves it knows in the battle. |
Role Play |
|
|
-- |
101 |
10 |
-- |
Move Tutor - USM |
The user mimics the target completely, copying the target's Ability. |
Shock Wave |
|
|
60 |
101 |
20 |
-- |
Move Tutor - USM |
The user strikes the target with a quick jolt of electricity. This attack never misses. |
After You |
|
|
-- |
101 |
15 |
-- |
Move Tutor - USM |
The user helps the target and makes it use its move right after the user. |
Endeavor |
|
|
?? |
100 |
5 |
-- |
Move Tutor - USM |
This attack move cuts down the target's HP to equal the user's HP. |