Generation VI Level Up |
|
— |
Tackle |
|
|
50 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
— |
Peck |
|
|
35 |
100 |
35 |
-- |
The target is jabbed with a sharply pointed beak or horn. |
— |
Constrict |
|
|
10 |
100 |
35 |
10 |
The target is attacked with long, creeping tentacles or vines. It may also lower the target's Speed stat. |
4 |
Reflect |
|
|
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
8 |
Foul Play |
|
|
95 |
100 |
15 |
-- |
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage. |
12 |
Swagger |
|
|
-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
13 |
Psywave |
|
|
?? |
100 |
15 |
-- |
The target is attacked with an odd psychic wave. The attack varies in intensity. |
15 |
Topsy-Turvy |
|
|
-- |
100 |
20 |
-- |
All stat changes affecting the target turn topsy-turvy and become the opposite of what they were. |
18 |
Hypnosis |
|
|
-- |
60 |
20 |
-- |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
21 |
Psybeam |
|
|
65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
23 |
Switcheroo |
|
|
-- |
100 |
10 |
-- |
The user trades held items with the target faster than the eye can follow. |
27 |
Payback |
|
|
50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
31 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
35 |
Pluck |
|
|
60 |
100 |
20 |
-- |
The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. |
39 |
Psycho Cut |
|
|
70 |
100 |
20 |
-- |
The user tears at the target with blades formed by psychic power. Critical hits land more easily. |
43 |
Slash |
|
|
70 |
100 |
20 |
-- |
The target is attacked with a slash of claws or blades. Critical hits land more easily. |
46 |
Night Slash |
|
|
70 |
100 |
15 |
-- |
The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
48 |
Superpower |
|
|
120 |
100 |
5 |
100 |
The user attacks the target with great power. However, it also lowers the user's Attack and Defense. |
TM & HM Attacks |
|
TM04 |
Calm Mind |
|
|
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM06 |
Toxic |
|
|
-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
|
|
60 |
100 |
15 |
-- |
A unique attack that varies in type depending on the Pokémon using it. |
TM11 |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM12 |
Taunt |
|
|
-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM16 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
TM17 |
Protect |
|
|
-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
|
|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM21 |
Frustration |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM24 |
Thunderbolt |
|
|
90 |
100 |
15 |
10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM27 |
Return |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
|
|
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM32 |
Double Team |
|
|
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
|
|
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
TM35 |
Flamethrower |
|
|
90 |
100 |
15 |
10 |
The target is scorched with an intense blast of fire. It may also leave the target with a burn. |
TM40 |
Aerial Ace |
|
|
60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
TM41 |
Torment |
|
|
-- |
100 |
15 |
-- |
The user torments and enrages the target, making it incapable of using the same move twice in a row. |
TM42 |
Facade |
|
|
70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
|
|
-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
|
|
-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM46 |
Thief |
|
|
60 |
100 |
25 |
-- |
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
TM48 |
Round |
|
|
60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM56 |
Fling |
|
|
?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM63 |
Embargo |
|
|
-- |
100 |
15 |
-- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
TM66 |
Payback |
|
|
50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
TM67 |
Retaliate |
|
|
70 |
100 |
5 |
-- |
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. |
TM70 |
Flash |
|
|
-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM77 |
Psych Up |
|
|
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM80 |
Rock Slide |
|
|
75 |
90 |
10 |
30 |
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
TM87 |
Swagger |
|
|
-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM88 |
Sleep Talk |
|
|
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM90 |
Substitute |
|
|
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 |
Trick Room |
|
|
-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
TM94 (ORAS) |
Secret Power |
|
|
70 |
100 |
20 |
30 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
TM97 |
Dark Pulse |
|
|
80 |
100 |
15 |
20 |
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. |
TM100 |
Confide |
|
|
-- |
-- |
20 |
100 |
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
HM01 |
Cut |
|
|
50 |
95 |
30 |
-- |
The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |