| Level Up |
|
| — |
Helping Hand |
 |
The user assists an ally by boosting the power of its attack. |
| — |
Tackle |
 |
A physical attack in which the user charges and slams into the target with its whole body. |
| — |
Tail Whip |
 |
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. |
| 5 |
Sand-attack |
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Sand is hurled in the target's face, reducing its accuracy. |
| 9 |
Growl |
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The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
| 13 |
Quick Attack |
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The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
| 17 |
Bite |
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The target is bitten with viciously sharp fangs. It may make the target flinch. |
| 21 |
Covet |
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The user endearingly approaches the target, then steals the target's held item. |
| 25 |
Take Down |
 |
A reckless, full-body charge attack for slamming into the target. It also damages the user a little. |
| 29 |
Charm |
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The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. |
| 33 |
Baton Pass |
 |
The user switches places with a party Pokémon in waiting, passing along any stat changes. |
| 37 |
Double-edge |
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A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
| 41 |
Last Resort |
 |
This move can be used only after the user has used all the other moves it knows in the battle. |
| 45 |
Trump Card |
 |
The fewer PP this move has, the greater its attack power. |
| Machine Moves |
|
| Toxic |
 |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| Hidden Power |
 |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
| Sunny Day |
 |
The user intensifies the sun for five turns, powering up Fire-type moves. |
| Protect |
 |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| Rain Dance |
 |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
| Frustration |
 |
A full-power attack that grows more powerful the less the user likes its Trainer. |
| Return |
 |
A full-power attack that grows more powerful the more the user likes its Trainer. |
| Dig |
 |
The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
| Shadow Ball |
 |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
| Double Team |
 |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| Facade |
 |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
| Rest |
 |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
| Attract |
 |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
| Round |
 |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
| Echoed Voice |
 |
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
| Retaliate |
 |
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. |
| Work Up |
 |
The user is roused, and its Attack and Sp. Atk stats increase. |
| Swagger |
 |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
| Substitute |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
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