Name Type Cat. PP Att. Acc. Effect
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.
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.
Barrage 20 15 85 Round objects are hurled at the target to strike two to five times in a row.
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.
Bide 10 -- -- The user endures attacks for two turns, then strikes back to cause double the damage taken.
Bind 20 15 85 Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
Block 5 -- -- The user blocks the target's way with arms spread wide to prevent escape.
Body Slam 15 85 100 The user drops onto the target with its full body weight. It may also leave the target with paralysis.
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.
Charm 20 -- 100 The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered.
Chip Away 20 70 100 Looking for an opening, the user strikes continually. The target's stat changes don't affect this attack's damage.
Comet Punch 15 18 85 The target is hit with a flurry of punches that strike two to five times in a row.
Constrict 35 10 100 The target is attacked with long, creeping tentacles or vines. It may also lower the target's Speed stat.
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.
Covet 40 60 100 The user endearingly approaches the target, then steals the target's held item.
Crush Claw 10 75 95 The user slashes the target with hard and sharp claws. It may also lower the target's Defense.
Crush Grip 5 -- 100 The target is crushed with great force. The attack is more powerful the more HP the target has left.
Cut 30 50 95 The target is cut with a scythe or a claw. It can also be used to cut down thin trees.
Defense Curl 40 -- -- The user curls up to conceal weak spots and raise its Defense stat.
Disable 20 -- 100 For four turns, this move prevents the target from using the move it last used.
Dizzy Punch 10 70 100 The target is hit with rhythmically launched punches that may also leave it confused.
Double Hit 10 35 90 The user slams the target with a long tail, vines, or tentacle. The target is hit twice in a row.
Double Team 15 -- -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Double-edge 15 120 100 A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
Doubleslap 10 15 85 The target is slapped repeatedly, back and forth, two to five times in a row.
Echoed Voice 15 40 100 The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.
Egg Bomb 10 100 75 A large egg is hurled at the target with maximum force to inflict damage.
Encore 5 -- 100 The user compels the target to keep using only the move it last used for three turns.
Endeavor 5 -- 100 An attack move that cuts down the target's HP to equal the user's HP.
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.
Explosion 5 250 100 The user explodes to inflict damage on those around it. The user faints upon using this move.
Extremespeed 5 80 100 The user charges the target at blinding speed. This attack always goes before any other move.
Facade 20 70 100 An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
Fake Out 10 40 100 An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
False Swipe 40 40 100 A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
Feint 10 30 100 An attack that hits a target using Protect or Detect. It also lifts the effects of those moves.
Flail 15 -- 100 The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.
Flash 20 -- 100 The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
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.
Frustration 20 -- 100 A full-power attack that grows more powerful the less the user likes its Trainer.
Fury Attack 20 15 85 The target is jabbed repeatedly with a horn or beak two to five times in a row.
Fury Swipes 15 18 80 The target is raked with sharp claws or scythes for two to five times in quick succession.
Giga Impact 5 150 90 The user charges at the target using every bit of its power. The user must rest on the next turn.
Glare 30 -- 90 The user intimidates the target with the pattern on its belly to cause paralysis.
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.
Guillotine 5 -- 30 A vicious, tearing attack with big pincers. The target will faint instantly if this attack hits.
Harden 30 -- -- The user stiffens all the muscles in its body to raise its Defense stat.
Head Charge 15 120 100 The user charges its head into its target, using its powerful guard hair. It also damages the user a little.
Headbutt 15 70 100 The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
Heal Bell 5 -- -- The user makes a soothing bell chime to heal the status problems of all the party Pokémon.
Helping Hand 20 -- -- The user assists an ally by boosting the power of its attack.
Hidden Power 15 -- 100 A unique attack that varies in type and intensity depending on the Pokémon using it.
Horn Attack 25 65 100 The target is jabbed with a sharply pointed horn to inflict damage.
Horn Drill 5 -- 30 The user stabs the target with a horn that rotates like a drill. If it hits, the target faints instantly.
Howl 40 -- -- The user howls loudly to raise its spirit, boosting its Attack stat.
Hyper Beam 5 150 90 The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
Hyper Fang 15 80 90 The user bites hard on the target with its sharp front fangs. It may also make the target flinch.
Hyper Voice 10 90 100 The user lets loose a horribly echoing shout with the power to inflict damage.
Judgment 10 100 100 The user releases countless shots of light at the target. Its type varies with the kind of Plate the user is holding.
Last Resort 5 140 100 This move can be used only after the user has used all the other moves it knows in the battle.
Leer 30 -- 100 The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced.
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.
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.
Mega Kick 5 120 75 The target is attacked by a kick launched with muscle-packed power.
Mega Punch 20 80 85 The target is slugged by a punch thrown with muscle-packed power.
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.
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.
Natural Gift 15 -- 100 The user draws power to attack by using its held Berry. The Berry determines its type and power.
Nature Power 20 -- -- An attack that makes use of nature's power. Its effects vary depending on the user's environment.
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.
Pay Day 20 40 100 Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.
Perish Song 5 -- -- Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
Pound 35 40 100 The target is physically pounded with a long tail or a foreleg, etc.
Present 15 -- 90 The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
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.
Quick Attack 30 40 100 The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.
Rage 20 20 100 As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
Rapid Spin 40 20 100 A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes.
Razor Wind 10 80 100 A two-turn attack. Blades of wind hit opposing Pokémon on the second turn. Critical hits land more easily.
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 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.
Relic Song 10 75 100 The user sings an ancient song and attacks by appealing to the hearts of those listening. It may also induce sleep.
Retaliate 5 70 100 The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases.
Return 20 -- 100 A full-power attack that grows more powerful the more the user likes its Trainer.
Roar 20 -- 100 The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends.
Rock Climb 20 90 85 The user attacks the target by smashing into it with incredible force. It may also confuse the target.
Round 15 60 100 The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
Safeguard 25 -- -- The user creates a protective field that prevents status problems for five turns.
Scary Face 10 -- 100 The user frightens the target with a scary face to harshly reduce its Speed stat.
Scratch 35 40 100 Hard, pointed, and sharp claws rake the target to inflict damage.
Screech 40 -- 85 An earsplitting screech harshly reduces the target's Defense stat.
Secret Power 20 70 100 The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
Selfdestruct 5 200 100 The user attacks everything around it by causing an explosion. The user faints upon using this move.
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.
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.
Skull Bash 15 100 100 The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn.
Slack Off 10 -- -- The user slacks off, restoring its own HP by up to half of its maximum HP.
Slam 20 80 75 The target is slammed with a long tail, vines, etc., to inflict damage.
Slash 20 70 100 The target is attacked with a slash of claws or blades. Critical hits land more easily.
Sleep Talk 10 -- -- While it is asleep, the user randomly uses one of the moves it knows.
Smellingsalt 10 60 100 This attack inflicts double damage on a target with paralysis. It also cures the target's paralysis, however.
Smokescreen 20 -- 100 The user releases an obscuring cloud of smoke or ink. It reduces the target's accuracy.
Snore 15 40 100 An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
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.
Sonicboom 20 -- 90 The target is hit with a destructive shock wave that always inflicts 20 HP damage.
Spike Cannon 15 20 100 Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
Spit Up 10 -- 100 The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage.
Splash 40 -- -- The user just flops and splashes around to no effect at all...
Stockpile 20 -- -- The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.
Stomp 20 65 100 The target is stomped with a big foot. It may also make the target flinch.
Strength 15 80 100 The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.
Struggle 1 50 -- An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
Substitute 10 -- -- The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
Super Fang 10 -- 90 The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half.
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.
Swift 20 60 -- Star-shaped rays are shot at the opposing team. This attack never misses.
Swords Dance 30 -- -- A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat.
Tackle 35 50 100 A physical attack in which the user charges and slams into the target with its whole body.
Tail Slap 10 25 85 The user attacks by striking the target with its hard tail. It hits the target two to five times in a row.
Tail Whip 30 -- 100 The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
Take Down 20 90 85 A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
Techno Blast 5 85 100 The user fires a beam of light at its target. The type changes depending on the Drive the user holds.
Teeter Dance 20 -- 100 The user performs a wobbly dance that confuses the Pokémon around it.
Thrash 10 120 100 The user rampages and attacks for two to three turns. It then becomes confused, however.
Tickle 20 -- 100 The user tickles the target into laughing, reducing its Attack and Defense stats.
Transform 10 -- -- The user transforms into a copy of the target right down to having the same move set.
Tri Attack 10 80 100 The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis.
Trump Card 5 -- -- The fewer PP this move has, the greater its attack power.
Uproar 10 90 100 The user attacks in an uproar for three turns. Over that time, no one can fall asleep.
Vicegrip 30 55 100 The target is gripped and squeezed from both sides to inflict damage.
Weather Ball 10 50 100 An attack move that varies in power and type depending on the weather.
Whirlwind 20 -- 100 The target is blown away, to be replaced by another Pokémon in its party. In the wild, the battle ends.
Wish 10 -- -- One turn after this move is used, the target's HP is restored by half the user's maximum HP.
Work Up 30 -- -- The user is roused, and its Attack and Sp. Atk stats increase.
Wrap 20 15 90 A long body or vines are used to wrap and squeeze the target for four to five turns.
Wring Out 5 -- 100 The user powerfully wrings the target. The more HP the target has, the greater this attack's power.
Yawn 10 -- -- The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.