|
Name
|
Type
|
PP
|
Att.
|
Acc.
|
Effect
|
|
Attract
|
|
15
|
--
|
100
|
Infatuates targets, making it hard for them to attack foes of the opposite gender.
|
|
Barrage
|
|
20
|
15
|
85
|
Several spheres are thrown consecutively at the target to inflict damage.
|
|
Baton Pass
|
|
40
|
--
|
100
|
A move that transfers the user's status changes to the next Pokémon when switching.
|
|
Belly Drum
|
|
10
|
--
|
100
|
A move that allows the user to consume half of its own HP in order to maximize its ATTACK.
|
|
Bide
|
|
10
|
--
|
100
|
The user waits for several turns. At the end, it returns double the damage it received.
|
|
Bind
|
|
20
|
15
|
75
|
Traps and squeezes the target over several turns. The target cannot move while under attack.
|
|
Body Slam
|
|
15
|
85
|
100
|
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits.
|
|
Charm
|
|
20
|
--
|
100
|
A move that charms the target into complacency, sharply reducing its ATTACK power.
|
|
Comet Punch
|
|
15
|
18
|
85
|
Although each slap is weak, this attack hits the target two to five times in succession.
|
|
Constrict
|
|
35
|
10
|
100
|
A NORMAL-type attack. Has a one-in-ten chance of reducing the target's SPEED.
|
|
Conversion
|
|
30
|
--
|
100
|
A special move that switches the user's elemental type into one of the user's attack types.
|
|
Conversion 2
|
|
30
|
--
|
100
|
A move that changes the user's type into one that is resistant to the opponent's last move.
|
|
Cut
|
|
30
|
50
|
95
|
A NORMAL-type attack. Also used for cutting small bushes to open new paths.
|
|
Defense Curl
|
|
40
|
--
|
100
|
Raises the user's DEFENSE. Can normally be used up to six times in a row.
|
|
Disable
|
|
20
|
--
|
55
|
A move that disables one of the target's moves. That move can't be used until it wears off.
|
|
Dizzy Punch
|
|
10
|
70
|
100
|
A NORMAL-type attack. Has a one-in-five chance of leaving the target confused.
|
|
DoubleSlap
|
|
10
|
15
|
85
|
Although each slap is weak, this attack hits the target two to five times in succession.
|
|
Double Team
|
|
15
|
--
|
100
|
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy.
|
|
Double-Edge
|
|
15
|
120
|
100
|
A charging tackle attack. One quarter of the damage comes back to hurt the attacker.
|
|
Egg Bomb
|
|
10
|
100
|
75
|
A NORMAL-type attack. An egg is launched at the target. It may miss, however.
|
|
Encore
|
|
5
|
--
|
100
|
Forces the target to continue to use the move it used last for the next two to six turns.
|
|
Endure
|
|
10
|
--
|
100
|
Always leaves the user with at least one HP. Success rate decreases if used repeatedly.
|
|
Explosion
|
|
5
|
250
|
100
|
The most powerful attack of all. However, the attacker faints after using this move.
|
|
ExtremeSpeed
|
|
5
|
80
|
100
|
An attack that always strikes first. It can be learned by only a few Pokémon.
|
|
False Swipe
|
|
40
|
40
|
100
|
A move that adjusts ATTACK so that the foe has one HP left. Can't cause the foe to faint.
|
|
Flail
|
|
15
|
--
|
100
|
An attack that increases in power if the user's HP is low. It could turn the tide in battle.
|
|
Flash
|
|
20
|
--
|
70
|
Blinds the target with a bright flash of light, reducing the opponent's accuracy.
|
|
Focus Energy
|
|
30
|
--
|
100
|
Raises the likelihood of nailing the opponent's weak spot for a critical hit.
|
|
Foresight
|
|
40
|
--
|
100
|
Neutralizes the foe's evasiveness. Also makes the GHOST type vulnerable to physical attacks.
|
|
Frustration
|
|
20
|
--
|
100
|
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move.
|
|
Fury Attack
|
|
20
|
15
|
85
|
A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times.
|
|
Fury Swipes
|
|
15
|
18
|
80
|
The target is scratched by sharp claws two to five times in quick succession.
|
|
Glare
|
|
30
|
--
|
75
|
Transfixes the enemy with terrifying sharp eyes, frightening it into paralysis.
|
|
Growl
|
|
40
|
--
|
100
|
A move that lowers the target's ATTACK power. Can normally be used up to six times.
|
|
Growth
|
|
40
|
--
|
100
|
A NORMAL-type move that raises SPCL.ATK. Normally used up to six times.
|
|
Guillotine
|
|
5
|
--
|
30
|
A single-hit knockout attack. Learned only by Pokémon that have large pincers.
|
|
Harden
|
|
30
|
--
|
100
|
Raises the user's DEFENSE. Useful when battling physically strong Pokémon.
|
|
Headbutt
|
|
15
|
70
|
100
|
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits.
|
|
Heal Bell
|
|
5
|
--
|
100
|
The soothing ringing of a bell that eliminates all status problems for the entire party.
|
|
Hidden Power
|
|
15
|
--
|
100
|
A peculiar move that changes type and power depending on the Pokémon using it.
|
|
Horn Attack
|
|
25
|
65
|
100
|
A NORMAL-type attack. A sharp horn is driven hard into the target to inflict damage.
|
|
Horn Drill
|
|
5
|
--
|
30
|
A single-hit knockout attack. Learned only by Pokémon with a horn or horns.
|
|
Hyper Beam
|
|
5
|
150
|
90
|
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn.
|
|
Hyper Fang
|
|
15
|
80
|
90
|
A NORMAL-type attack. Has a one-in-ten chance of making the target flinch.
|
|
Leer
|
|
30
|
--
|
100
|
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon.
|
|
Lock-On
|
|
5
|
--
|
100
|
An attack that locks on to the target to ensure that the next attack will hit without fail.
|
|
Lovely Kiss
|
|
10
|
--
|
75
|
A special move that puts the target to sleep with a big kiss. (Actually, the victim faints.)
|
|
Mean Look
|
|
5
|
--
|
100
|
A probing stare that prevents the target from escaping until the attacking Pokémon is gone.
|
|
Mega Kick
|
|
5
|
120
|
75
|
A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest.
|
|
Mega Punch
|
|
20
|
80
|
85
|
A NORMAL-type attack move. It is highly accurate and relatively powerful.
|
|
Metronome
|
|
10
|
--
|
100
|
The user waggles its finger, triggering a move. There is no telling what will happen.
|
|
Milk Drink
|
|
10
|
--
|
100
|
A move that restores HP by half of the user's max HP. This move may also be used in the field.
|
|
Mimic
|
|
10
|
--
|
100
|
A move for learning one of the opponent's moves, for use during that battle only.
|
|
Mind Reader
|
|
5
|
--
|
100
|
It predicts the opponent's movement. The user's next attack will never miss.
|
|
Minimize
|
|
20
|
--
|
100
|
Reduces the user's size and makes it harder to hit. Can normally be used up to six times.
|
|
Moonlight
|
|
5
|
--
|
100
|
Allows HP to be restored by the moonlight. In battle, half the user's max HP is restored.
|
|
Morning Sun
|
|
5
|
--
|
100
|
Allows HP to be restored by the morning sunlight. In battle, half the user's max HP is restored.
|
|
Pain Split
|
|
20
|
--
|
100
|
A move that adds the HPs of the user and the target, then divides the total between them.
|
|
Pay Day
|
|
20
|
40
|
100
|
A move that nets money at the end of battle. How much depends on attack frequency and level.
|
|
Perish Song
|
|
5
|
--
|
100
|
A malevolent melody that causes both the user and the opponent to faint in three turns.
|
|
Pound
|
|
35
|
40
|
100
|
A NORMAL-type attack. Slightly stronger than TACKLE. Many Pokémon know this move.
|
|
Present
|
|
15
|
--
|
90
|
A move that inflicts major damage but may restore the target's HP.
|
|
Protect
|
|
10
|
--
|
100
|
Completely foils an opponent's attack. If used consecutively, its success rate decreases.
|
|
Psych Up
|
|
10
|
--
|
100
|
Self-hypnosis move that copies the foe's stats changes, then applies them to the user.
|
|
Quick Attack
|
|
30
|
40
|
100
|
Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first.
|
|
Rage
|
|
20
|
20
|
100
|
A non-stop attack move. The user's ATTACK power increases every time it sustains damage.
|
|
Rapid Spin
|
|
40
|
20
|
100
|
A NORMAL-type attack. By spinning quickly, the user can escape from restraining moves.
|
|
Razor Wind
|
|
10
|
80
|
75
|
A two-turn attack with the wind attack in the second turn. Learned by many FLYING types.
|
|
Recover
|
|
20
|
--
|
100
|
Half of the user's maximum HP is restored. Few Pokémon learn this move on their own.
|
|
Return
|
|
20
|
--
|
100
|
A NORMAL-type attack. The tamer the user, the more powerful the move.
|
|
Roar
|
|
20
|
--
|
100
|
A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon.
|
|
Safeguard
|
|
25
|
--
|
100
|
A mystic power that protects the user from status problems for five turns.
|
|
Scary Face
|
|
10
|
--
|
90
|
A horrific look that scares the victim, sharply reducing the target's SPEED.
|
|
Scratch
|
|
35
|
40
|
100
|
A NORMAL-type attack. Sharp claws are used to inflict damage on the target.
|
|
Screech
|
|
40
|
--
|
85
|
A move that makes a horrible noise. It sharply reduces the target's DEFENSE.
|
|
Selfdestruct
|
|
5
|
200
|
100
|
The user explodes, damaging the enemy, then faints. Useless against the GHOST type.
|
|
Sharpen
|
|
30
|
--
|
100
|
Raises the user's ATTACK power. The edges of the Pokémon are made harder for more impact.
|
|
Sing
|
|
15
|
--
|
55
|
A special NORMAL-type move. A soothing melody lulls the target to sleep.
|
|
Sketch
|
|
1
|
--
|
100
|
A move that allows the user to copy a move used by an opponent and learn that move.
|
|
Skull Bash
|
|
15
|
100
|
100
|
In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam.
|
|
Slam
|
|
20
|
80
|
75
|
A NORMAL-type attack move. The attacker uses an appendage to slam the target hard.
|
|
Slash
|
|
20
|
70
|
100
|
A NORMAL-type attack. It has a high probability of a critical hit for inflicting double damage.
|
|
Sleep Talk
|
|
10
|
--
|
100
|
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon.
|
|
SmokeScreen
|
|
20
|
--
|
100
|
Creates an obscuring cloud of smoke that reduces the enemy's accuracy.
|
|
Snore
|
|
15
|
40
|
100
|
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon.
|
|
Softboiled
|
|
10
|
--
|
100
|
Half of the user's maximum HP is restored. May also be used in the field.
|
|
SonicBoom
|
|
20
|
20
|
90
|
A NORMAL-type attack. It always inflicts a set amount of damage.
|
|
Spike Cannon
|
|
15
|
20
|
100
|
A physical attack consisting of two to five consecutive hits. Highly accurate.
|
|
Splash
|
|
40
|
--
|
100
|
A move that involves only flopping and SPLASHing around. It has no effect.
|
|
Stomp
|
|
20
|
65
|
100
|
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits.
|
|
Strength
|
|
15
|
80
|
100
|
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders.
|
|
Struggle
|
|
1
|
50
|
100
|
Used only if the user is totally out of PP. The user is hit with 1/4 the damage it inflicts.
|
|
Substitute
|
|
10
|
--
|
100
|
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks.
|
|
Super Fang
|
|
10
|
--
|
90
|
If it hits, this attack cuts the target's HP in half. Learned by Pokémon with developed fangs.
|
|
Supersonic
|
|
20
|
--
|
55
|
A special NORMAL-type move. Supersonic sound waves are used to confuse the target.
|
|
Swagger
|
|
15
|
--
|
90
|
A move that infuriates and confuses the opponent, but it increases the target's ATTACK.
|
|
Sweet Kiss
|
|
10
|
--
|
75
|
A sweet little kiss that causes the target to become giddy and confused.
|
|
Sweet Scent
|
|
20
|
--
|
100
|
A pleasant aroma that distracts the target, making the opponent easier to hit.
|
|
Swift
|
|
20
|
60
|
100
|
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
|
|
Swords Dance
|
|
30
|
--
|
100
|
A special move that boosts the user's ATTACK power. Normally used up to three times.
|
|
Tackle
|
|
35
|
35
|
95
|
A NORMAL-type attack. Many Pokémon know this attack right from the start.
|
|
Tail Whip
|
|
30
|
--
|
100
|
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon.
|
|
Take Down
|
|
20
|
90
|
85
|
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker.
|
|
Thrash
|
|
20
|
90
|
100
|
An attack that lasts two to three turns. Afterwards, the attacker becomes confused.
|
|
Transform
|
|
10
|
--
|
100
|
Transforms user into a copy of the target, including the type. All moves have only five PP each.
|
|
Tri Attack
|
|
10
|
80
|
100
|
A NORMAL-type attack. A triangular field of energy is created and launched.
|
|
ViceGrip
|
|
30
|
55
|
100
|
A NORMAL-type attack used only by Pokémon with pincers. The target is gripped and injured.
|
|
Whirlwind
|
|
20
|
--
|
100
|
A powerful wind that blows the target away. The opposing trainer must use a new Pokémon.
|
|
Wrap
|
|
20
|
15
|
85
|
Traps and squeezes the target over two to five turns, making the target unable to move.
|