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Name Type Cat. PP Att. Acc. Effect
Acid Armor Acid Armor - POISON 20 -- 101 The user alters its cellular structure to liquefy itself, sharply boosting its Defense stat.
Acupressure Acupressure - NORMAL 30 -- 101 The user applies pressure to stress points, sharply boosting one of its or its allies' stats.
After You After You - NORMAL 15 -- 101 The user helps the target and makes it use its move right after the user.
Agility Agility - PSYCHIC 30 -- 101 The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat.
Ally Switch Ally Switch - PSYCHIC 15 -- 101 The user teleports using a strange power and switches places with one of its allies. This move's chance of failing rises if it is used in succession.
Amnesia Amnesia - PSYCHIC 20 -- 101 The user temporarily empties its mind to forget its concerns. This sharply boosts the user's Sp. Def stat.
Aqua Ring Aqua Ring - WATER 20 -- 101 The user envelops itself in a veil made of water. It regains some HP every turn.
Aromatherapy Aromatherapy - GRASS 5 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Aromatic Mist Aromatic Mist - FAIRY 20 -- 101 The user boosts the Sp. Def stat of an ally Pokémon by using a mysterious aroma.
Assist Assist - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Attract Attract - NORMAL 15 -- 100 If the target is of the opposite gender to the user, it becomes infatuated with the user and will sometimes be unable to use its moves.
Aurora Veil Aurora Veil - ICE 20 -- 101 This move reduces damage from physical and special moves for five turns. This can be used only when it is snowing.
Autotomize Autotomize - STEEL 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Baby-Doll Eyes Baby-Doll Eyes - FAIRY 30 -- 100 The user stares at the target with its baby-doll eyes, which lowers the target's Attack stat. This move always goes first.
Baneful Bunker Baneful Bunker - POISON 10 -- 101 In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
Barrier Barrier - PSYCHIC 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Baton Pass Baton Pass - NORMAL 40 -- 101 The user switches places with a party Pokémon in waiting and passes along any stat changes.
Belly Drum Belly Drum - NORMAL 10 -- 101 The user maximizes its Attack stat but loses HP equal to half its max HP.
Bestow Bestow - NORMAL 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Block Block - NORMAL 5 -- 101 The user blocks the target's way with arms spread wide to prevent the target from fleeing.
Bulk Up Bulk Up - FIGHTING 20 -- 101 The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats.
Burning Bulwark Burning Bulwark - FIRE 10 -- 101 The user's intensely hot fur protects it from attacks and also burns any attacker that makes direct contact with it.
Calm Mind Calm Mind - PSYCHIC 20 -- 101 The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.
Camouflage Camouflage - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Captivate Captivate - NORMAL 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Celebrate Celebrate - NORMAL 40 -- 101 The Pokémon congratulates you on your special day!
Charge Charge - ELECTRIC 20 -- 101 The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat.
Charm Charm - FAIRY 20 -- 100 The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target's Attack stat.
Chilly Reception Chilly Reception - ICE 10 -- 101 The user tells a chillingly bad joke before switching places with a party Pokémon in waiting. This summons a snowstorm lasting five turns.
Clangorous Soul Clangorous Soul - DRAGON 5 -- 101 The user boosts all its stats by using some of its own HP.
Coaching Coaching - FIGHTING 10 -- 101 The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
Coil Coil - POISON 20 -- 101 The user coils up and concentrates. This boosts its Attack and Defense stats as well as its accuracy.
Confide Confide - NORMAL 20 -- 101 The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Confuse Ray Confuse Ray - GHOST 10 -- 100 The target is exposed to a sinister ray that causes confusion.
Conversion Conversion - NORMAL 30 -- 101 The user changes its type to become the same type as the move at the top of the list of moves it knows.
Conversion 2 Conversion 2 - NORMAL 30 -- 101 The user changes its type to make itself resistant to the type of the move the target used last.
Copycat Copycat - NORMAL 20 -- 101 The user mimics the move used immediately before it. This move fails if no other move has been used yet.
Corrosive Gas Corrosive Gas - POISON 40 -- 100 The user surrounds everything around it with highly acidic gas and melts away items held by other Pokémon.
Cosmic Power Cosmic Power - PSYCHIC 20 -- 101 The user absorbs a mystical power from space to boost its Defense and Sp. Def stats.
Cotton Guard Cotton Guard - GRASS 10 -- 101 The user protects itself by wrapping its body in soft cotton, drastically boosting its Defense stat.
Cotton Spore Cotton Spore - GRASS 40 -- 100 The user releases cotton-like spores that cling to opposing Pokémon. This harshly lowers their Speed stats.
Court Change Court Change - NORMAL 10 -- 100 With its mysterious power, the user swaps the effects on either side of the field.
Crafty Shield Crafty Shield - FAIRY 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Curse Curse - GHOST 10 -- 101 A move that has different effects depending on whether the user is a Ghost type or not.
Dark Void Dark Void - DARK 10 -- 50 Opposing Pokémon are dragged into a world of total darkness that puts them to sleep.
Decorate Decorate - FAIRY 15 -- 101 The user sharply boosts the target's Attack and Sp. Atk stats by decorating the target.
Defend Order Defend Order - BUG 10 -- 101 The user calls out its underlings to shield its body, boosting its Defense and Sp. Def stats.
Defense Curl Defense Curl - NORMAL 40 -- 101 The user curls up and boosts its Defense stat.
Defog Defog - FLYING 15 -- 101 A strong wind blows away the target's barriers such as Reflect or Light Screen. This also lowers the target's evasiveness.
Destiny Bond Destiny Bond - GHOST 5 -- 101 If the user is knocked out after using this move, the Pokémon that knocked it out will also faint. This move's chance of failing rises if it is used in succession.
Detect Detect - FIGHTING 5 -- 101 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Disable Disable - NORMAL 20 -- 100 For four turns, the target will be unable to use whichever move it last used.
Doodle Doodle - NORMAL 10 -- 100 The user captures the very essence of the target in a sketch. This changes the Abilities of the user and its ally Pokémon to that of the target.
Double Team Double Team - NORMAL 15 -- 101 By moving rapidly, the user makes illusory copies of itself to boost its evasiveness.
Dragon Cheer Dragon Cheer - DRAGON 15 -- 101 The user raises its allies' morale with a draconic cry so that their future attacks have a heightened chance of landing critical hits. This rouses Dragon types more.
Dragon Dance Dragon Dance - DRAGON 20 -- 101 The user vigorously performs a mystic, powerful dance that boosts its Attack and Speed stats.
Eerie Impulse Eerie Impulse - ELECTRIC 15 -- 100 The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
Electric Terrain Electric Terrain - ELECTRIC 10 -- 101 The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep.
Electrify Electrify - ELECTRIC 20 -- 101 If the target is electrified before it uses a move, the target's move becomes Electric type for that turn.
Embargo Embargo - DARK 15 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Encore Encore - NORMAL 5 -- 100 The user compels the target to keep using the move it encored for three turns.
Endure Endure - NORMAL 10 -- 101 The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
Entrainment Entrainment - NORMAL 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.
Extreme Evoboost Extreme Evoboost - NORMAL 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Fairy Lock Fairy Lock - FAIRY 10 -- 101 By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
Fake Tears Fake Tears - DARK 20 -- 100 The user feigns crying to fluster the target. This harshly lowers the target's Sp. Def stat.
Feather Dance Feather Dance - FLYING 15 -- 100 The user covers the target's body with a mass of down that harshly lowers its Attack stat.
Fillet Away Fillet Away - NORMAL 10 -- 101 The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP.
Flash Flash - NORMAL 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Flatter Flatter - DARK 15 -- 100 Flattery is used to confuse the target. However, this also boosts the target's Sp. Atk stat.
Floral Healing Floral Healing - FAIRY 10 -- 101 The user restores the target's HP by up to half its max HP. More HP is restored when the ground is Grassy Terrain.
Flower Shield Flower Shield - FAIRY 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Focus Energy Focus Energy - NORMAL 30 -- 101 The user takes a deep breath and focuses so that its future attacks have a heightened chance of landing critical hits.
Follow Me Follow Me - NORMAL 20 -- 101 The user draws attention to itself, making all opposing Pokémon take aim only at the user.
Foresight Foresight - NORMAL 40 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Forest's Curse Forest's Curse - GRASS 20 -- 100 The user puts a forest curse on the target. This adds Grass type to the target's type.
Gastro Acid Gastro Acid - POISON 10 -- 100 The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability.
Gear Up Gear Up - STEEL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Geomancy Geomancy - FAIRY 10 -- 101 The user absorbs energy on the first turn, then sharply boosts its Sp. Atk, Sp. Def, and Speed stats on the next turn.
Glare Glare - NORMAL 30 -- 100 The user intimidates the target with the pattern on its belly to cause paralysis.
Grass Whistle Grass Whistle - GRASS 15 -- 55 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Grassy Terrain Grassy Terrain - GRASS 10 -- 101 The user turns the ground into Grassy Terrain for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass-type moves.
Gravity Gravity - PSYCHIC 5 -- 101 Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used.
Growl Growl - NORMAL 40 -- 100 The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.
Growth Growth - NORMAL 20 -- 101 The user's body grows all at once, boosting the Attack and Sp. Atk stats.
Grudge Grudge - GHOST 5 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Guard Split Guard Split - PSYCHIC 10 -- 101 The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
Guard Swap Guard Swap - PSYCHIC 10 -- 101 The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
Hail Hail - ICE 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Happy Hour Happy Hour - NORMAL 30 -- 101 Using Happy Hour doubles the amount of prize money received after battle.
Harden Harden - NORMAL 30 -- 101 The user stiffens all the muscles in its body to boost its Defense stat.
Haze Haze - ICE 30 -- 101 The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
Heal Bell Heal Bell - NORMAL 5 -- 101 The user makes a soothing bell chime to cure the status conditions of all its fellow party Pokémon and allies.
Heal Block Heal Block - PSYCHIC 15 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Heal Order Heal Order - BUG 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Heal Pulse Heal Pulse - PSYCHIC 10 -- 101 The user emits a healing pulse that restores the target's HP by up to half its max HP.
Healing Wish Healing Wish - PSYCHIC 10 -- 101 The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.
Heart Swap Heart Swap - PSYCHIC 10 -- 101 The user employs its psychic power to switch stat changes with the target.
Helping Hand Helping Hand - NORMAL 20 -- 101 The user assists an ally by boosting the power of that ally's attack.
Hold Hands Hold Hands - NORMAL 40 -- 101 The user and an ally hold hands. This makes them very happy.
Hone Claws Hone Claws - DARK 15 -- 101 The user sharpens its claws to boost its Attack stat and accuracy.
Howl Howl - NORMAL 40 -- 101 The user howls loudly to rouse itself and its allies. This boosts their Attack stats.
Hypnosis Hypnosis - PSYCHIC 20 -- 60 The user employs hypnotic suggestion to make the target fall asleep.
Imprison Imprison - PSYCHIC 10 -- 101 If opposing Pokémon know any move also known by the user, they are prevented from using it.
Ingrain Ingrain - GRASS 20 -- 101 The user lays roots that restore its own HP every turn. Because the user is now rooted, it can't switch out.
Instruct Instruct - PSYCHIC 15 -- 101 The user instructs the target to reuse the move last used by the target.
Ion Deluge Ion Deluge - ELECTRIC 25 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Iron Defense Iron Defense - STEEL 15 -- 101 The user hardens its body's surface like iron, sharply boosting its Defense stat.
Jungle Healing Jungle Healing - GRASS 10 -- 101 The user becomes one with the jungle, restoring HP and curing status conditions for itself and its ally Pokémon currently in the battle.
Kinesis Kinesis - PSYCHIC 15 -- 80 The user distracts the target by bending a spoon. This lowers the target's accuracy.
King's Shield King's Shield - STEEL 10 -- 101 The user takes a defensive stance while it protects itself from damage. This also lowers the Attack stat of any attacker that makes direct contact.
Laser Focus Laser Focus - NORMAL 30 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Leech Seed Leech Seed - GRASS 10 -- 90 A seed is planted on the target. It steals some HP from the target every turn.
Leer Leer - NORMAL 30 -- 100 The user gives opposing Pokémon an intimidating leer that lowers their Defense stats.
Life Dew Life Dew - WATER 10 -- 101 The user scatters mysterious water around and restores the HP of itself and its ally Pokémon currently in the battle.
Light Screen Light Screen - PSYCHIC 30 -- 101 A wondrous wall of light is put up to reduce damage from special moves for five turns.
Lock-On Lock-On - NORMAL 5 -- 101 The user takes sure aim at the target. This ensures the user's next move does not miss that target.
Lovely Kiss Lovely Kiss - NORMAL 10 -- 75 With a scary face, the user tries to kiss the target. If it succeeds, the target falls asleep.
Lucky Chant Lucky Chant - NORMAL 30 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Lunar Blessing Lunar Blessing - PSYCHIC 5 -- 101 The user receives a blessing from the crescent moon, restoring HP and curing status conditions for itself and its ally Pokémon currently in the battle.
Lunar Dance Lunar Dance - PSYCHIC 10 -- 101 The user faints. In return, the Pokémon taking its place will have its HP and PP restored and its status conditions cured.
Magic Coat Magic Coat - PSYCHIC 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Magic Powder Magic Powder - PSYCHIC 20 -- 100 The user scatters a cloud of magic powder that changes the target's type to Psychic.
Magic Room Magic Room - PSYCHIC 10 -- 101 The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Magnet Rise Magnet Rise - ELECTRIC 10 -- 101 The user levitates using electrically generated magnetism for five turns.
Magnetic Flux Magnetic Flux - ELECTRIC 20 -- 101 The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability.
Mat Block Mat Block - FIGHTING 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Max Guard Max Guard - NORMAL 10 -- 101 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Me First Me First - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Mean Look Mean Look - NORMAL 5 -- 101 The user pins the target with a dark, arresting look. The target becomes unable to flee.
Meditate Meditate - PSYCHIC 40 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Memento Memento - DARK 10 -- 100 The user faints. In return, the target's Attack and Sp. Atk stats are harshly lowered.
Metal Sound Metal Sound - STEEL 40 -- 85 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
Metronome Metronome - NORMAL 10 -- 101 The user waggles a finger and stimulates its brain into randomly using nearly any move.
Milk Drink Milk Drink - NORMAL 5 -- 101 The user restores its own HP by up to half its max HP.
Mimic Mimic - NORMAL 10 -- 101 The user copies the move last used by the target. The copied move can be used until the user of Mimic leaves the battle.
Mind Reader Mind Reader - NORMAL 5 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Minimize Minimize - NORMAL 10 -- 101 The user compresses its body to make itself look smaller, which sharply boosts its evasiveness.
Miracle Eye Miracle Eye - PSYCHIC 40 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Mirror Move Mirror Move - FLYING 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Mist Mist - ICE 30 -- 101 The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.
Misty Terrain Misty Terrain - FAIRY 10 -- 101 This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
Moonlight Moonlight - FAIRY 5 -- 101 The user restores its own HP. The amount of HP regained varies with the weather.
Morning Sun Morning Sun - NORMAL 5 -- 101 The user restores its own HP. The amount of HP regained varies with the weather.
Mud Sport Mud Sport - GROUND 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Nasty Plot Nasty Plot - DARK 20 -- 101 The user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat.
Nature Power Nature Power - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Nightmare Nightmare - GHOST 15 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
No Retreat No Retreat - FIGHTING 5 -- 101 This move boosts all the user's stats but prevents the user from switching out or fleeing.
Noble Roar Noble Roar - NORMAL 30 -- 100 Letting out a noble roar, the user intimidates the target and lowers the target's Attack and Sp. Atk stats.
Obstruct Obstruct - DARK 10 -- 100 This move enables the user to protect itself from all attacks. Its chance of failing rises if used in succession. Direct contact harshly lowers the attacker's Defense stat.
Octolock Octolock - FIGHTING 15 -- 100 The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn.
Odor Sleuth Odor Sleuth - NORMAL 40 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Pain Split Pain Split - NORMAL 20 -- 101 The user adds its HP to the target's HP, then equally splits the combined HP between the target and itself.
Parting Shot Parting Shot - DARK 20 -- 100 With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches places with a party Pokémon in waiting.
Perish Song Perish Song - NORMAL 5 -- 101 Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
Play Nice Play Nice - NORMAL 20 -- 101 The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat.
Poison Gas Poison Gas - POISON 40 -- 90 A cloud of poison gas is sprayed in the faces of opposing Pokémon, poisoning those it hits.
Poison Powder Poison Powder - POISON 35 -- 75 The user scatters a cloud of poisonous dust that poisons the target.
Powder Powder - BUG 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Power Shift Power Shift - NORMAL 10 -- 101 The user swaps its Attack and Defense stats.
Power Split Power Split - PSYCHIC 10 -- 101 The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
Power Swap Power Swap - PSYCHIC 10 -- 101 The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
Power Trick Power Trick - PSYCHIC 10 -- 101 The user employs its psychic power to switch its Attack stat with its Defense stat.
Protect Protect - NORMAL 10 -- 101 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Psych Up Psych Up - NORMAL 10 -- 101 The user hypnotizes itself into copying any stat change made by the target.
Psychic Terrain Psychic Terrain - PSYCHIC 10 -- 101 This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
Psycho Shift Psycho Shift - PSYCHIC 10 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Purify Purify - POISON 20 -- 101 The user cures the target's status condition. If the move succeeds, it also restores the user's own HP.
Quash Quash - DARK 15 -- 100 The user suppresses the target and makes its move go last.
Quick Guard Quick Guard - FIGHTING 15 -- 101 The user protects itself and its allies from priority moves.
Quiver Dance Quiver Dance - BUG 20 -- 101 The user lightly performs a beautiful, mystic dance. This boosts the user's Sp. Atk, Sp. Def, and Speed stats.
Rage Powder Rage Powder - BUG 20 -- 101 The user scatters a cloud of irritating powder to draw attention to itself. Opposing Pokémon aim only at the user.
Rain Dance Rain Dance - WATER 5 -- 101 The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.
Recover Recover - NORMAL 5 -- 101 The user regenerates its cells, restoring its own HP by up to half its max HP.
Recycle Recycle - NORMAL 10 -- 101 The user recycles a held item that has been used in battle so it can be used again.
Reflect Reflect - PSYCHIC 20 -- 101 A wondrous wall of light is put up to reduce damage from physical moves for five turns.
Reflect Type Reflect Type - NORMAL 15 -- 101 The user reflects the target's type to become the same type as the target.
Refresh Refresh - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Rest Rest - PSYCHIC 5 -- 101 The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
Revival Blessing Revival Blessing - NORMAL 1 -- 101 The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP.
Roar Roar - NORMAL 20 -- 101 The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Rock Polish Rock Polish - ROCK 20 -- 101 The user polishes its body to reduce drag. This sharply boosts the user's Speed stat.
Role Play Role Play - PSYCHIC 10 -- 101 The user mimics the target completely, copying the target's Ability.
Roost Roost - FLYING 5 -- 101 The user lands and rests its body. This move restores the user's HP by up to half its max HP.
Rototiller Rototiller - GROUND 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Safeguard Safeguard - NORMAL 25 -- 101 The user creates a protective field that prevents status conditions for five turns.
Sand Attack Sand Attack - GROUND 15 -- 100 Sand is hurled in the target's face, lowering the target's accuracy.
Sandstorm Sandstorm - ROCK 10 -- 101 A five-turn sandstorm is summoned to damage all Pokémon except Rock, Ground, and Steel types. The sandstorm also boosts the Sp. Def stats of Rock types.
Scary Face Scary Face - NORMAL 10 -- 100 The user frightens the target with a scary face to harshly lower its Speed stat.
Screech Screech - NORMAL 40 -- 85 An earsplitting screech harshly lowers the target's Defense stat.
Sharpen Sharpen - NORMAL 30 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Shed Tail Shed Tail - NORMAL 10 -- 101 The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting.
Shell Smash Shell Smash - NORMAL 15 -- 101 The user breaks its shell, which lowers its Defense and Sp. Def stats but sharply boosts its Attack, Sp. Atk, and Speed stats.
Shelter Shelter - STEEL 10 -- 101 The user makes its skin as hard as an iron shield, sharply boosting its Defense stat.
Shift Gear Shift Gear - STEEL 10 -- 101 The user rotates its gears, boosting its Attack stat and sharply boosting its Speed stat.
Shore Up Shore Up - GROUND 5 -- 101 The user restores its own HP by up to half its max HP. It regains more HP in a sandstorm.
Silk Trap Silk Trap - BUG 10 -- 101 The user spins a silken trap, protecting itself from damage while lowering the Speed stat of any attacker that makes direct contact.
Simple Beam Simple Beam - NORMAL 15 -- 100 The user emits a mysterious psychic wave that changes the target's Ability to Simple.
Sing Sing - NORMAL 15 -- 55 A soothing lullaby is sung in a beautiful voice that puts the target to sleep.
Sketch Sketch - NORMAL 1 -- 101 This move enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
Skill Swap Skill Swap - PSYCHIC 10 -- 101 The user employs its psychic power to exchange Abilities with the target.
Slack Off Slack Off - NORMAL 5 -- 101 The user slacks off, restoring its own HP by up to half its max HP.
Sleep Powder Sleep Powder - GRASS 15 -- 75 The user scatters a cloud of soporific dust that puts the target to sleep.
Sleep Talk Sleep Talk - NORMAL 10 -- 101 The user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
Smokescreen Smokescreen - NORMAL 20 -- 100 The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy.
Snatch Snatch - DARK 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Snowscape Snowscape - ICE 10 -- 101 The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types.
Soak Soak - WATER 20 -- 100 The user shoots a torrent of water that changes the target's type to Water.
Soft-Boiled Soft-Boiled - NORMAL 5 -- 101 The user restores its own HP by up to half its max HP.
Speed Swap Speed Swap - PSYCHIC 10 -- 101 The user exchanges Speed stats with the target.
Spicy Extract Spicy Extract - GRASS 15 -- 101 The user emits an incredibly spicy extract, sharply boosting the target's Attack stat and harshly lowering the target's Defense stat.
Spider Web Spider Web - BUG 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Spikes Spikes - GROUND 20 -- 101 The user lays a trap of spikes at the feet of the opposing team. The spikes will damage opposing Pokémon that switch into battle.
Spiky Shield Spiky Shield - GRASS 10 -- 101 In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact.
Spite Spite - GHOST 10 -- 100 The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
Splash Splash - NORMAL 40 -- 101 The user just flops and splashes around to no effect at all...
Spore Spore - GRASS 15 -- 100 The user scatters bursts of spores that induce sleep.
Spotlight Spotlight - NORMAL 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Stealth Rock Stealth Rock - ROCK 20 -- 101 The user lays a trap of levitating stones around the opposing team. The trap damages opposing Pokémon that switch into battle.
Sticky Web Sticky Web - BUG 20 -- 101 The user weaves a sticky net around the opposing team, which lowers their Speed stats upon switching into battle.
Stockpile Stockpile - NORMAL 20 -- 101 The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times.
Strength Sap Strength Sap - GRASS 10 -- 100 The user restores its own HP by the same amount as the target's Attack stat. It then lowers the target's Attack stat.
String Shot String Shot - BUG 40 -- 95 The user blows silk from its mouth that binds opposing Pokémon and harshly lowers their Speed stats.
Stuff Cheeks Stuff Cheeks - NORMAL 10 -- 101 The user eats its held Berry, then sharply boosts its Defense stat.
Stun Spore Stun Spore - GRASS 30 -- 75 The user scatters a cloud of numbing powder that paralyzes the target.
Substitute Substitute - NORMAL 10 -- 101 The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy.
Sunny Day Sunny Day - FIRE 5 -- 101 The user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks.
Supersonic Supersonic - NORMAL 20 -- 55 The user generates odd sound waves from its body that confuse the target.
Swagger Swagger - NORMAL 15 -- 85 The user enrages and confuses the target. However, this also sharply boosts the target's Attack stat.
Swallow Swallow - NORMAL 10 -- 101 The power stored using the move Stockpile is absorbed by the user to restore its own HP. The more power is stored, the more HP is restored.
Sweet Kiss Sweet Kiss - FAIRY 10 -- 75 The user kisses the target with a sweet, angelic cuteness that causes confusion.
Sweet Scent Sweet Scent - NORMAL 20 -- 100 The user releases a scent that harshly lowers opposing Pokémon's evasiveness.
Switcheroo Switcheroo - DARK 10 -- 100 The user trades held items with the target faster than the eye can follow.
Swords Dance Swords Dance - NORMAL 20 -- 101 A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat.
Synthesis Synthesis - GRASS 5 -- 101 The user restores its own HP. The amount of HP regained varies with the weather.
Tail Glow Tail Glow - BUG 20 -- 101 The user stares at flashing lights to focus its mind, drastically boosting its Sp. Atk stat.
Tail Whip Tail Whip - NORMAL 30 -- 100 The user wags its tail cutely, making opposing Pokémon less wary. This lowers their Defense stats.
Tailwind Tailwind - FLYING 15 -- 101 The user whips up a turbulent whirlwind that boosts the Speed stats of itself and its allies for four turns.
Take Heart Take Heart - PSYCHIC 15 -- 101 The user lifts its spirits, curing its own status conditions and boosting its Sp. Atk and Sp. Def stats.
Tar Shot Tar Shot - ROCK 15 -- 100 The user pours sticky tar over the target, lowering the target's Speed stat. The target becomes weaker to Fire-type moves.
Taunt Taunt - DARK 20 -- 100 The target is taunted into a rage that allows it to use only attack moves for three turns.
Tearful Look Tearful Look - NORMAL 20 -- 101 The user gets teary-eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Atk stats.
Teatime Teatime - NORMAL 10 -- 101 The user has teatime with all the Pokémon currently in the battle. Each Pokémon eats its held Berry.
Teeter Dance Teeter Dance - NORMAL 20 -- 100 The user performs a wobbly dance that confuses every Pokémon around it.
Telekinesis Telekinesis - PSYCHIC 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Teleport Teleport - PSYCHIC 20 -- 101 The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees.
Thunder Wave Thunder Wave - ELECTRIC 20 -- 90 The user launches a weak jolt of electricity that paralyzes the target.
Tickle Tickle - NORMAL 20 -- 100 The user tickles the target into laughing, lowering its Attack and Defense stats.
Tidy Up Tidy Up - NORMAL 10 -- 101 The user tidies up and removes the effects of Spikes, Stealth Rock, Sticky Web, Toxic Spikes, and Substitute. This also boosts the user's Attack and Speed stats.
Topsy-Turvy Topsy-Turvy - DARK 20 -- 101 All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
Torment Torment - DARK 15 -- 100 The user torments and enrages the target, making it incapable of using the same move twice in a row.
Toxic Toxic - POISON 10 -- 90 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Toxic Spikes Toxic Spikes - POISON 20 -- 101 The user lays a trap of poison spikes at the feet of the opposing team. The spikes will poison opposing Pokémon that switch into battle.
Toxic Thread Toxic Thread - POISON 20 -- 100 The user shoots poisonous threads to poison the target and lower the target's Speed stat.
Transform Transform - NORMAL 10 -- 101 The user transforms into a copy of the target, right down to having the same move set.
Trick Trick - PSYCHIC 10 -- 100 The user catches the target off guard and swaps the target's held item with its own.
Trick Room Trick Room - PSYCHIC 5 -- 101 The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Trick-or-Treat Trick-or-Treat - GHOST 20 -- 100 The user takes the target trick-or-treating. This adds Ghost type to the target's type.
Venom Drench Venom Drench - POISON 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Victory Dance Victory Dance - FIGHTING 10 -- 101 The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats.
Water Sport Water Sport - WATER 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Whirlwind Whirlwind - NORMAL 20 -- 101 The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Wide Guard Wide Guard - ROCK 10 -- 101 The user and its allies are protected from wide-ranging attacks for one turn.
Will-O-Wisp Will-O-Wisp - FIRE 15 -- 85 The user shoots a sinister flame at the target to inflict a burn.
Wish Wish - NORMAL 10 -- 101 One turn after this move is used, the user's or its replacement's HP is restored by up to half the user's max HP.
Withdraw Withdraw - WATER 40 -- 101 The user withdraws its body into its hard shell, boosting its Defense stat.
Wonder Room Wonder Room - PSYCHIC 10 -- 101 The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Work Up Work Up - NORMAL 30 -- 101 The user is roused, and its Attack and Sp. Atk stats are boosted.
Worry Seed Worry Seed - GRASS 10 -- 100 A seed that causes worry is planted on the target. It prevents sleep by making the target's Ability Insomnia.
Yawn Yawn - NORMAL 10 -- 101 The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.