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Name Type Cat. PP Att. Acc. Effect
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.
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.
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.
Confusion Confusion - PSYCHIC 25 50 100 The target is hit with a weak telekinetic force to inflict damage. This may also confuse the target.
Cosmic Power Cosmic Power - PSYCHIC 20 -- 101 The user absorbs a mystical power from space to boost its Defense and Sp. Def stats.
Dream Eater Dream Eater - PSYCHIC 15 100 100 The user eats the dreams of a sleeping target. The user's HP is restored by up to half the damage taken by the target.
Eerie Spell Eerie Spell - PSYCHIC 5 80 100 The user attacks with its tremendous psychic power. This also drains 3 PP from the move last used by the target.
Esper Wing Esper Wing - PSYCHIC 10 80 100 The user slashes the target with aura-enriched wings. This also boosts the user's Speed stat. This move has a heightened chance of landing a critical hit.
Expanding Force Expanding Force - PSYCHIC 10 80 100 The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon.
Extrasensory Extrasensory - PSYCHIC 20 80 100 The user attacks with an odd, unseeable power. This may also make the target flinch.
Freezing Glare Freezing Glare - PSYCHIC 10 90 100 The user shoots its psychic power from its eyes to attack. This may also leave the target frozen.
Future Sight Future Sight - PSYCHIC 10 120 100 Two turns after this move is used, a hunk of psychic energy attacks the target.
Genesis Supernova Genesis Supernova - PSYCHIC 1 185 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Glitzy Glow Glitzy Glow - PSYCHIC 15 80 95 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
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.
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.
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 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 Stamp Heart Stamp - PSYCHIC 25 60 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Heart Swap Heart Swap - PSYCHIC 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Hyperspace Hole Hyperspace Hole - PSYCHIC 5 80 101 Using a hyperspace hole, the user appears right next to the target and strikes. This attack can hit a target using a move such as Protect or Detect.
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.
Instruct Instruct - PSYCHIC 15 -- 101 The user instructs the target to reuse the move last used by the target.
Kinesis Kinesis - PSYCHIC 15 -- 80 The user distracts the target by bending a spoon. This lowers the target's accuracy.
Light Screen Light Screen - PSYCHIC 30 -- 101 A wondrous wall of light is put up to reduce damage from special moves for five turns.
Light That Burns the Sky Light That Burns the Sky - PSYCHIC 1 200 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Lumina Crash Lumina Crash - PSYCHIC 10 80 100 The user attacks by unleashing a peculiar light that even affects the mind. This also harshly lowers the target's Sp. Def stat.
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.
Luster Purge Luster Purge - PSYCHIC 5 70 100 The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat.
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.
Max Mindstorm Max Mindstorm - PSYCHIC 10 10 101 This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns.
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.
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 Coat Mirror Coat - PSYCHIC 20 -- 100 A retaliatory attack that counters any special move, inflicting double the damage taken.
Mist Ball Mist Ball - PSYCHIC 5 70 100 A mist-like flurry of down envelops and damages the target. This may also lower the target's Sp. Atk stat.
Mystical Power Mystical Power - PSYCHIC 10 70 90 The user attacks by emitting a mysterious power. This also boosts the user's Sp. Atk stat.
Photon Geyser Photon Geyser - PSYCHIC 5 100 100 The user attacks the target with a pillar of light. This move inflicts damage using the Attack or Sp. Atk stat— whichever is higher for the user.
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.
Prismatic Laser Prismatic Laser - PSYCHIC 10 160 100 The user shoots powerful lasers using the power of a prism. The user can't move on the next turn.
Psybeam Psybeam - PSYCHIC 20 65 100 The target is attacked with a peculiar ray. This may also confuse the target.
Psychic Psychic - PSYCHIC 10 90 100 The target is hit with a strong telekinetic force to inflict damage. This may also lower the target's Sp. Def stat.
Psychic Fangs Psychic Fangs - PSYCHIC 10 85 100 The user attacks by biting the target with its psychic capabilities. This move can also break barriers, such as Light Screen and Reflect.
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 Boost Psycho Boost - PSYCHIC 5 140 90 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Psycho Cut Psycho Cut - PSYCHIC 20 70 100 The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit.
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.
Psyshield Bash Psyshield Bash - PSYCHIC 10 70 90 Cloaking itself in psychic energy, the user slams into the target. This also boosts the user's Defense stat.
Psyshock Psyshock - PSYCHIC 10 80 100 The user materializes an odd psychic wave to attack the target. This move deals physical damage.
Psystrike Psystrike - PSYCHIC 10 100 100 The user materializes an odd psychic wave to attack the target. This move deals physical damage.
Psywave Psywave - 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.
Reflect Reflect - PSYCHIC 20 -- 101 A wondrous wall of light is put up to reduce damage from physical moves for five turns.
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.
Role Play Role Play - PSYCHIC 10 -- 101 The user mimics the target completely, copying the target's Ability.
Shattered Psyche Shattered Psyche - PSYCHIC 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Shattered Psyche Shattered Psyche - PSYCHIC 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Skill Swap Skill Swap - PSYCHIC 10 -- 101 The user employs its psychic power to exchange Abilities with the target.
Speed Swap Speed Swap - PSYCHIC 10 -- 101 The user exchanges Speed stats with the target.
Stored Power Stored Power - PSYCHIC 10 20 100 The user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power.
Synchronoise Synchronoise - PSYCHIC 10 120 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
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.
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.
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.
Twin Beam Twin Beam - PSYCHIC 10 40 100 The user shoots mystical beams from its eyes to inflict damage. The target is hit twice in a row.
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.
Zen Headbutt Zen Headbutt - PSYCHIC 15 80 90 The user focuses its willpower to its head and attacks the target. This may also make the target flinch.