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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 raises the Speed stat.
Ally Switch Ally Switch - PSYCHIC 15 -- 101 The user teleports using a strange power and switches places with one of its allies.
Amnesia Amnesia - PSYCHIC 20 -- 101 The user temporarily empties its mind to forget its concerns. This sharply raises 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 raise its Sp. Atk and Sp. Def stats.
Confusion Confusion - PSYCHIC 25 50 100 The target is hit by a weak telekinetic force. This may also confuse the target.
Cosmic Power Cosmic Power - PSYCHIC 20 -- 101 The user absorbs a mystical power from space to raise 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 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 removes 3 PP from the target's last move.
Esper Wing Esper Wing - PSYCHIC 10 75 90 The user slashes the target with aura-enriched wings. This also raises the user’s action speed. 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. This move's power goes up and damages all opposing Pokémon on Psychic Terrain.
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.
G-Max Gravitas G-Max Gravitas - PSYCHIC 10 -- 101 A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns.
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 This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. 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 of 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 The user employs its psychic power to switch stat changes with the target.
Hyperspace Hole Hyperspace Hole - PSYCHIC 5 80 101 Using a hyperspace hole, the user appears right next to the target and strikes. This also hits 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 into a deep sleep.
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 use the target's last move again.
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 attacks 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.
Lunar Blessing Lunar Blessing - PSYCHIC 10 -- 101 The user heals its own status conditions and restores its HP. Incoming moves also become more likely to miss.
Lunar Dance Lunar Dance - PSYCHIC 10 -- 101 The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
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 Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Magic Powder Magic Powder - PSYCHIC 20 -- 100 The user scatters a cloud of magic powder that changes the target to Psychic type.
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 -- 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 retaliation move that counters any special attack, 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 strengthens itself with a mysterious power. If it excels in offense, its offensive stats are raised. If it excels in defense, its defensive stats are raised.
Photon Geyser Photon Geyser - PSYCHIC 5 100 100 The user attacks a target with a pillar of light. This move inflicts Attack or Sp. Atk damage—whichever stat 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 leave the target confused.
Psychic Psychic - PSYCHIC 10 90 100 The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
Psychic Fangs Psychic Fangs - PSYCHIC 10 85 100 The user bites the target with its psychic capabilities. This can also destroy 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 The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat.
Psycho Cut Psycho Cut - PSYCHIC 20 70 100 The user tears at the target with blades formed by psychic power. Critical hits land more easily.
Psycho Shift Psycho Shift - PSYCHIC 10 -- 100 Using its psychic power of suggestion, the user transfers its status conditions to the target.
Psyshield Bash Psyshield Bash - PSYCHIC 10 70 90 Cloaking itself in psychic energy, the user slams into the target. This may also raise the user’s defensive stats.
Psyshock Psyshock - PSYCHIC 10 80 100 The user materializes an odd psychic wave to attack the target. This attack does physical damage.
Psystrike Psystrike - PSYCHIC 10 100 100 The user materializes an odd psychic wave to attack the target. This attack does 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 attacks for five turns.
Rest Rest - PSYCHIC 10 -- 101 The user goes to sleep for two turns. This fully restores the user's HP and heals 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 raised, 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 10 -- 101 The user lifts its spirits, healing its own status conditions and raising its offensive and defensive 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 its 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.
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.