| Black/White Level Up | 
|
				| — | 
				Tri Attack | 
				  | 
				  | 
				80 | 
				100 | 
				10 | 
				20 | 
				| The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis. | 
				| — | 
				Metal Sound | 
				  | 
				  | 
				-- | 
				85 | 
				40 | 
				-- | 
				| A horrible sound like scraping metal harshly reduces the target's Sp. Def stat. | 
				| — | 
				Tackle | 
				  | 
				  | 
				50 | 
				100 | 
				35 | 
				-- | 
				| A physical attack in which the user charges and slams into the target with its whole body. | 
				| — | 
				Thundershock | 
				  | 
				  | 
				40 | 
				100 | 
				30 | 
				10 | 
				| A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. | 
				| — | 
				Supersonic | 
				  | 
				  | 
				-- | 
				55 | 
				20 | 
				-- | 
				| The user generates odd sound waves from its body. It may confuse the target. | 
				| 6 | 
				Thundershock | 
				  | 
				  | 
				40 | 
				100 | 
				30 | 
				10 | 
				| A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. | 
				| 11 | 
				Supersonic | 
				  | 
				  | 
				-- | 
				55 | 
				20 | 
				-- | 
				| The user generates odd sound waves from its body. It may confuse the target. | 
				| 14 | 
				Sonicboom | 
				  | 
				  | 
				?? | 
				90 | 
				20 | 
				-- | 
				| The target is hit with a destructive shock wave that always inflicts 20 HP damage. | 
				| 17 | 
				Thunder Wave | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| A weak electric charge is launched at the target. It causes paralysis if it hits. | 
				| 22 | 
				Spark | 
				  | 
				  | 
				65 | 
				100 | 
				20 | 
				30 | 
				| The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. | 
				| 27 | 
				Electro Ball | 
				  | 
				  | 
				?? | 
				100 | 
				10 | 
				-- | 
				| The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. | 
				| 30 | 
				Lock-on | 
				  | 
				  | 
				-- | 
				-- | 
				5 | 
				-- | 
				| The user takes sure aim at the target. It ensures the next attack does not fail to hit the target. | 
				| 34 | 
				Magnet Bomb | 
				  | 
				  | 
				60 | 
				-- | 
				20 | 
				-- | 
				| The user launches steel bombs that stick to the target. This attack will not miss. | 
				| 40 | 
				Screech | 
				  | 
				  | 
				-- | 
				85 | 
				40 | 
				-- | 
				| An earsplitting screech harshly reduces the target's Defense stat. | 
				| 46 | 
				Discharge | 
				  | 
				  | 
				80 | 
				100 | 
				15 | 
				30 | 
				| A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. | 
				| 50 | 
				Mirror Shot | 
				  | 
				  | 
				65 | 
				85 | 
				10 | 
				-- | 
				| The user looses a flash of energy at the target from its polished body. It may also lower the target's accuracy. | 
				| 54 | 
				Magnet Rise | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user levitates using electrically generated magnetism for five turns. | 
				| 60 | 
				Gyro Ball | 
				  | 
				  | 
				?? | 
				100 | 
				5 | 
				-- | 
				| The user tackles the target with a high-speed spin. The slower the user, the greater the damage. | 
				| 66 | 
				Zap Cannon | 
				  | 
				  | 
				120 | 
				50 | 
				5 | 
				100 | 
				| The user fires an electric blast like a cannon to inflict damage and cause paralysis. | 
| Black 2/White 2 Level Up | 
|
				| — | 
				Tri Attack | 
				  | 
				  | 
				80 | 
				100 | 
				10 | 
				20 | 
				| The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis. | 
				| — | 
				Tackle | 
				  | 
				  | 
				50 | 
				100 | 
				35 | 
				-- | 
				| A physical attack in which the user charges and slams into the target with its whole body. | 
				| — | 
				Supersonic | 
				  | 
				  | 
				-- | 
				55 | 
				20 | 
				-- | 
				| The user generates odd sound waves from its body. It may confuse the target. | 
				| — | 
				Thundershock | 
				  | 
				  | 
				40 | 
				100 | 
				30 | 
				10 | 
				| A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. | 
				| — | 
				Sonicboom | 
				  | 
				  | 
				?? | 
				90 | 
				20 | 
				-- | 
				| The target is hit with a destructive shock wave that always inflicts 20 HP damage. | 
				| 4 | 
				Supersonic | 
				  | 
				  | 
				-- | 
				55 | 
				20 | 
				-- | 
				| The user generates odd sound waves from its body. It may confuse the target. | 
				| 7 | 
				Thundershock | 
				  | 
				  | 
				40 | 
				100 | 
				30 | 
				10 | 
				| A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. | 
				| 11 | 
				Sonicboom | 
				  | 
				  | 
				?? | 
				90 | 
				20 | 
				-- | 
				| The target is hit with a destructive shock wave that always inflicts 20 HP damage. | 
				| 15 | 
				Thunder Wave | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| A weak electric charge is launched at the target. It causes paralysis if it hits. | 
				| 18 | 
				Magnet Bomb | 
				  | 
				  | 
				60 | 
				-- | 
				20 | 
				-- | 
				| The user launches steel bombs that stick to the target. This attack will not miss. | 
				| 21 | 
				Spark | 
				  | 
				  | 
				65 | 
				100 | 
				20 | 
				30 | 
				| The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. | 
				| 25 | 
				Mirror Shot | 
				  | 
				  | 
				65 | 
				85 | 
				10 | 
				-- | 
				| The user looses a flash of energy at the target from its polished body. It may also lower the target's accuracy. | 
				| 29 | 
				Metal Sound | 
				  | 
				  | 
				-- | 
				85 | 
				40 | 
				-- | 
				| A horrible sound like scraping metal harshly reduces the target's Sp. Def stat. | 
				| 34 | 
				Electro Ball | 
				  | 
				  | 
				?? | 
				100 | 
				10 | 
				-- | 
				| The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. | 
				| 39 | 
				Flash Cannon | 
				  | 
				  | 
				80 | 
				100 | 
				10 | 
				-- | 
				| The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. | 
				| 45 | 
				Screech | 
				  | 
				  | 
				-- | 
				85 | 
				40 | 
				-- | 
				| An earsplitting screech harshly reduces the target's Defense stat. | 
				| 51 | 
				Discharge | 
				  | 
				  | 
				80 | 
				100 | 
				15 | 
				30 | 
				| A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. | 
				| 56 | 
				Lock-on | 
				  | 
				  | 
				-- | 
				-- | 
				5 | 
				-- | 
				| The user takes sure aim at the target. It ensures the next attack does not fail to hit the target. | 
				| 62 | 
				Magnet Rise | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user levitates using electrically generated magnetism for five turns. | 
				| 67 | 
				Gyro Ball | 
				  | 
				  | 
				?? | 
				100 | 
				5 | 
				-- | 
				| The user tackles the target with a high-speed spin. The slower the user, the greater the damage. | 
				| 73 | 
				Zap Cannon | 
				  | 
				  | 
				120 | 
				50 | 
				5 | 
				100 | 
				| The user fires an electric blast like a cannon to inflict damage and cause paralysis. | 
| TM & HM Attacks | 
|
| TM06 | 
					Toxic | 
					  | 
					  | 
					-- | 
					90 | 
					10 | 
					-- | 
					| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| TM10 | 
					Hidden Power | 
					  | 
					  | 
					?? | 
					100 | 
					15 | 
					-- | 
					| A unique attack that varies in type and intensity depending on the Pokémon using it. | 
| TM11 | 
					Sunny Day | 
					  | 
					  | 
					-- | 
					-- | 
					5 | 
					-- | 
					| The user intensifies the sun for five turns, powering up Fire-type moves. | 
| TM15 | 
					Hyper Beam | 
					  | 
					  | 
					150 | 
					90 | 
					5 | 
					-- | 
					| The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | 
| TM16 | 
					Light Screen | 
					  | 
					  | 
					-- | 
					-- | 
					30 | 
					-- | 
					| A wondrous wall of light is put up to suppress damage from special attacks for five turns. | 
| TM17 | 
					Protect | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 
| TM18 | 
					Rain Dance | 
					  | 
					  | 
					-- | 
					-- | 
					5 | 
					-- | 
					| The user summons a heavy rain that falls for five turns, powering up Water-type moves. | 
| TM21 | 
					Frustration | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| A full-power attack that grows more powerful the less the user likes its Trainer. | 
| TM24 | 
					Thunderbolt | 
					  | 
					  | 
					95 | 
					100 | 
					15 | 
					10 | 
					| A strong electric blast is loosed at the target. It may also leave the target with paralysis. | 
| TM25 | 
					Thunder | 
					  | 
					  | 
					120 | 
					70 | 
					10 | 
					30 | 
					| A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. | 
| TM27 | 
					Return | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| A full-power attack that grows more powerful the more the user likes its Trainer. | 
| TM32 | 
					Double Team | 
					  | 
					  | 
					-- | 
					-- | 
					15 | 
					-- | 
					| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | 
| TM33 | 
					Reflect | 
					  | 
					  | 
					-- | 
					-- | 
					20 | 
					-- | 
					| A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | 
| TM42 | 
					Facade | 
					  | 
					  | 
					70 | 
					100 | 
					20 | 
					-- | 
					| An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | 
| TM44 | 
					Rest | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | 
| TM48 | 
					Round | 
					  | 
					  | 
					60 | 
					100 | 
					15 | 
					-- | 
					| The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. | 
| TM57 | 
					Charge Beam | 
					  | 
					  | 
					50 | 
					90 | 
					10 | 
					-- | 
					| The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | 
| TM64 | 
					Explosion | 
					  | 
					  | 
					250 | 
					100 | 
					5 | 
					-- | 
					| The user explodes to inflict damage on those around it. The user faints upon using this move. | 
| TM68 | 
					Giga Impact | 
					  | 
					  | 
					150 | 
					90 | 
					5 | 
					-- | 
					| The user charges at the target using every bit of its power. The user must rest on the next turn. | 
| TM70 | 
					Flash | 
					  | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
					| The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. | 
| TM72 | 
					Volt Switch | 
					  | 
					  | 
					70 | 
					100 | 
					20 | 
					-- | 
					| After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 
| TM73 | 
					Thunder Wave | 
					  | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
					| A weak electric charge is launched at the target. It causes paralysis if it hits. | 
| TM74 | 
					Gyro Ball | 
					  | 
					  | 
					?? | 
					100 | 
					5 | 
					-- | 
					| The user tackles the target with a high-speed spin. The slower the user, the greater the damage. | 
| TM77 | 
					Psych Up | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user hypnotizes itself into copying any stat change made by the target. | 
| TM87 | 
					Swagger | 
					  | 
					  | 
					-- | 
					90 | 
					15 | 
					-- | 
					| The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. | 
| TM90 | 
					Substitute | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 
| TM91 | 
					Flash Cannon | 
					  | 
					  | 
					80 | 
					100 | 
					10 | 
					-- | 
					| The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. | 
| TM93 | 
					Wild Charge | 
					  | 
					  | 
					90 | 
					100 | 
					15 | 
					-- | 
					| The user shrouds itself in electricity and smashes into its target. It also damages the user a little. | 
| Gen III & IV Only Moves (Details) | 
|
| Shock Wave | 
				  | 
				  | 
				60 | 
				-- | 
				20 | 
				-- | 
				Gen IV TM34 | 
				| The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. | 
| Secret Power | 
				  | 
				  | 
				70 | 
				100 | 
				20 | 
				30 | 
				Gen IV TM43 | 
				| The user attacks the target with a secret power. Its added effects vary depending on the user's environment. | 
| Endure | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				Gen IV TM58 | 
				| The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | 
| Natural Gift | 
				  | 
				  | 
				?? | 
				100 | 
				15 | 
				-- | 
				Gen IV TM83 | 
				| The user draws power to attack by using its held Berry. The Berry determines its type and power. | 
| Swift | 
				  | 
				  | 
				60 | 
				-- | 
				20 | 
				-- | 
				Move Tutor - PtHGSS | 
				| Star-shaped rays are shot at the opposing team. This attack never misses. | 
| Rollout | 
				  | 
				  | 
				30 | 
				90 | 
				20 | 
				-- | 
				Move Tutor - PtHGSS | 
				| The user continually rolls into the target over five turns. It becomes stronger each time it hits. | 
| Double-edge | 
				  | 
				  | 
				120 | 
				100 | 
				15 | 
				-- | 
				Move Tutor - FRLG | 
				| A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. | 
| Mimic | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				Move Tutor - FRLG | 
				| The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. | 
| Refresh | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				XD Purification | 
				| The user rests to cure itself of a poisoning, burn, or paralysis. |