| Black/White/Black 2/White 2 Level Up |
|
| — |
Headbutt |
 |
 |
70 |
100 |
15 |
-- |
| The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
| 3 |
Growl |
 |
 |
-- |
100 |
40 |
-- |
| The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
| 7 |
Water Sport |
 |
 |
-- |
-- |
15 |
-- |
| The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. |
| 11 |
Icy Wind |
 |
 |
55 |
95 |
15 |
-- |
| The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. |
| 13 |
Encore |
 |
 |
-- |
100 |
5 |
-- |
| The user compels the target to keep using only the move it last used for three turns. |
| 17 |
Ice Shard |
 |
 |
40 |
100 |
30 |
-- |
| The user flash freezes chunks of ice and hurls them at the target. This move always goes first. |
| 21 |
Rest |
 |
 |
-- |
-- |
10 |
-- |
| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
| 23 |
Aqua Ring |
 |
 |
-- |
-- |
20 |
-- |
| The user envelops itself in a veil made of water. It regains some HP on every turn. |
| 27 |
Aurora Beam |
 |
 |
65 |
100 |
20 |
-- |
| The target is hit with a rainbow-colored beam. This may also lower the target's Attack stat. |
| 31 |
Aqua Jet |
 |
 |
40 |
100 |
20 |
-- |
| The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
| 33 |
Brine |
 |
 |
65 |
100 |
10 |
-- |
| If the target's HP is down to about half, this attack will hit with double the power. |
| 37 |
Take Down |
 |
 |
90 |
85 |
20 |
-- |
| A reckless, full-body charge attack for slamming into the target. It also damages the user a little. |
| 41 |
Dive |
 |
 |
80 |
100 |
10 |
-- |
| Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
| 43 |
Aqua Tail |
 |
 |
90 |
90 |
10 |
-- |
| The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
| 47 |
Ice Beam |
 |
 |
95 |
100 |
10 |
10 |
| The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
| 51 |
Safeguard |
 |
 |
-- |
-- |
25 |
-- |
| The user creates a protective field that prevents status problems for five turns. |
| 53 |
Hail |
 |
 |
-- |
-- |
10 |
-- |
| The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
| TM & HM Attacks |
|
| TM06 |
Toxic |
 |
 |
-- |
90 |
10 |
-- |
| A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM07 |
Hail |
 |
 |
-- |
-- |
10 |
-- |
| The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
| TM10 |
Hidden Power |
 |
 |
?? |
100 |
15 |
-- |
| A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM13 |
Ice Beam |
 |
 |
95 |
100 |
10 |
10 |
| The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
| TM14 |
Blizzard |
 |
 |
120 |
70 |
5 |
10 |
| A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
| 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. |
| TM20 |
Safeguard |
 |
 |
-- |
-- |
25 |
-- |
| The user creates a protective field that prevents status problems for five turns. |
| TM21 |
Frustration |
 |
 |
?? |
100 |
20 |
-- |
| A full-power attack that grows more powerful the less the user likes its Trainer. |
| 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. |
| 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. |
| TM45 |
Attract |
 |
 |
-- |
100 |
15 |
-- |
| If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
| TM46 |
Thief |
 |
 |
40 |
100 |
10 |
-- |
| The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
| 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. |
| TM49 |
Echoed Voice |
 |
 |
40 |
100 |
15 |
-- |
| The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
| TM56 |
Fling |
 |
 |
?? |
100 |
10 |
-- |
| The user flings its held item at the target to attack. Its power and effects depend on the item. |
| 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. |
| HM03 |
Surf |
 |
 |
95 |
100 |
15 |
-- |
| It swamps the area around the user with a giant wave. It can also be used for crossing water. |
| HM05 |
Waterfall |
 |
 |
80 |
100 |
15 |
-- |
| The user charges at the target and may make it flinch. It can also be used to climb a waterfall. |
| HM06 |
Dive |
 |
 |
80 |
100 |
10 |
-- |
| Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
| Egg Moves (Details) |
| Lick |
 |
 |
20 |
100 |
30 |
30 |
Details |
| The target is licked with a long tongue, causing damage. It may also leave the target with paralysis. |
| Perish Song |
 |
 |
-- |
-- |
5 |
-- |
Details |
| Any Pokémon that hears this song faints in three turns, unless it switches out of battle. |
| Disable |
 |
 |
-- |
100 |
20 |
-- |
Details |
| For four turns, this move prevents the target from using the move it last used. |
| Horn Drill |
 |
 |
?? |
30 |
5 |
-- |
Details |
| The user stabs the target with a horn that rotates like a drill. If it hits, the target faints instantly. |
| Slam |
 |
 |
80 |
75 |
20 |
-- |
Details |
| The target is slammed with a long tail, vines, etc., to inflict damage. |
| Encore |
 |
 |
-- |
100 |
5 |
-- |
Details |
| The user compels the target to keep using only the move it last used for three turns. |
| Fake Out |
 |
 |
40 |
100 |
10 |
-- |
Details |
| An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. |
| Icicle Spear |
 |
 |
25 |
100 |
30 |
-- |
Details |
| The user launches sharp icicles at the target. It strikes two to five times in a row. |
| Signal Beam |
 |
 |
75 |
100 |
15 |
10 |
Details |
| The user attacks with a sinister beam of light. It may also confuse the target. |
| Stockpile |
 |
 |
-- |
-- |
20 |
-- |
Details |
| The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. |
| Swallow |
 |
 |
-- |
-- |
10 |
-- |
Details |
| The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. |
| Spit Up |
 |
 |
?? |
100 |
10 |
-- |
Details |
| The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage. |
| Water Pulse |
 |
 |
60 |
100 |
20 |
20 |
Details |
| The user attacks the target with a pulsing blast of water. It may also confuse the target. |
| Iron Tail |
 |
 |
100 |
75 |
15 |
-- |
Details |
| The target is slammed with a steel-hard tail. It may also lower the target's Defense stat. |
| Sleep Talk |
 |
 |
-- |
-- |
10 |
-- |
Details |
| While it is asleep, the user randomly uses one of the moves it knows. |
| Gen III & IV Only Moves (Details) |
|
| 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. |
| Captivate |
 |
 |
-- |
100 |
20 |
-- |
Gen IV TM78 |
| If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. |
| 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. |
| Whirlpool |
 |
 |
35 |
85 |
15 |
100 |
Gen IV HM05 HGSS |
| Traps foes in a violent swirling whirlpool for four to five turns. |
| Body Slam |
 |
 |
85 |
100 |
15 |
30 |
Move Tutor - FRLG |
| The user drops onto the target with its full body weight. It may also leave the target with paralysis. |
| 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. |
| Helping Hand |
 |
 |
-- |
-- |
20 |
-- |
XD Purification |
| The user assists an ally by boosting the power of its attack. |