Black/White/Black 2/White 2 Level Up |
|
— |
Whirlwind |
 |
 |
-- |
100 |
20 |
-- |
The target is blown away, to be replaced by another Pokémon in its party. In the wild, the battle ends. |
— |
Weather Ball |
 |
 |
50 |
100 |
10 |
-- |
An attack move that varies in power and type depending on the weather. |
9 |
Gust |
 |
 |
40 |
100 |
35 |
-- |
A gust of wind is whipped up by wings and launched at the target to inflict damage. |
15 |
Dragon Rush |
 |
 |
100 |
75 |
10 |
-- |
The user tackles the target while exhibiting overwhelming menace. It may also make the target flinch. |
23 |
Extrasensory |
 |
 |
80 |
100 |
30 |
-- |
The user attacks with an odd, unseeable power. It may also make the target flinch. |
29 |
Rain Dance |
 |
 |
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
37 |
Hydro Pump |
 |
 |
120 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
43 |
Aeroblast |
 |
 |
100 |
95 |
5 |
-- |
A vortex of air is shot at the target to inflict damage. Critical hits land more easily. |
50 |
Punishment |
 |
 |
?? |
100 |
5 |
-- |
This attack's power increases the more the target has powered up with stat changes. |
57 |
Ancientpower |
 |
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60 |
100 |
5 |
-- |
The user attacks with a prehistoric power. It may also raise all the user's stats at once. |
65 |
Safeguard |
 |
 |
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
71 |
Recover |
 |
 |
-- |
-- |
10 |
-- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
79 |
Future Sight |
 |
 |
100 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
85 |
Natural Gift |
 |
 |
?? |
100 |
15 |
-- |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
93 |
Calm Mind |
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 |
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
99 |
Sky Attack |
 |
 |
140 |
90 |
5 |
-- |
A second-turn attack move where critical hits land more easily. It may also make the target flinch. |
TM & HM Attacks |
|
TM03 |
Psyshock |
 |
 |
80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
TM04 |
Calm Mind |
 |
 |
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM05 |
Roar |
 |
 |
-- |
100 |
20 |
-- |
The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends. |
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. |
TM11 |
Sunny Day |
 |
 |
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
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. |
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. |
TM19 |
Telekinesis |
 |
 |
-- |
-- |
15 |
-- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
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. |
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. |
TM26 |
Earthquake |
 |
 |
100 |
100 |
10 |
-- |
The user sets off an earthquake that strikes those around it. |
TM27 |
Return |
 |
 |
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
 |
 |
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM30 |
Shadow Ball |
 |
 |
80 |
100 |
15 |
-- |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
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. |
TM37 |
Sandstorm |
 |
 |
-- |
-- |
10 |
-- |
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. |
TM40 |
Aerial Ace |
 |
 |
60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
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. |
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. |
TM57 |
Charge Beam |
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50 |
90 |
10 |
-- |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM58 |
Sky Drop |
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60 |
100 |
10 |
-- |
The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky. |
TM68 |
Giga Impact |
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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 |
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-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM73 |
Thunder Wave |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM77 |
Psych Up |
 |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM78 |
Bulldoze |
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60 |
100 |
20 |
-- |
The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced. |
TM82 |
Dragon Tail |
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60 |
90 |
10 |
-- |
The user knocks away the target and drags out another Pokémon in its party. In the wild, the battle ends. |
TM85 |
Dream Eater |
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100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
TM87 |
Swagger |
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 |
-- |
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. |
TM94 |
Rock Smash |
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40 |
100 |
15 |
-- |
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. |
HM02 |
Fly |
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90 |
95 |
15 |
-- |
The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town. |
HM03 |
Surf |
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95 |
100 |
15 |
-- |
It swamps the area around the user with a giant wave. It can also be used for crossing water. |
HM04 |
Strength |
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80 |
100 |
15 |
-- |
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders. |
HM05 |
Waterfall |
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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 |
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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. |
Gen III & IV Only Moves (Details) |
|
|
Swift |
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60 |
-- |
20 |
-- | Lv. 43 | Lv. 43 | |
Star-shaped rays are shot at the opposing team. This attack never misses. |
Water Pulse |
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60 |
100 |
20 |
20 |
Gen IV TM03 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
Shock Wave |
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60 |
-- |
20 |
-- |
Gen IV TM34 |
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. |
Secret Power |
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 |
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. |
Steel Wing |
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70 |
90 |
25 |
-- |
Gen IV TM47 |
The target is hit with wings of steel. It may also raise the user's Defense stat. |
Brine |
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65 |
100 |
10 |
-- |
Gen IV TM55 |
If the target's HP is down to about half, this attack will hit with double the power. |
Endure |
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-- |
-- |
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. |
Avalanche |
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60 |
100 |
10 |
-- |
Gen IV TM72 |
An attack move that inflicts double the damage if the user has been hurt by the target in the same turn. |
Defog |
 |
 |
-- |
-- |
15 |
-- |
Gen IV HM05 DPt |
A strong wind blows away the target's obstacles such as Reflect or Light Screen. It also lowers the target's evasiveness. |
Whirlpool |
 |
 |
35 |
85 |
15 |
100 |
Gen IV HM05 HGSS |
Traps foes in a violent swirling whirlpool for four to five turns. |
Air Cutter |
 |
 |
55 |
95 |
25 |
-- |
Move Tutor - PtHGSS |
The user launches razor-like wind to slash the opposing team. Critical hits land more easily. |
Ominous Wind |
 |
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60 |
100 |
5 |
10 |
Move Tutor - PtHGSS |
The user blasts the target with a gust of repulsive wind. It may also raise all the user's stats at once. |
Swift |
 |
 |
60 |
-- |
20 |
-- |
Move Tutor - PtHGSS |
Star-shaped rays are shot at the opposing team. This attack never misses. |
Mud-slap |
 |
 |
20 |
100 |
10 |
-- |
Move Tutor - PtHGSS |
The user hurls mud in the target's face to inflict damage and lower its accuracy. |
Twister |
 |
 |
40 |
100 |
20 |
-- |
Move Tutor - PtHGSS |
The user whips up a vicious tornado to tear at the opposing team. It may also make targets flinch. |
Headbutt |
 |
 |
70 |
100 |
15 |
-- |
Move Tutor - HGSS |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
Nightmare |
 |
 |
-- |
100 |
15 |
-- |
Move Tutor - XD |
A sleeping target sees a nightmare that inflicts some damage every turn. |
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. |
Featherdance |
 |
 |
-- |
100 |
15 |
-- |
XD Purification |
The user covers the target's body with a mass of down that harshly lowers its Attack stat. |
Psycho Boost |
 |
 |
140 |
90 |
5 |
-- |
XD Purification |
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat. |