Sun/Moon Level Up | 
|
				| — | 
				Misty Terrain | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns. | 
				| — | 
				Magical Leaf | 
				  | 
				  | 
				60 | 
				-- | 
				20 | 
				-- | 
				| The user scatters curious leaves that chase the target. This attack never misses. | 
				| — | 
				Quick Guard | 
				  | 
				  | 
				-- | 
				-- | 
				15 | 
				-- | 
				| The user protects itself and its allies from priority moves. | 
				| — | 
				Wide Guard | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user and its allies are protected from wide-ranging attacks for one turn. | 
				| — | 
				Power Swap | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. | 
				| — | 
				Guard Swap | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. | 
				| — | 
				Barrier | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				| The user throws up a sturdy wall that sharply raises its Defense stat. | 
				| — | 
				Confusion | 
				  | 
				  | 
				50 | 
				100 | 
				25 | 
				10 | 
				| The target is hit by a weak telekinetic force. This may also confuse the target. | 
				| 4 | 
				Copycat | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				| The user mimics the move used immediately before it. The move fails if no other move has been used yet. | 
				| 8 | 
				Meditate | 
				  | 
				  | 
				-- | 
				-- | 
				40 | 
				-- | 
				| The user meditates to awaken the power deep within its body and raise its Attack stat. | 
				| 11 | 
				Double Slap | 
				  | 
				  | 
				15 | 
				85 | 
				10 | 
				-- | 
				| The target is slapped repeatedly, back and forth, two to five times in a row. | 
				| 15 | 
				Mimic | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. | 
				| 15 | 
				Psywave | 
				  | 
				  | 
				?? | 
				100 | 
				15 | 
				-- | 
				| The target is attacked with an odd psychic wave. The attack varies in intensity. | 
				| 18 | 
				Encore | 
				  | 
				  | 
				-- | 
				100 | 
				5 | 
				-- | 
				| The user compels the target to keep using the move it encored for three turns. | 
				| 22 | 
				Light Screen | 
				  | 
				  | 
				-- | 
				-- | 
				30 | 
				-- | 
				| A wondrous wall of light is put up to reduce damage from special attacks for five turns. | 
				| 22 | 
				Reflect | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				| A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | 
				| 25 | 
				Psybeam | 
				  | 
				  | 
				65 | 
				100 | 
				20 | 
				10 | 
				| The target is attacked with a peculiar ray. This may also leave the target confused. | 
				| 29 | 
				Substitute | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 
				| 32 | 
				Recycle | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user recycles a held item that has been used in battle so it can be used again. | 
				| 36 | 
				Trick | 
				  | 
				  | 
				-- | 
				100 | 
				10 | 
				-- | 
				| The user catches the target off guard and swaps its held item with its own. | 
				| 39 | 
				Psychic | 
				  | 
				  | 
				90 | 
				100 | 
				10 | 
				10 | 
				| The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. | 
				| 43 | 
				Role Play | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user mimics the target completely, copying the target's natural Ability. | 
				| 46 | 
				Baton Pass | 
				  | 
				  | 
				-- | 
				-- | 
				40 | 
				-- | 
				| The user switches places with a party Pokémon in waiting and passes along any stat changes. | 
				| 50 | 
				Safeguard | 
				  | 
				  | 
				-- | 
				-- | 
				25 | 
				-- | 
				| The user creates a protective field that prevents status conditions for five turns. | 
Ultra Sun/Ultra Moon Level Up | 
|
				| — | 
				Misty Terrain | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns. | 
				| — | 
				Magical Leaf | 
				  | 
				  | 
				60 | 
				-- | 
				20 | 
				-- | 
				| The user scatters curious leaves that chase the target. This attack never misses. | 
				| — | 
				Quick Guard | 
				  | 
				  | 
				-- | 
				-- | 
				15 | 
				-- | 
				| The user protects itself and its allies from priority moves. | 
				| — | 
				Wide Guard | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user and its allies are protected from wide-ranging attacks for one turn. | 
				| — | 
				Power Swap | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. | 
				| — | 
				Guard Swap | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. | 
				| — | 
				Barrier | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				| The user throws up a sturdy wall that sharply raises its Defense stat. | 
				| — | 
				Pound | 
				  | 
				  | 
				40 | 
				100 | 
				35 | 
				-- | 
				| The target is physically pounded with a long tail, a foreleg, or the like. | 
				| — | 
				Confusion | 
				  | 
				  | 
				50 | 
				100 | 
				25 | 
				10 | 
				| The target is hit by a weak telekinetic force. This may also confuse the target. | 
				| 4 | 
				Copycat | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				| The user mimics the move used immediately before it. The move fails if no other move has been used yet. | 
				| 8 | 
				Meditate | 
				  | 
				  | 
				-- | 
				-- | 
				40 | 
				-- | 
				| The user meditates to awaken the power deep within its body and raise its Attack stat. | 
				| 11 | 
				Double Slap | 
				  | 
				  | 
				15 | 
				85 | 
				10 | 
				-- | 
				| The target is slapped repeatedly, back and forth, two to five times in a row. | 
				| 15 | 
				Mimic | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. | 
				| 15 | 
				Psywave | 
				  | 
				  | 
				?? | 
				100 | 
				15 | 
				-- | 
				| The target is attacked with an odd psychic wave. The attack varies in intensity. | 
				| 18 | 
				Encore | 
				  | 
				  | 
				-- | 
				100 | 
				5 | 
				-- | 
				| The user compels the target to keep using the move it encored for three turns. | 
				| 22 | 
				Light Screen | 
				  | 
				  | 
				-- | 
				-- | 
				30 | 
				-- | 
				| A wondrous wall of light is put up to reduce damage from special attacks for five turns. | 
				| 22 | 
				Reflect | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				| A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | 
				| 25 | 
				Psybeam | 
				  | 
				  | 
				65 | 
				100 | 
				20 | 
				10 | 
				| The target is attacked with a peculiar ray. This may also leave the target confused. | 
				| 29 | 
				Substitute | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 
				| 32 | 
				Recycle | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user recycles a held item that has been used in battle so it can be used again. | 
				| 36 | 
				Trick | 
				  | 
				  | 
				-- | 
				100 | 
				10 | 
				-- | 
				| The user catches the target off guard and swaps its held item with its own. | 
				| 39 | 
				Psychic | 
				  | 
				  | 
				90 | 
				100 | 
				10 | 
				10 | 
				| The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. | 
				| 43 | 
				Role Play | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user mimics the target completely, copying the target's natural Ability. | 
				| 46 | 
				Baton Pass | 
				  | 
				  | 
				-- | 
				-- | 
				40 | 
				-- | 
				| The user switches places with a party Pokémon in waiting and passes along any stat changes. | 
				| 50 | 
				Safeguard | 
				  | 
				  | 
				-- | 
				-- | 
				25 | 
				-- | 
				| The user creates a protective field that prevents status conditions for five turns. | 
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. | 
| TM06 | 
					Toxic | 
					  | 
					  | 
					-- | 
					90 | 
					10 | 
					-- | 
					| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| TM10 | 
					Hidden Power | 
					  | 
					  | 
					60 | 
					100 | 
					15 | 
					-- | 
					| A unique attack that varies in type depending on the Pokémon using it. | 
| TM11 | 
					Sunny Day | 
					  | 
					  | 
					-- | 
					-- | 
					5 | 
					-- | 
					| The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. | 
| TM12 | 
					Taunt | 
					  | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
					| The target is taunted into a rage that allows it to use only attack moves for three turns. | 
| TM15 | 
					Hyper Beam | 
					  | 
					  | 
					150 | 
					90 | 
					5 | 
					-- | 
					| The target is attacked with a powerful beam. The user can't move on the next turn. | 
| TM16 | 
					Light Screen | 
					  | 
					  | 
					-- | 
					-- | 
					30 | 
					-- | 
					| A wondrous wall of light is put up to reduce damage from special attacks for five turns. | 
| TM17 | 
					Protect | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| 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. It lowers the power of Fire-type moves. | 
| TM20 | 
					Safeguard | 
					  | 
					  | 
					-- | 
					-- | 
					25 | 
					-- | 
					| The user creates a protective field that prevents status conditions for five turns. | 
| TM21 | 
					Frustration | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| This full-power attack grows more powerful the less the user likes its Trainer. | 
| TM22 | 
					Solar Beam | 
					  | 
					  | 
					120 | 
					100 | 
					10 | 
					-- | 
					| In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. | 
| TM24 | 
					Thunderbolt | 
					  | 
					  | 
					90 | 
					100 | 
					15 | 
					10 | 
					| A strong electric blast crashes down on the target. This may also leave the target with paralysis. | 
| TM25 | 
					Thunder | 
					  | 
					  | 
					110 | 
					70 | 
					10 | 
					30 | 
					| A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | 
| TM27 | 
					Return | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| This full-power attack grows more powerful the more the user likes its Trainer. | 
| TM29 | 
					Psychic | 
					  | 
					  | 
					90 | 
					100 | 
					10 | 
					10 | 
					| The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. | 
| TM30 | 
					Shadow Ball | 
					  | 
					  | 
					80 | 
					100 | 
					15 | 
					20 | 
					| The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat. | 
| TM31 | 
					Brick Break | 
					  | 
					  | 
					75 | 
					100 | 
					15 | 
					-- | 
					| The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. | 
| 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 reduce damage from physical attacks for five turns. | 
| TM40 | 
					Aerial Ace | 
					  | 
					  | 
					60 | 
					-- | 
					20 | 
					-- | 
					| The user confounds the target with speed, then slashes. This attack never misses. | 
| TM41 | 
					Torment | 
					  | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| The user torments and enrages the target, making it incapable of using the same move twice in a row. | 
| TM42 | 
					Facade | 
					  | 
					  | 
					70 | 
					100 | 
					20 | 
					-- | 
					| This attack move doubles its power if the user is poisoned, burned, or paralyzed. | 
| TM44 | 
					Rest | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. | 
| TM45 | 
					Attract | 
					  | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | 
| TM46 | 
					Thief | 
					  | 
					  | 
					60 | 
					100 | 
					25 | 
					-- | 
					| The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. | 
| TM48 | 
					Round | 
					  | 
					  | 
					60 | 
					100 | 
					15 | 
					-- | 
					| The user attacks the target with a song. Others can join in the Round to increase the power of the attack. | 
| TM52 | 
					Focus Blast | 
					  | 
					  | 
					120 | 
					70 | 
					5 | 
					10 | 
					| The user heightens its mental focus and unleashes its power. This may also lower the target's  Sp. Def stat. | 
| TM53 | 
					Energy Ball | 
					  | 
					  | 
					90 | 
					100 | 
					10 | 
					10 | 
					| The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat. | 
| TM56 | 
					Fling | 
					  | 
					  | 
					?? | 
					100 | 
					10 | 
					-- | 
					| The user flings its held item at the target to attack. This move's power and effects depend on the item. | 
| TM57 | 
					Charge Beam | 
					  | 
					  | 
					50 | 
					90 | 
					10 | 
					70 | 
					| The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | 
| TM66 | 
					Payback | 
					  | 
					  | 
					50 | 
					100 | 
					10 | 
					-- | 
					| The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. | 
| TM68 | 
					Giga Impact | 
					  | 
					  | 
					150 | 
					90 | 
					5 | 
					-- | 
					| The user charges at the target using every bit of its power. The user can't move on the next turn. | 
| TM73 | 
					Thunder Wave | 
					  | 
					  | 
					-- | 
					90 | 
					20 | 
					-- | 
					| The user launches a weak jolt of electricity that paralyzes the target. | 
| TM77 | 
					Psych Up | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user hypnotizes itself into copying any stat change made by the target. | 
| TM83 | 
					Infestation | 
					  | 
					  | 
					20 | 
					100 | 
					20 | 
					100 | 
					| The target is infested and attacked for four to five turns. The target can't flee during this time. | 
| TM85 | 
					Dream Eater | 
					  | 
					  | 
					100 | 
					100 | 
					15 | 
					-- | 
					| The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. | 
| TM86 | 
					Grass Knot | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| The user snares the target with grass and trips it. The heavier the target, the greater the move's power. | 
| TM87 | 
					Swagger | 
					  | 
					  | 
					-- | 
					85 | 
					15 | 
					-- | 
					| The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. | 
| TM88 | 
					Sleep Talk | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| While it is asleep, the user randomly uses one of the moves it knows. | 
| TM90 | 
					Substitute | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 
| TM92 | 
					Trick Room | 
					  | 
					  | 
					-- | 
					-- | 
					5 | 
					-- | 
					| The user creates a bizarre area in which slower Pokémon get to move first for five turns. | 
| TM99 | 
					Dazzling Gleam | 
					  | 
					  | 
					80 | 
					100 | 
					10 | 
					-- | 
					| The user damages opposing Pokémon by emitting a powerful flash. | 
| TM100 | 
					Confide | 
					  | 
					  | 
					-- | 
					-- | 
					20 | 
					100 | 
					| The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. | 
 | 
 
| Future Sight | 
				  | 
				  | 
				120 | 
				100 | 
				10 | 
				-- | 
								Details | 
				| Two turns after this move is used, a hunk of psychic energy attacks the target. | 
| Hypnosis | 
				  | 
				  | 
				-- | 
				60 | 
				20 | 
				-- | 
								Details | 
				| The user employs hypnotic suggestion to make the target fall into a deep sleep. | 
| Mimic | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
								Details | 
				| The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. | 
| Fake Out | 
				  | 
				  | 
				40 | 
				100 | 
				10 | 
				100 | 
								Details | 
				| This attack hits first and makes the target flinch. It only works the first turn the user is in battle. | 
| Trick | 
				  | 
				  | 
				-- | 
				100 | 
				10 | 
				-- | 
								Details | 
				| The user catches the target off guard and swaps its held item with its own. | 
| Confuse Ray | 
				  | 
				  | 
				-- | 
				100 | 
				10 | 
				-- | 
								Details | 
				| The target is exposed to a sinister ray that triggers confusion. | 
| Wake-Up Slap | 
				  | 
				  | 
				70 | 
				100 | 
				10 | 
				-- | 
								Details | 
				| This attack inflicts big damage on a sleeping target. This also wakes the target up, however. | 
| Teeter Dance | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
								Details | 
				| The user performs a wobbly dance that confuses the Pokémon around it. | 
| Nasty Plot | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
								Details | 
				| The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat. | 
| Power Split | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
								Details | 
				| The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. | 
| Magic Room | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
								Details | 
				| The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | 
| Icy Wind | 
				  | 
				  | 
				55 | 
				95 | 
				15 | 
				100 | 
								Details | 
				| The user attacks with a gust of chilled air. This also lowers the opposing Pokémon's Speed stats. | 
Psychic Terrain USUM Only | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
								Details | 
				| This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. | 
Usable Z Moves | 
|
					| Breakneck Blitz | 
					  | 
					   | 
					200(Phy)/200(Spe) | 
					-- | 
					1 | 
					-- | 
					| The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move. | 
					| All-Out Pummeling | 
					  | 
					   | 
					200(Phy)/190(Spe) | 
					-- | 
					1 | 
					-- | 
					| The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move. | 
					| Supersonic Skystrike | 
					  | 
					  | 
					120 | 
					-- | 
					1 | 
					-- | 
					| The user soars up with its Z-Power and plummets toward the target at full speed. The power varies, depending on the original move. | 
					| Savage Spin-Out | 
					  | 
					  | 
					140 | 
					-- | 
					1 | 
					-- | 
					| The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move. | 
					| Never-Ending Nightmare | 
					  | 
					  | 
					160 | 
					-- | 
					1 | 
					-- | 
					| Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move. | 
					| Inferno Overdrive | 
					  | 
					  | 
					140 | 
					-- | 
					1 | 
					-- | 
					| The user breathes a stream of intense fire toward the target with the full force of its Z-Power. The power varies depending on the original move. | 
					| Bloom Doom | 
					  | 
					  | 
					190 | 
					-- | 
					1 | 
					-- | 
					| The user collects energy from plants using its Z-Power and attacks the target with full force. The power varies, depending on the original move. | 
					| Gigavolt Havoc | 
					  | 
					   | 
					140(Phy)/185(Spe) | 
					-- | 
					1 | 
					-- | 
					| The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. | 
					| Shattered Psyche | 
					  | 
					   | 
					160(Phy)/190(Spe) | 
					-- | 
					1 | 
					-- | 
					| The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move. | 
					| Subzero Slammer | 
					  | 
					   | 
					140(Phy)/100(Spe) | 
					-- | 
					1 | 
					-- | 
					| The user dramatically drops the temperature using its Z-Power and freezes the target with full force. The power varies, depending on the original move. | 
					| Black Hole Eclipse | 
					  | 
					  | 
					175 | 
					-- | 
					1 | 
					-- | 
					| The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. | 
					| Twinkle Tackle | 
					  | 
					  | 
					160 | 
					-- | 
					1 | 
					-- | 
					| The user creates a very charming space using its Z-Power and totally toys with the target. The power varies, depending on the original move. | 
Transfer Only Moves (Details) | 
|
| Flash | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				Gen VI TM70 | 
				| The user flashes a bright light that cuts the target's accuracy. | 
| Secret Power | 
				  | 
				  | 
				70 | 
				100 | 
				20 | 
				30 | 
				Gen VI TM94 (ΩRαS) | 
				| The additional effects of this attack depend upon where it was used. | 
| Power-up Punch | 
				  | 
				  | 
				40 | 
				100 | 
				20 | 
				100 | 
				Gen VI TM98 | 
				| Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat. | 
| Secret Power | 
				  | 
				  | 
				70 | 
				100 | 
				20 | 
				30 | 
				Gen IV TM43 | 
				| The additional effects of this attack depend upon where it was used. | 
| 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 any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers 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 the move's type and power. | 
| Mud-slap | 
				  | 
				  | 
				20 | 
				100 | 
				10 | 
				100 | 
				Move Tutor - PtHGSS | 
				| The user hurls mud in the target's face to inflict damage and lower its accuracy. | 
| Headbutt | 
				  | 
				  | 
				70 | 
				100 | 
				15 | 
				30 | 
				Move Tutor - HGSS | 
				| The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. | 
| Mega Punch | 
				  | 
				  | 
				80 | 
				85 | 
				20 | 
				-- | 
				Move Tutor - FRLG | 
				| The target is slugged by a punch thrown with muscle-packed power. | 
| Mega Kick | 
				  | 
				  | 
				120 | 
				75 | 
				5 | 
				-- | 
				Move Tutor - FRLG | 
				| The target is attacked by a kick launched with muscle-packed power. | 
| Body Slam | 
				  | 
				  | 
				85 | 
				100 | 
				15 | 
				30 | 
				Move Tutor - FRLG | 
				| The user drops onto the target with its full body weight. This may also leave the target with paralysis. | 
| Double-edge | 
				  | 
				  | 
				120 | 
				100 | 
				15 | 
				-- | 
				Move Tutor - FRLG | 
				| A reckless, life-risking tackle. This also damages the user quite a lot. | 
| Counter | 
				  | 
				  | 
				?? | 
				100 | 
				20 | 
				-- | 
				Move Tutor - FRLG | 
				| A retaliation move that counters any physical attack, inflicting double the damage taken. | 
| Seismic Toss | 
				  | 
				  | 
				?? | 
				100 | 
				20 | 
				-- | 
				Move Tutor - FRLG | 
				| The target is thrown using the power of gravity. It inflicts damage equal to the user's level. | 
| Metronome | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				Move Tutor - FRLG | 
				| The user waggles a finger and stimulates its brain into randomly using nearly any move. | 
| Nightmare | 
				  | 
				  | 
				-- | 
				100 | 
				15 | 
				-- | 
				Move Tutor - XD | 
				| A sleeping target sees a nightmare that inflicts some damage every turn. | 
| Dynamic Punch | 
				  | 
				  | 
				100 | 
				50 | 
				5 | 
				100 | 
				Gen II TM01 | 
				| The user punches the target with full, concentrated power. This confuses the target if it hits. | 
| Curse | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				Gen II TM03 | 
				| A move that works differently for the Ghost type than for all other types. | 
| Zap Cannon | 
				  | 
				  | 
				120 | 
				50 | 
				5 | 
				100 | 
				Gen II TM07 | 
				| The user fires an electric blast like a cannon to inflict damage and cause paralysis. | 
| Take Down | 
				  | 
				  | 
				90 | 
				85 | 
				20 | 
				-- | 
				Gen I TM09 | 
				| A reckless, full-body charge attack for slamming into the target. This also damages the user a little. | 
| Submission | 
				  | 
				  | 
				80 | 
				80 | 
				20 | 
				-- | 
				Gen I TM17 | 
				| The user grabs the target and recklessly dives for the ground. This also damages the user a little. | 
| Rage | 
				  | 
				  | 
				20 | 
				100 | 
				20 | 
				-- | 
				Gen I TM20 | 
				| As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. | 
| Teleport | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				Gen I TM30 | 
				| Use it to flee from any wild Pokémon. | 
| Bide | 
				  | 
				  | 
				?? | 
				-- | 
				10 | 
				-- | 
				Gen I TM34 | 
				| The user endures attacks for two turns, then strikes back to cause double the damage taken. | 
| Skull Bash | 
				  | 
				  | 
				130 | 
				100 | 
				10 | 
				100 | 
				Gen I TM40 | 
				| The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn. |