| Generation VII Level Up | 
|
				| — | Zap Cannon |  |  | 120 | 50 | 5 | 100 | 
				| The user fires an electric blast like a cannon to inflict damage and cause paralysis. | 
				| — | Magic Coat |  |  | -- | -- | 15 | -- | 
				| A barrier reflects back to the target moves like Leech Seed and moves that damage status. | 
				| — | Conversion 2 |  |  | -- | -- | 30 | -- | 
				| The user changes its type to make itself resistant to the type of the attack the opponent used last. | 
				| — | Tackle |  |  | 40 | 100 | 35 | -- | 
				| A physical attack in which the user charges and slams into the target with its whole body. | 
				| — | Conversion |  |  | -- | -- | 30 | -- | 
				| The user changes its type to become the same type as the move at the top of the list of moves it knows. | 
				| — | Defense Curl |  |  | -- | -- | 40 | -- | 
				| The user curls up to conceal weak spots and raise its Defense stat. | 
				| 7 | Psybeam |  |  | 65 | 100 | 20 | 10 | 
				| The target is attacked with a peculiar ray. This may also leave the target confused. | 
				| 12 | Agility |  |  | -- | -- | 30 | -- | 
				| The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. | 
				| 18 | Recover |  |  | -- | -- | 10 | -- | 
				| Restoring its own cells, the user restores its own HP by half of its max HP. | 
				| 23 | Magnet Rise |  |  | -- | -- | 10 | -- | 
				| The user levitates using electrically generated magnetism for five turns. | 
				| 29 | Signal Beam |  |  | 75 | 100 | 15 | 10 | 
				| The user attacks with a sinister beam of light. This may also confuse the target. | 
				| 34 | Recycle |  |  | -- | -- | 10 | -- | 
				| The user recycles a held item that has been used in battle so it can be used again. | 
				| 40 | Discharge |  |  | 80 | 100 | 15 | 30 | 
				| The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. | 
				| 45 | Lock-On |  |  | -- | -- | 5 | -- | 
				| The user takes sure aim at the target. This ensures the next attack does not miss the target. | 
				| 50 | Tri Attack |  |  | 80 | 100 | 10 | 20 | 
				| The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target. | 
				| 56 | Magic Coat |  |  | -- | -- | 15 | -- | 
				| A barrier reflects back to the target moves like Leech Seed and moves that damage status. | 
				| 62 | Zap Cannon |  |  | 120 | 50 | 5 | 100 | 
				| The user fires an electric blast like a cannon to inflict damage and cause paralysis. | 
				| 67 | Hyper Beam |  |  | 150 | 90 | 5 | -- | 
				| The target is attacked with a powerful beam. The user can't move on the next turn. | 
| TM & HM Attacks | 
|
| TM03 | Psyshock |  |  | 80 | 100 | 10 | -- | 
					| The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 
| 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. | 
| TM13 | Ice Beam |  |  | 90 | 100 | 10 | 10 | 
					| The target is struck with an icy-cold beam of energy. This may also leave the target frozen. | 
| TM14 | Blizzard |  |  | 110 | 70 | 5 | 10 | 
					| A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. | 
| TM15 | Hyper Beam |  |  | 150 | 90 | 5 | -- | 
					| The target is attacked with a powerful beam. The user can't move on the next turn. | 
| 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. | 
| 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. | 
| TM32 | Double Team |  |  | -- | -- | 15 | -- | 
					| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | 
| TM40 | Aerial Ace |  |  | 60 | -- | 20 | -- | 
					| The user confounds the target with speed, then slashes. This attack never misses. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
					| 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. | 
					| Corkscrew Crash |  |  | 180 | -- | 1 | -- | 
					| The user spins very fast and rams into 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 |  |  | 190 | -- | 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)/180(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 |  |  | 185 | -- | 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. | 
| 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. | 
| 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. | 
| 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. | 
| Swift |  |  | 60 | -- | 20 | -- | Move Tutor - PtHGSS | 
				| Star-shaped rays are shot at the opposing Pokémon. This attack never misses. | 
| Double-edge |  |  | 120 | 100 | 15 | -- | Move Tutor - FRLG | 
				| A reckless, life-risking tackle. This also damages the user quite a lot. | 
| 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. | 
| Nightmare |  |  | -- | 100 | 15 | -- | Move Tutor - XD | 
				| A sleeping target sees a nightmare that inflicts some damage every turn. | 
| Curse |  |  | -- | -- | 10 | -- | Gen II TM03 | 
				| A move that works differently for the Ghost type than for all other types. |