Generation VII Level Up | 
|
				| Evolve | 
				Iron Defense | 
				  | 
				  | 
				-- | 
				-- | 
				15 | 
				-- | 
				| The user hardens its body's surface like iron, sharply raising its Defense stat. | 
				| — | 
				Defense Curl | 
				  | 
				  | 
				-- | 
				-- | 
				40 | 
				-- | 
				| The user curls up to conceal weak spots and raise its Defense stat. | 
				| — | 
				Rollout | 
				  | 
				  | 
				30 | 
				90 | 
				20 | 
				-- | 
				| The user continually rolls into the target over five turns. It becomes more powerful each time it hits. | 
				| — | 
				Poison Sting | 
				  | 
				  | 
				15 | 
				100 | 
				35 | 
				30 | 
				| The user stabs the target with a poisonous stinger. This may also poison the target. | 
				| — | 
				Screech | 
				  | 
				  | 
				-- | 
				85 | 
				40 | 
				-- | 
				| An earsplitting screech harshly lowers the target's Defense stat. | 
				| 5 | 
				Poison Sting | 
				  | 
				  | 
				15 | 
				100 | 
				35 | 
				30 | 
				| The user stabs the target with a poisonous stinger. This may also poison the target. | 
				| 8 | 
				Screech | 
				  | 
				  | 
				-- | 
				85 | 
				40 | 
				-- | 
				| An earsplitting screech harshly lowers the target's Defense stat. | 
				| 12 | 
				Pursuit | 
				  | 
				  | 
				40 | 
				100 | 
				20 | 
				-- | 
				| The power of this attack move is doubled if it's used on a target that's switching out of battle. | 
				| 15 | 
				Protect | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 
				| 19 | 
				Poison Tail | 
				  | 
				  | 
				50 | 
				100 | 
				25 | 
				10 | 
				| The user hits the target with its tail. This may also poison the target. Critical hits land more easily. | 
				| 23 | 
				Bug Bite | 
				  | 
				  | 
				60 | 
				100 | 
				20 | 
				-- | 
				| The user bites the target. If the target is holding a Berry, the user eats it and gains its effect. | 
				| 28 | 
				Venoshock | 
				  | 
				  | 
				65 | 
				100 | 
				10 | 
				-- | 
				| The user drenches the target in a special poisonous liquid. This move's power is doubled if the target is poisoned. | 
				| 32 | 
				Agility | 
				  | 
				  | 
				-- | 
				-- | 
				30 | 
				-- | 
				| The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. | 
				| 37 | 
				Steamroller | 
				  | 
				  | 
				65 | 
				100 | 
				20 | 
				30 | 
				| The user crushes its target by rolling over the target with its rolled-up body. This may also make the target flinch. | 
				| 41 | 
				Toxic | 
				  | 
				  | 
				-- | 
				90 | 
				10 | 
				-- | 
				| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
				| 43 | 
				Venom Drench | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				100 | 
				| Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target. | 
				| 46 | 
				Rock Climb | 
				  | 
				  | 
				90 | 
				85 | 
				20 | 
				20 | 
				| The user attacks the target by smashing into it with incredible force. This may also confuse the target. | 
				| 50 | 
				Double-Edge | 
				  | 
				  | 
				120 | 
				100 | 
				15 | 
				-- | 
				| A reckless, life-risking tackle. This also damages the user quite a lot. | 
TM & HM Attacks | 
|
| TM06 | 
					Toxic | 
					  | 
					  | 
					-- | 
					90 | 
					10 | 
					-- | 
					| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| TM09 | 
					Venoshock | 
					  | 
					  | 
					65 | 
					100 | 
					10 | 
					-- | 
					| The user drenches the target in a special poisonous liquid. This move's power is doubled if the target is poisoned. | 
| 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. | 
| TM17 | 
					Protect | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 
| 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. | 
| TM27 | 
					Return | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| This full-power attack 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. | 
| TM36 | 
					Sludge Bomb | 
					  | 
					  | 
					90 | 
					100 | 
					10 | 
					30 | 
					| Unsanitary sludge is hurled at the target. This may also poison the target. | 
| 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. | 
| 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. | 
| 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. | 
| TM74 | 
					Gyro Ball | 
					  | 
					  | 
					?? | 
					100 | 
					5 | 
					-- | 
					| The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power. | 
| 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. | 
| TM84 | 
					Poison Jab | 
					  | 
					  | 
					80 | 
					100 | 
					20 | 
					30 | 
					| The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. | 
| 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. | 
| 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 | 
					  | 
					   | 
					190(Phy)/120(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. | 
					| Acid Downpour | 
					  | 
					   | 
					160(Phy)/175(Spe) | 
					-- | 
					1 | 
					-- | 
					| The user creates a poisonous swamp using its Z-Power and sinks the target into it at full force. The power varies, depending on the original move. | 
					| Continental Crush | 
					  | 
					  | 
					100 | 
					-- | 
					1 | 
					-- | 
					| The user summons a huge rock mountain using its Z-Power and drops it onto the target with full force. The power varies, depending on the original move. | 
					| Savage Spin-Out | 
					  | 
					   | 
					140(Phy)/140(Spe) | 
					-- | 
					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. | 
					| Corkscrew Crash | 
					  | 
					  | 
					160 | 
					-- | 
					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. | 
					| Black Hole Eclipse | 
					  | 
					  | 
					100 | 
					-- | 
					1 | 
					-- | 
					| The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. |