| Generation VII Level Up | 
|
				| — | 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. | 
				| — | Tickle |  |  | -- | 100 | 20 | -- | 
				| The user tickles the target into laughing, reducing its Attack and Defense stats. | 
				| — | Play Nice |  |  | -- | -- | 20 | 100 | 
				| The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat. | 
				| 3 | Confusion |  |  | 50 | 100 | 25 | 10 | 
				| The target is hit by a weak telekinetic force. This may also confuse the target. | 
				| 7 | Tickle |  |  | -- | 100 | 20 | -- | 
				| The user tickles the target into laughing, reducing its Attack and Defense stats. | 
				| 10 | Fake Tears |  |  | -- | 100 | 20 | -- | 
				| The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. | 
				| 14 | Double Slap |  |  | 15 | 85 | 10 | -- | 
				| The target is slapped repeatedly, back and forth, two to five times in a row. | 
				| 16 | Psybeam |  |  | 65 | 100 | 20 | 10 | 
				| The target is attacked with a peculiar ray. This may also leave the target confused. | 
				| 19 | Embargo |  |  | -- | 100 | 15 | -- | 
				| This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it. | 
				| 24 | Feint Attack |  |  | 60 | -- | 20 | -- | 
				| The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. | 
				| 25 | Psyshock |  |  | 80 | 100 | 10 | -- | 
				| The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 
				| 28 | Flatter |  |  | -- | 100 | 15 | -- | 
				| Flattery is used to confuse the target. However, this also raises the target's Sp. Atk stat. | 
				| 31 | Future Sight |  |  | 120 | 100 | 10 | -- | 
				| Two turns after this move is used, a hunk of psychic energy attacks the target. | 
				| 34 | Heal Block |  |  | -- | 100 | 15 | -- | 
				| For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. | 
				| 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. | 
				| 45 | Telekinesis |  |  | -- | -- | 15 | -- | 
				| The user makes the target float with its psychic power. The target is easier to hit for three turns. | 
				| 54 | Charm |  |  | -- | 100 | 20 | -- | 
				| The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. | 
				| 59 | Magic Room |  |  | -- | -- | 10 | -- | 
				| The user creates a bizarre area in which Pokémon's held items lose their effects 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. | 
| 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. | 
| TM24 | Thunderbolt |  |  | 90 | 100 | 15 | 10 | 
					| A strong electric blast crashes down on the target. 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. | 
| TM39 | Rock Tomb |  |  | 60 | 95 | 15 | 100 | 
					| Boulders are hurled at the target. This also lowers the target's Speed stat by preventing its movement. | 
| 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. | 
| TM47 | Low Sweep |  |  | 65 | 100 | 20 | 100 | 
					| The user makes a swift attack on the target's legs, which lowers the target's Speed stat. | 
| 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. | 
| 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. | 
| TM63 | Embargo |  |  | -- | 100 | 15 | -- | 
					| This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it. | 
| 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. | 
| TM80 | Rock Slide |  |  | 75 | 90 | 10 | 30 | 
					| Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. | 
| 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. | 
| TM97 | Dark Pulse |  |  | 80 | 100 | 15 | 20 | 
					| The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. | 
| 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. | 
					| All-Out Pummeling |  |  | 140 | -- | 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. | 
					| Continental Crush |  |  | 140 | -- | 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 | -- | 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. | 
					| Bloom Doom |  |  | 175 | -- | 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 |  |  | 175 | -- | 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. | 
					| Black Hole Eclipse |  |   | 175(Phy)/160(Spe) | -- | 1 | -- | 
					| The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. |