Generation VII Level Up | 
|
				| — | 
				Tackle | 
				  | 
				  | 
				40 | 
				100 | 
				35 | 
				-- | 
				| A physical attack in which the user charges and slams into the target with its whole body. | 
				| — | 
				Tail Whip | 
				  | 
				  | 
				-- | 
				100 | 
				30 | 
				-- | 
				| The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. | 
				| 7 | 
				Thunder Shock | 
				  | 
				  | 
				40 | 
				100 | 
				30 | 
				10 | 
				| A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. | 
				| 11 | 
				Charge | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				| The user boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat. | 
				| 14 | 
				Charm | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. | 
				| 17 | 
				Parabolic Charge | 
				  | 
				  | 
				65 | 
				100 | 
				20 | 
				-- | 
				| The user attacks everything around it. The user's HP is restored by half the damage taken by those hit. | 
				| 20 | 
				Nuzzle | 
				  | 
				  | 
				20 | 
				100 | 
				20 | 
				100 | 
				| The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. | 
				| 23 | 
				Thunder Wave | 
				  | 
				  | 
				-- | 
				90 | 
				20 | 
				-- | 
				| The user launches a weak jolt of electricity that paralyzes the target. | 
				| 26 | 
				Volt Switch | 
				  | 
				  | 
				70 | 
				100 | 
				20 | 
				-- | 
				| After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 
				| 30 | 
				Rest | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. | 
				| 31 | 
				Snore | 
				  | 
				  | 
				50 | 
				100 | 
				15 | 
				30 | 
				| This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. | 
				| 34 | 
				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. | 
				| 39 | 
				Entrainment | 
				  | 
				  | 
				-- | 
				100 | 
				15 | 
				-- | 
				| The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's. | 
				| 42 | 
				Play Rough | 
				  | 
				  | 
				90 | 
				90 | 
				10 | 
				10 | 
				| The user plays rough with the target and attacks it. This may also lower the target's Attack stat. | 
				| 45 | 
				Thunder | 
				  | 
				  | 
				110 | 
				70 | 
				10 | 
				30 | 
				| A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | 
				| 50 | 
				Discharge | 
				  | 
				  | 
				80 | 
				100 | 
				15 | 
				30 | 
				| The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. | 
TM & HM Attacks | 
|
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| TM72 | 
					Volt Switch | 
					  | 
					  | 
					70 | 
					100 | 
					20 | 
					-- | 
					| After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 
| TM73 | 
					Thunder Wave | 
					  | 
					  | 
					-- | 
					90 | 
					20 | 
					-- | 
					| The user launches a weak jolt of electricity that paralyzes the target. | 
| 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. | 
| TM89 | 
					U-turn | 
					  | 
					  | 
					70 | 
					100 | 
					20 | 
					-- | 
					| After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 
| TM90 | 
					Substitute | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 
| TM93 | 
					Wild Charge | 
					  | 
					  | 
					90 | 
					100 | 
					15 | 
					-- | 
					| The user shrouds itself in electricity and smashes into its target. This also damages the user a little. | 
| 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)/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. | 
					| 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(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 | 
					  | 
					  | 
					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 | 
					  | 
					  | 
					160 | 
					-- | 
					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(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. | 
					| Black Hole Eclipse | 
					  | 
					  | 
					120 | 
					-- | 
					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 | 
					  | 
					  | 
					175 | 
					-- | 
					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. |