Standard Level Up |
|
— |
Water Gun |
 |
 |
40 |
100 |
25 |
-- |
The target is blasted with a forceful shot of water. |
4 |
Astonish |
 |
 |
30 |
100 |
15 |
30 |
The user attacks the target by crying out in a startling fashion. This may also make the target flinch. |
9 |
Confusion |
 |
 |
50 |
100 |
25 |
10 |
The target is hit with a weak telekinetic force to inflict damage. This may also confuse the target. |
12 |
Bite |
 |
 |
60 |
100 |
25 |
30 |
The target is bitten with viciously sharp fangs. This may also make the target flinch. |
17 |
Aqua Jet |
 |
 |
40 |
100 |
20 |
-- |
The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first. |
20 |
Disable |
 |
 |
-- |
100 |
20 |
-- |
For four turns, the target will be unable to use whichever move it last used. |
25 |
Psyshock |
 |
 |
80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This move deals physical damage. |
28 |
Crunch |
 |
 |
80 |
100 |
15 |
20 |
The user crunches up the target with sharp fangs. This may also lower the target's Defense stat. |
33 |
Aqua Tail |
 |
 |
90 |
90 |
10 |
-- |
The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
36 |
Screech |
 |
 |
-- |
85 |
40 |
-- |
An earsplitting screech harshly lowers the target's Defense stat. |
41 |
Psychic Fangs |
 |
 |
85 |
100 |
10 |
-- |
The user attacks by biting the target with its psychic capabilities. This move can also break barriers, such as Light Screen and Reflect. |
44 |
Wave Crash |
 |
 |
120 |
100 |
10 |
-- |
The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot. |
Technical Machine Attacks |
|
TM001 |
Take Down |
 |
 |
90 |
85 |
20 |
-- |
A reckless full-body charge attack for slamming into the target. This also damages the user a little. |
TM004 |
Agility |
 |
 |
-- |
101 |
30 |
-- |
The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. |
TM006 |
Scary Face |
 |
 |
-- |
100 |
10 |
-- |
The user frightens the target with a scary face to harshly lower its Speed stat. |
TM007 |
Protect |
 |
 |
-- |
101 |
10 |
-- |
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
TM010 |
Ice Fang |
 |
 |
65 |
95 |
15 |
10 |
The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen. |
TM011 |
Water Pulse |
 |
 |
60 |
100 |
20 |
20 |
The user attacks the target with a pulsing blast of water. This may also confuse the target. |
TM022 |
Chilling Water |
 |
 |
50 |
100 |
20 |
-- |
The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat. |
TM025 |
Facade |
 |
 |
70 |
100 |
20 |
-- |
This move's power is doubled if the user is poisoned, burned, or paralyzed. |
TM034 |
Icy Wind |
 |
 |
55 |
95 |
15 |
-- |
The user attacks with a gust of chilled air. This also lowers opposing Pokémon's Speed stats. |
TM045 |
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. |
TM047 |
Endure |
 |
 |
-- |
101 |
10 |
-- |
The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. |
TM050 |
Rain Dance |
 |
 |
-- |
101 |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks. |
TM054 |
Psyshock |
 |
 |
80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This move deals physical damage. |
TM063 |
Psychic Fangs |
 |
 |
85 |
100 |
10 |
-- |
The user attacks by biting the target with its psychic capabilities. This move can also break barriers, such as Light Screen and Reflect. |
TM064 |
Bulk Up |
 |
 |
-- |
101 |
20 |
-- |
The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats. |
TM070 |
Sleep Talk |
 |
 |
-- |
101 |
10 |
-- |
The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
TM074 |
Reflect |
 |
 |
-- |
101 |
20 |
-- |
A wondrous wall of light is put up to reduce damage from physical moves for five turns. |
TM075 |
Light Screen |
 |
 |
-- |
101 |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special moves for five turns. |
TM077 |
Waterfall |
 |
 |
80 |
100 |
15 |
20 |
The user charges at the target and may make it flinch. |
TM085 |
Rest |
 |
 |
-- |
101 |
5 |
-- |
The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
TM087 |
Taunt |
 |
 |
-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM088 |
Swords Dance |
 |
 |
-- |
101 |
20 |
-- |
A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat. |
TM103 |
Substitute |
 |
 |
-- |
101 |
10 |
-- |
The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. |
TM108 |
Crunch |
 |
 |
80 |
100 |
15 |
20 |
The user crunches up the target with sharp fangs. This may also lower the target's Defense stat. |
TM110 |
Liquidation |
 |
 |
85 |
100 |
10 |
20 |
The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat. |
TM120 |
Psychic |
 |
 |
90 |
100 |
10 |
10 |
The target is hit with a strong telekinetic force to inflict damage. This may also lower the target's Sp. Def stat. |
TM123 |
Surf |
 |
 |
90 |
100 |
15 |
-- |
The user attacks everything around it by swamping its surroundings with a giant wave. |
TM129 |
Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. |
TM135 |
Ice Beam |
 |
 |
90 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. This may also leave the target frozen. |
TM138 |
Psychic Terrain |
 |
 |
-- |
101 |
10 |
-- |
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. |
TM142 |
Hydro Pump |
 |
 |
110 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
TM143 |
Blizzard |
 |
 |
110 |
70 |
5 |
10 |
A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. |
TM152 |
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. |
TM161 |
Trick Room |
 |
 |
-- |
101 |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
TM163 |
Hyper Beam |
 |
 |
150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user can't move on the next turn. |
TM171 |
Tera Blast |
 |
 |
80 |
100 |
10 |
-- |
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat-whichever is higher for the user. Stellar: Inflicts damage with the user's Attack or Sp. Atk stat- whichever is higher. Super effective against Terastallized targets. This lowers the user's Attack and Sp. Atk stats. |
TM183 |
Super Fang |
 |
 |
?? |
90 |
10 |
-- |
The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half. |
TM196 |
Flip Turn |
 |
 |
60 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM202 |
Pain Split |
 |
 |
-- |
101 |
20 |
-- |
The user adds its HP to the target's HP, then equally splits the combined HP between the target and itself. |
TM208 |
Whirlpool |
 |
 |
35 |
85 |
15 |
100 |
The user traps the target inside a violent, swirling whirlpool that inflicts damage for four to five turns. |
TM218 |
Expanding Force |
 |
 |
80 |
100 |
10 |
-- |
The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon. |
TM228 |
Psychic Noise |
 |
 |
75 |
100 |
10 |
100 |
The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items. |