Level Up - Male |
|
— |
Stored Power |
 |
 |
20 |
100 |
10 |
-- |
The user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power. |
— |
Play Nice |
 |
 |
-- |
101 |
20 |
-- |
The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat. |
5 |
Encore |
 |
 |
-- |
100 |
5 |
-- |
The user compels the target to keep using the move it encored for three turns. |
10 |
Disarming Voice |
 |
 |
40 |
101 |
15 |
-- |
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
15 |
Psybeam |
 |
 |
65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. This may also confuse the target. |
20 |
Helping Hand |
 |
 |
-- |
101 |
20 |
-- |
The user assists an ally by boosting the power of that ally's attack. |
25 |
After You |
 |
 |
-- |
101 |
15 |
-- |
The user helps the target and makes it use its move right after the user. |
30 |
Healing Wish |
 |
 |
-- |
101 |
10 |
-- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. |
35 |
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. |
40 |
Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. |
45 |
Power Split |
 |
 |
-- |
101 |
10 |
-- |
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. |
50 |
Psychic Terrain |
 |
 |
-- |
101 |
10 |
-- |
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. |
55 |
Last Resort |
 |
 |
140 |
100 |
5 |
-- |
This move can be used only after the user has used all the other moves it knows in the battle. |
Level Up - Female |
|
— |
Stored Power |
 |
 |
20 |
100 |
10 |
-- |
The user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power. |
— |
Play Nice |
 |
 |
-- |
101 |
20 |
-- |
The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat. |
5 |
Baton Pass |
 |
 |
-- |
101 |
40 |
-- |
The user switches places with a party Pokémon in waiting and passes along any stat changes. |
10 |
Disarming Voice |
 |
 |
40 |
101 |
15 |
-- |
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
15 |
Psybeam |
 |
 |
65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. This may also confuse the target. |
20 |
Helping Hand |
 |
 |
-- |
101 |
20 |
-- |
The user assists an ally by boosting the power of that ally's attack. |
25 |
Follow Me |
 |
 |
-- |
101 |
20 |
-- |
The user draws attention to itself, making all opposing Pokémon take aim only at the user. |
30 |
Healing Wish |
 |
 |
-- |
101 |
10 |
-- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. |
35 |
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. |
40 |
Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. |
45 |
Guard Split |
 |
 |
-- |
101 |
10 |
-- |
The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. |
50 |
Psychic Terrain |
 |
 |
-- |
101 |
10 |
-- |
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. |
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. |
TM002 |
Charm |
 |
 |
-- |
100 |
20 |
-- |
|
The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target's Attack 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. |
TM016 |
Psybeam |
 |
 |
65 |
100 |
20 |
10 |
|
The target is attacked with a peculiar ray. This may also confuse the target. |
TM019 |
Disarming Voice |
 |
 |
40 |
101 |
15 |
-- |
|
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
TM025 |
Facade |
 |
 |
70 |
100 |
20 |
-- |
|
This move's power is doubled if the user is poisoned, burned, or paralyzed. |
TM032 |
Swift |
 |
 |
60 |
101 |
20 |
-- |
|
Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
TM033 |
Magical Leaf |
 |
 |
60 |
101 |
20 |
-- |
|
The user scatters curious leaves that chase the target. This attack never misses. |
TM037 |
Draining Kiss |
 |
 |
50 |
100 |
10 |
-- |
|
The user steals the target's HP with a kiss. The user's HP is restored by over half the damage taken by the target. |
TM041 |
Stored Power |
 |
 |
20 |
100 |
10 |
-- |
|
The user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power. |
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. |
TM054 |
Psyshock |
 |
 |
80 |
100 |
10 |
-- |
|
The user materializes an odd psychic wave to attack the target. This move deals physical damage. |
TM059 |
Zen Headbutt |
 |
 |
80 |
90 |
15 |
20 |
|
The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
TM066 |
Body Slam |
 |
 |
85 |
100 |
15 |
30 |
|
The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis. |
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. |
TM073 |
Drain Punch |
 |
 |
75 |
100 |
10 |
-- |
|
The user attacks with an energy-draining punch. The user's HP is restored by up to half the damage taken by the target. |
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. |
TM079 |
Dazzling Gleam |
 |
 |
80 |
100 |
10 |
-- |
|
The user damages opposing Pokémon by emitting a powerful flash. |
TM080 |
Metronome |
 |
 |
-- |
101 |
10 |
-- |
|
The user waggles a finger and stimulates its brain into randomly using nearly any move. |
TM085 |
Rest |
 |
 |
-- |
101 |
5 |
-- |
|
The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
TM092 |
Imprison |
 |
 |
-- |
101 |
10 |
-- |
|
If opposing Pokémon know any move also known by the user, they are prevented from using it. |
TM098 |
Skill Swap |
 |
 |
-- |
101 |
10 |
-- |
|
The user employs its psychic power to exchange Abilities with the target. |
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. |
TM109 |
Trick |
 |
 |
-- |
100 |
10 |
-- |
|
The user catches the target off guard and swaps the target's held item with its own. |
TM114 |
Shadow Ball |
 |
 |
80 |
100 |
15 |
20 |
|
The user attacks by hurling a shadowy blob at the target. This may also lower the target's Sp. Def stat. |
TM117 |
Hyper Voice |
 |
 |
90 |
100 |
10 |
-- |
|
The user attacks by letting loose a horribly loud, resounding cry. |
TM119 |
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. |
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. |
TM122 |
Encore |
 |
 |
-- |
100 |
5 |
-- |
|
The user compels the target to keep using the move it encored for three turns. |
TM127 |
Play Rough |
 |
 |
90 |
90 |
10 |
10 |
|
The user attacks by playing rough with the target. This may also lower the target's Attack stat. |
TM129 |
Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
|
The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. |
TM130 |
Helping Hand |
 |
 |
-- |
101 |
20 |
-- |
|
The user assists an ally by boosting the power of that ally's attack. |
TM132 |
Baton Pass |
 |
 |
-- |
101 |
40 |
-- |
|
The user switches places with a party Pokémon in waiting and passes along any stat changes. |
TM138 |
Psychic Terrain |
 |
 |
-- |
101 |
10 |
-- |
|
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. |
TM161 |
Trick Room |
 |
 |
-- |
101 |
5 |
-- |
|
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
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. |
TM178 |
Gravity |
 |
 |
-- |
101 |
5 |
-- |
|
Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used. |
TM203 |
Psych Up |
 |
 |
-- |
101 |
10 |
-- |
|
The user hypnotizes itself into copying any stat change made by the target. |
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. |
TM227 |
Alluring Voice |
 |
 |
80 |
100 |
10 |
-- |
|
The user attacks the target using its angelic voice. This also confuses the target if its stats have been boosted during the turn. |
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. |