Standard Level Up |
|
— |
Tackle |
 |
 |
40 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
— |
Confusion |
 |
 |
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. This may also confuse the target. |
4 |
Confuse Ray |
 |
 |
-- |
100 |
10 |
-- |
The target is exposed to a sinister ray that triggers confusion. |
8 |
Payback |
 |
 |
50 |
100 |
10 |
-- |
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. |
12 |
Imprison |
 |
 |
-- |
101 |
10 |
-- |
If opposing Pokémon know any move also known by the user, they are prevented from using it. |
16 |
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. |
20 |
Hypnosis |
 |
 |
-- |
60 |
20 |
-- |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
24 |
Safeguard |
 |
 |
-- |
101 |
25 |
-- |
The user creates a protective field that prevents status conditions for five turns. |
28 |
Extrasensory |
 |
 |
80 |
100 |
20 |
10 |
The user attacks with an odd, unseeable power. This may also make the target flinch. |
32 |
Heavy Slam |
 |
 |
?? |
100 |
10 |
-- |
The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power. |
36 |
Iron Defense |
 |
 |
-- |
101 |
15 |
-- |
The user hardens its body's surface like iron, sharply raising its Defense stat. |
40 |
Metal Sound |
 |
 |
-- |
85 |
40 |
-- |
A horrible sound like scraping metal harshly lowers the target's Sp. Def stat. |
44 |
Future Sight |
 |
 |
120 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
Sword & Shield Technical Machine Attacks |
|
TM11 |
Solar Beam |
 |
 |
120 |
100 |
10 |
-- |
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. |
TM17 |
Light Screen |
 |
 |
-- |
101 |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
TM18 |
Reflect |
 |
 |
-- |
101 |
20 |
-- |
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
TM19 |
Safeguard |
 |
 |
-- |
101 |
25 |
-- |
The user creates a protective field that prevents status conditions for five turns. |
TM21 |
Rest |
 |
 |
-- |
101 |
10 |
-- |
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
TM22 |
Rock Slide |
 |
 |
75 |
90 |
10 |
30 |
Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
TM24 |
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. |
TM25 |
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. |
TM32 |
Sandstorm |
 |
 |
-- |
101 |
10 |
-- |
A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types. |
TM33 |
Rain Dance |
 |
 |
-- |
101 |
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. |
TM34 |
Sunny Day |
 |
 |
-- |
101 |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. |
TM39 |
Facade |
 |
 |
70 |
100 |
20 |
-- |
This attack move doubles its power if the user is poisoned, burned, or paralyzed. |
TM44 |
Imprison |
 |
 |
-- |
101 |
10 |
-- |
If opposing Pokémon know any move also known by the user, they are prevented from using it. |
TM48 |
Rock Tomb |
 |
 |
60 |
95 |
15 |
100 |
Boulders are hurled at the target. This also lowers the target's Speed stat by preventing its movement. |
TM57 |
Payback |
 |
 |
50 |
100 |
10 |
-- |
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. |
TM60 |
Power Swap |
 |
 |
-- |
101 |
10 |
-- |
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. |
TM61 |
Guard Swap |
 |
 |
-- |
101 |
10 |
-- |
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. |
TM62 |
Speed Swap |
 |
 |
-- |
101 |
10 |
-- |
The user exchanges Speed stats with the target. |
TM70 |
Trick Room |
 |
 |
-- |
101 |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
TM71 |
Wonder Room |
 |
 |
-- |
101 |
10 |
-- |
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. |
TM76 |
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. |
TM77 |
Hex |
 |
 |
65 |
100 |
10 |
-- |
This relentless attack does massive damage to a target affected by status conditions. |
TM81 |
Bulldoze |
 |
 |
60 |
100 |
20 |
100 |
The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit. |
Technical Record Attacks |
|
TR10 |
Earthquake |
 |
 |
100 |
100 |
10 |
-- |
The user sets off an earthquake that strikes every Pokémon around it. |
TR11 |
Psychic |
 |
 |
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. |
TR20 |
Substitute |
 |
 |
-- |
101 |
10 |
-- |
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |
TR25 |
Psyshock |
 |
 |
80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
TR26 |
Endure |
 |
 |
-- |
101 |
10 |
-- |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
TR27 |
Sleep Talk |
 |
 |
-- |
101 |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TR33 |
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. |
TR34 |
Future Sight |
 |
 |
120 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
TR38 |
Trick |
 |
 |
-- |
100 |
10 |
-- |
The user catches the target off guard and swaps its held item with its own. |
TR40 |
Skill Swap |
 |
 |
-- |
101 |
10 |
-- |
The user employs its psychic power to exchange Abilities with the target. |
TR46 |
Iron Defense |
 |
 |
-- |
101 |
15 |
-- |
The user hardens its body's surface like iron, sharply raising its Defense stat. |
TR49 |
Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TR52 |
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. |
TR70 |
Flash Cannon |
 |
 |
80 |
100 |
10 |
10 |
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat. |
TR76 |
Stealth Rock |
 |
 |
-- |
101 |
20 |
-- |
The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle. |
TR77 |
Grass Knot |
 |
 |
?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the move's power. |
TR79 |
Heavy Slam |
 |
 |
?? |
100 |
10 |
-- |
The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move's power. |
TR83 |
Ally Switch |
 |
 |
-- |
101 |
15 |
-- |
The user teleports using a strange power and switches places with one of its allies. |
BDSP Technical Machine Attacks |
|
TM04 |
Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM11 |
Sunny Day |
 |
 |
-- |
101 |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. |
TM16 |
Light Screen |
 |
 |
-- |
101 |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
TM17 |
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. |
TM18 |
Rain Dance |
 |
 |
-- |
101 |
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 |
 |
 |
-- |
101 |
25 |
-- |
The user creates a protective field that prevents status conditions for five turns. |
TM22 |
Solar Beam |
 |
 |
120 |
100 |
10 |
-- |
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. |
TM26 |
Earthquake |
 |
 |
100 |
100 |
10 |
-- |
The user sets off an earthquake that strikes every Pokémon around it. |
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. |
TM32 |
Double Team |
 |
 |
-- |
101 |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
 |
 |
-- |
101 |
20 |
-- |
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
TM37 |
Sandstorm |
 |
 |
-- |
101 |
10 |
-- |
A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types. |
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. |
TM42 |
Facade |
 |
 |
70 |
100 |
20 |
-- |
This attack move doubles its power if the user is poisoned, burned, or paralyzed. |
TM44 |
Rest |
 |
 |
-- |
101 |
10 |
-- |
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
TM48 |
Skill Swap |
 |
 |
-- |
101 |
10 |
-- |
The user employs its psychic power to exchange Abilities with the target. |
TM57 |
Charge Beam |
 |
 |
50 |
90 |
10 |
70 |
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM58 |
Endure |
 |
 |
-- |
101 |
10 |
-- |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
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. |
TM67 |
Recycle |
 |
 |
-- |
101 |
10 |
-- |
The user recycles a held item that has been used in battle so it can be used again. |
TM69 |
Rock Polish |
 |
 |
-- |
101 |
20 |
-- |
The user polishes its body to reduce drag. This sharply raises the Speed stat. |
TM70 |
Flash |
 |
 |
-- |
100 |
20 |
-- |
The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves. |
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. |
TM76 |
Stealth Rock |
 |
 |
-- |
101 |
20 |
-- |
The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle. |
TM77 |
Psych Up |
 |
 |
-- |
101 |
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 opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
TM82 |
Sleep Talk |
 |
 |
-- |
101 |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM83 |
Bulldoze |
 |
 |
60 |
100 |
20 |
100 |
The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit. |
TM85 |
Dream Eater |
 |
 |
100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by 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. |
TM90 |
Substitute |
 |
 |
-- |
101 |
10 |
-- |
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |
TM91 |
Flash Cannon |
 |
 |
80 |
100 |
10 |
10 |
The user gathers all its light energy and releases it all at once. This may also lower the target's Sp. Def stat. |
TM92 |
Trick Room |
 |
 |
-- |
101 |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
Usable Max Moves |
|
Max Strike |
 |
  |
120(Phy)/110(Spe) |
101 |
10 |
-- |
This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat. |
Max Phantasm |
 |
 |
130 |
101 |
10 |
-- |
This is a Ghost-type attack Dynamax Pokémon use. This lowers the target's Defense stat. |
Max Mindstorm |
 |
 |
140 |
101 |
10 |
-- |
This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. |
Max Rockfall |
 |
 |
130 |
101 |
10 |
-- |
This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns. |
Max Quake |
 |
 |
130 |
101 |
10 |
-- |
This is a Ground-type attack Dynamax Pokémon use. This raises ally Pokémon's Sp. Def stats. |
Max Darkness |
 |
 |
100 |
101 |
10 |
-- |
This is a Dark-type attack Dynamax Pokémon use. This lowers the target's Sp. Def stat. |
Max Overgrowth |
 |
 |
140 |
101 |
10 |
-- |
This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns. |
Max Steelspike |
 |
  |
140(Phy)/140(Spe) |
101 |
10 |
-- |
This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon's Defense stats. |
Max Guard |
 |
 |
|
101 |
10 |
-- |
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |