Standard Level Up |
|
| — |
Wrap |
 |
 |
15 |
90 |
20 |
100 |
| A long body, vines, or the like are used to wrap and squeeze the target for four to five turns. |
| — |
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. |
| 5 |
Charge |
 |
 |
-- |
101 |
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. |
| 10 |
Thunder Wave |
 |
 |
-- |
90 |
20 |
-- |
| The user launches a weak jolt of electricity that paralyzes the target. |
| 15 |
Ingrain |
 |
 |
-- |
101 |
20 |
-- |
| The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out. |
| 20 |
Spark |
 |
 |
65 |
100 |
20 |
30 |
| The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. |
| 25 |
Shock Wave |
 |
 |
60 |
101 |
20 |
-- |
| The user strikes the target with a quick jolt of electricity. This attack never misses. |
| 30 |
Hypnosis |
 |
 |
-- |
60 |
20 |
-- |
| The user employs hypnotic suggestion to make the target fall into a deep sleep. |
| 35 |
Eerie Impulse |
 |
 |
-- |
100 |
15 |
-- |
| The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
| 40 |
Thunder Punch |
 |
 |
75 |
100 |
15 |
10 |
| The target is punched with an electrified fist. This may also leave the target with paralysis. |
| 45 |
Discharge |
 |
 |
80 |
100 |
15 |
30 |
| The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. |
| 50 |
Magnet Rise |
 |
 |
-- |
101 |
10 |
-- |
| The user levitates using electrically generated magnetism for five turns. |
| 55 |
Thunderbolt |
 |
 |
90 |
100 |
15 |
10 |
| A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
| 60 |
Electric Terrain |
 |
 |
-- |
101 |
10 |
-- |
| The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. |
| 65 |
Power Whip |
 |
 |
120 |
85 |
10 |
-- |
| The user violently whirls its vines, tentacles, or the like to harshly lash the target. |
| 70 |
Zap Cannon |
 |
 |
120 |
50 |
5 |
100 |
| The user fires an electric blast like a cannon to inflict damage and cause paralysis. |
Technical Machine Attacks |
|
| TM05 |
Thunder Punch |
 |
 |
75 |
100 |
15 |
10 |
| The target is punched with an electrified fist. This may also leave the target with paralysis. |
| TM08 |
Hyper Beam |
 |
 |
150 |
90 |
5 |
-- |
| The target is attacked with a powerful beam. The user can't move on the next turn. |
| TM09 |
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. |
| TM11 |
Solar Beam |
 |
 |
120 |
100 |
10 |
-- |
| In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. |
| TM14 |
Thunder Wave |
 |
 |
-- |
90 |
20 |
-- |
| The user launches a weak jolt of electricity that paralyzes the target. |
| 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. |
| TM21 |
Rest |
 |
 |
-- |
101 |
10 |
-- |
| The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
| 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. |
| 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. |
| TM59 |
Fling |
 |
 |
?? |
100 |
10 |
-- |
| The user flings its held item at the target to attack. This move's power and effects depend on the item. |
| 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. |
| TM80 |
Volt Switch |
 |
 |
70 |
100 |
20 |
-- |
| After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| TM82 |
Electroweb |
 |
 |
55 |
95 |
15 |
100 |
| The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats. |
| TM90 |
Electric Terrain |
 |
 |
-- |
101 |
10 |
-- |
| The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. |
| TM93 |
Eerie Impulse |
 |
 |
-- |
100 |
15 |
-- |
| The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
| TM97 |
Brutal Swing |
 |
 |
60 |
100 |
20 |
-- |
| The user swings its body around violently to inflict damage on everything in its vicinity. |
Technical Record Attacks |
|
| TR08 |
Thunderbolt |
 |
 |
90 |
100 |
15 |
10 |
| A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
| TR09 |
Thunder |
 |
 |
110 |
70 |
10 |
30 |
| A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| TR20 |
Substitute |
 |
 |
-- |
101 |
10 |
-- |
| The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |
| 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. |
| TR49 |
Calm Mind |
 |
 |
-- |
101 |
20 |
-- |
| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
| TR65 |
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. |
| TR72 |
Power Whip |
 |
 |
120 |
85 |
10 |
-- |
| The user violently whirls its vines, tentacles, or the like to harshly lash the target. |
| 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. |
| TR80 |
Electro Ball |
 |
 |
?? |
100 |
10 |
-- |
| The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
| TR86 |
Wild Charge |
 |
 |
90 |
100 |
15 |
-- |
| The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
| TR92 |
Dazzling Gleam |
 |
 |
80 |
100 |
10 |
-- |
| The user damages opposing Pokémon by emitting a powerful flash. |
| Transfer Only Moves (Details) |
|
| Tail Glow |
 |
 |
-- |
101 |
20 |
-- | SM Lv. 1 | USM Lv. 1 |
| The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat. |
| Toxic |
 |
 |
-- |
90 |
10 |
-- |
Gen VII TM06 |
| A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| Double Team |
 |
 |
-- |
101 |
15 |
-- |
Gen VII TM32 |
| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| Charge Beam |
 |
 |
50 |
90 |
10 |
70 |
Gen VII TM57 |
| The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
| Swagger |
 |
 |
-- |
85 |
15 |
-- |
Gen VII TM87 |
| The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. |
| Nature Power |
 |
 |
-- |
101 |
20 |
-- |
Gen VII TM96 |
| This attack makes use of nature's power. Its effects vary depending on the user's environment. |
| Confide |
 |
 |
-- |
101 |
20 |
100 |
Gen VII TM100 |
| The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
| Magic Coat |
 |
 |
-- |
101 |
15 |
-- |
Move Tutor - USM |
| Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves. |
| Gravity |
 |
 |
-- |
101 |
5 |
-- |
Move Tutor - USM |
| This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can't be used. |
| Bind |
 |
 |
15 |
85 |
20 |
100 |
Move Tutor - USM |
| Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. |