| Generation VI Level Up | 
|
				| — | Headbutt |  |  | 70 | 100 | 15 | 30 | 
				| The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. | 
				| — | Growl |  |  | -- | 100 | 40 | -- | 
				| The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. | 
				| — | Signal Beam |  |  | 75 | 100 | 15 | 10 | 
				| The user attacks with a sinister beam of light. It may also confuse the target. | 
				| — | Icy Wind |  |  | 55 | 95 | 15 | 100 | 
				| The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. | 
				| 3 | Growl |  |  | -- | 100 | 40 | -- | 
				| The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. | 
				| 7 | Signal Beam |  |  | 75 | 100 | 15 | 10 | 
				| The user attacks with a sinister beam of light. It may also confuse the target. | 
				| 11 | Icy Wind |  |  | 55 | 95 | 15 | 100 | 
				| The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. | 
				| 13 | Encore |  |  | -- | 100 | 5 | -- | 
				| The user compels the target to keep using only the move it last used for three turns. | 
				| 17 | Ice Shard |  |  | 40 | 100 | 30 | -- | 
				| The user flash freezes chunks of ice and hurls them at the target. This move always goes first. | 
				| 21 | Rest |  |  | -- | -- | 10 | -- | 
				| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | 
				| 23 | Aqua Ring |  |  | -- | -- | 20 | -- | 
				| The user envelops itself in a veil made of water. It regains some HP on every turn. | 
				| 27 | Aurora Beam |  |  | 65 | 100 | 20 | 10 | 
				| The target is hit with a rainbow-colored beam. This may also lower the target's Attack stat. | 
				| 31 | Aqua Jet |  |  | 40 | 100 | 20 | -- | 
				| The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. | 
				| 33 | Brine |  |  | 65 | 100 | 10 | -- | 
				| If the target's HP is down to about half, this attack will hit with double the power. | 
				| 34 | Sheer Cold |  |  | ?? | 30 | 5 | -- | 
				| The target is attacked with a blast of absolute-zero cold. The target instantly faints if it hits. | 
				| 39 | Take Down |  |  | 90 | 85 | 20 | -- | 
				| A reckless, full-body charge attack for slamming into the target. It also damages the user a little. | 
				| 45 | Dive |  |  | 80 | 100 | 10 | -- | 
				| Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. | 
				| 49 | Aqua Tail |  |  | 90 | 90 | 10 | -- | 
				| The user attacks by swinging its tail as if it were a vicious wave in a raging storm. | 
				| 55 | Ice Beam |  |  | 90 | 100 | 10 | 10 | 
				| The target is struck with an icy-cold beam of energy. It may also freeze the target solid. | 
				| 61 | Safeguard |  |  | -- | -- | 25 | -- | 
				| The user creates a protective field that prevents status problems for five turns. | 
				| 65 | Hail |  |  | -- | -- | 10 | -- | 
				| The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. | 
| TM & HM Attacks | 
|
| TM06 | Toxic |  |  | -- | 90 | 10 | -- | 
					| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| TM07 | Hail |  |  | -- | -- | 10 | -- | 
					| The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. | 
| TM10 | Hidden Power |  |  | 60 | 100 | 15 | -- | 
					| A unique attack that varies in type depending on the Pokémon using it. | 
| TM13 | Ice Beam |  |  | 90 | 100 | 10 | 10 | 
					| The target is struck with an icy-cold beam of energy. It may also freeze the target solid. | 
| TM14 | Blizzard |  |  | 110 | 70 | 5 | 10 | 
					| A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. | 
| TM15 | Hyper Beam |  |  | 150 | 90 | 5 | -- | 
					| The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | 
| TM17 | Protect |  |  | -- | -- | 10 | -- | 
					| It 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. | 
| TM20 | Safeguard |  |  | -- | -- | 25 | -- | 
					| The user creates a protective field that prevents status problems for five turns. | 
| TM21 | Frustration |  |  | ?? | 100 | 20 | -- | 
					| A full-power attack that grows more powerful the less the user likes its Trainer. | 
| TM27 | Return |  |  | ?? | 100 | 20 | -- | 
					| A full-power attack that 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. | 
| TM42 | Facade |  |  | 70 | 100 | 20 | -- | 
					| An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | 
| TM44 | Rest |  |  | -- | -- | 10 | -- | 
					| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | 
| 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. It can't steal if the user holds an item. | 
| TM48 | Round |  |  | 60 | 100 | 15 | -- | 
					| The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. | 
| TM49 | Echoed Voice |  |  | 40 | 100 | 15 | -- | 
					| The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. | 
| TM56 | Fling |  |  | ?? | 100 | 10 | -- | 
					| The user flings its held item at the target to attack. Its power and effects depend on the item. | 
| TM68 | Giga Impact |  |  | 150 | 90 | 5 | -- | 
					| The user charges at the target using every bit of its power. The user must rest on the next turn. | 
| TM79 | Frost Breath |  |  | 60 | 90 | 10 | 100 | 
					| The user blows a cold breath on the target. This attack always results in a critical hit. | 
| TM87 | Swagger |  |  | -- | 90 | 15 | -- | 
					| The user enrages and confuses the target. However, it 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. | 
| TM90 | Substitute |  |  | -- | -- | 10 | -- | 
					| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 
| TM94 (ORAS) | Secret Power |  |  | 70 | 100 | 20 | 30 | 
					| The user attacks the target with a secret power. Its added effects vary depending on the user's environment. | 
| 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. | 
| HM03 | Surf |  |  | 90 | 100 | 15 | -- | 
					| It swamps the area around the user with a giant wave. It can also be used for crossing water. | 
| HM05 | Waterfall |  |  | 80 | 100 | 15 | 20 | 
					| The user charges at the target and may make it flinch. It can also be used to climb a waterfall. | 
| HM07 (ORAS) | Dive |  |  | 80 | 100 | 10 | -- | 
					| Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. | 
| Egg Moves (Details) | 
 
| Belch |  |  | 120 | 90 | 10 | -- | Details | 
				| The user lets out a damaging belch on the target. The user must eat a Berry to use this move. | 
| Disable |  |  | -- | 100 | 20 | -- | Details | 
				| For four turns, this move prevents the target from using the move it last used. | 
| Encore |  |  | -- | 100 | 5 | -- | Details | 
				| The user compels the target to keep using only the move it last used for three turns. | 
| Entrainment |  |  | -- | 100 | 15 | -- | Details | 
				| 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. | 
| Fake Out |  |  | 40 | 100 | 10 | 100 | Details | 
				| An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. | 
| Horn Drill |  |  | ?? | 30 | 5 | -- | Details | 
				| The user stabs the target with a horn that rotates like a drill. If it hits, the target faints instantly. | 
| Icicle Spear |  |  | 25 | 100 | 30 | -- | Details | 
				| The user launches sharp icicles at the target. It strikes two to five times in a row. | 
| Iron Tail |  |  | 100 | 75 | 15 | 30 | Details | 
				| The target is slammed with a steel-hard tail. It may also lower the target's Defense stat. | 
| Lick |  |  | 30 | 100 | 30 | 30 | Details | 
				| The target is licked with a long tongue, causing damage. It may also leave the target with paralysis. | 
| Perish Song |  |  | -- | -- | 5 | -- | Details | 
				| Any Pokémon that hears this song faints in three turns, unless it switches out of battle. | 
| Signal Beam |  |  | 75 | 100 | 15 | 10 | Details | 
				| The user attacks with a sinister beam of light. It may also confuse the target. | 
| Slam |  |  | 80 | 75 | 20 | -- | Details | 
				| The target is slammed with a long tail, vines, etc., to inflict damage. | 
| Sleep Talk |  |  | -- | -- | 10 | -- | Details | 
				| While it is asleep, the user randomly uses one of the moves it knows. | 
| Spit Up |  |  | ?? | 100 | 10 | -- | Details | 
				| The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage. | 
| Stockpile |  |  | -- | -- | 20 | -- | Details | 
				| The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. | 
| Swallow |  |  | -- | -- | 10 | -- | Details | 
				| The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. | 
| Water Pulse |  |  | 60 | 100 | 20 | 20 | Details | 
				| The user attacks the target with a pulsing blast of water. It may also confuse the target. | 
| Transfer Only Moves (Details) | 
|
| Endure |  |  | -- | -- | 10 | -- | Gen IV TM58 | 
				| The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | 
| Avalanche |  |  | 60 | 100 | 10 | -- | Gen IV TM72 | 
				| An attack move that inflicts double the damage if the user has been hurt by the target in the same turn. | 
| Captivate |  |  | -- | 100 | 20 | -- | Gen IV TM78 | 
				| If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. | 
| Natural Gift |  |  | ?? | 100 | 15 | -- | Gen IV TM83 | 
				| The user draws power to attack by using its held Berry. The Berry determines its type and power. | 
| Whirlpool |  |  | 35 | 85 | 15 | 100 | Gen IV HM05 HGSS | 
				| Traps foes in a violent swirling whirlpool for four to five turns. | 
| Body Slam |  |  | 85 | 100 | 15 | 30 | Move Tutor - FRLG | 
				| The user drops onto the target with its full body weight. It may also leave the target with paralysis. | 
| Double-edge |  |  | 120 | 100 | 15 | -- | Move Tutor - FRLG | 
				| A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. | 
| Mimic |  |  | -- | -- | 10 | -- | Move Tutor - FRLG | 
				| The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. | 
| Endure |  |  | -- | -- | 10 | -- | Move Tutor - Emerald | 
				| The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |