Generation VI Level Up |
|
— |
Tickle |
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-- |
100 |
20 |
-- |
The user tickles the target into laughing, reducing its Attack and Defense stats. |
— |
Barrier |
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-- |
-- |
20 |
-- |
The user throws up a sturdy wall that sharply raises its Defense stat. |
— |
Confusion |
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50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
4 |
Copycat |
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-- |
-- |
20 |
-- |
The user mimics the move used immediately before it. The move fails if no other move has been used yet. |
8 |
Meditate |
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-- |
-- |
40 |
-- |
The user meditates to awaken the power deep within its body and raise its Attack stat. |
11 |
Double Slap |
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15 |
85 |
10 |
-- |
The target is slapped repeatedly, back and forth, two to five times in a row. |
15 |
Mimic |
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-- |
-- |
10 |
-- |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
18 |
Encore |
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-- |
100 |
5 |
-- |
The user compels the target to keep using only the move it last used for three turns. |
22 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
22 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
25 |
Psybeam |
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65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
29 |
Substitute |
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-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
32 |
Recycle |
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-- |
-- |
10 |
-- |
The user recycles a held item that has been used in battle so it can be used again. |
36 |
Trick |
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-- |
100 |
10 |
-- |
The user catches the target off guard and swaps its held item with its own. |
39 |
Psychic |
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90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
43 |
Role Play |
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-- |
-- |
10 |
-- |
The user mimics the target completely, copying the target's natural Ability. |
46 |
Baton Pass |
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-- |
-- |
40 |
-- |
The user switches places with a party Pokémon in waiting, passing along any stat changes. |
50 |
Safeguard |
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-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
TM & HM Attacks |
|
TM03 |
Psyshock |
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80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
TM04 |
Calm Mind |
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-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM06 |
Toxic |
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-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
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60 |
100 |
15 |
-- |
A unique attack that varies in type depending on the Pokémon using it. |
TM11 |
Sunny Day |
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-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM12 |
Taunt |
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-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM16 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
TM17 |
Protect |
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-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
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-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM20 |
Safeguard |
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-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
TM21 |
Frustration |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM22 |
Solar Beam |
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120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
TM24 |
Thunderbolt |
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90 |
100 |
15 |
10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM25 |
Thunder |
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110 |
70 |
10 |
30 |
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
TM27 |
Return |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
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90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM30 |
Shadow Ball |
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80 |
100 |
15 |
20 |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
TM31 |
Brick Break |
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75 |
100 |
15 |
-- |
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. |
TM32 |
Double Team |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
TM41 |
Torment |
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-- |
100 |
15 |
-- |
The user torments and enrages the target, making it incapable of using the same move twice in a row. |
TM42 |
Facade |
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70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
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-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
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-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM46 |
Thief |
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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 |
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60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM56 |
Fling |
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?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM57 |
Charge Beam |
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50 |
90 |
10 |
70 |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM70 |
Flash |
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-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM73 |
Thunder Wave |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM83 |
Infestation |
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20 |
100 |
20 |
100 |
The target is infested and attacked for four to five turns. The target can't flee during this time. |
TM85 |
Dream Eater |
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100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
TM86 |
Grass Knot |
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?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
TM87 |
Swagger |
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-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM88 |
Sleep Talk |
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-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM90 |
Substitute |
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-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 |
Trick Room |
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-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
TM94 (ORAS) |
Secret Power |
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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 |
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-- |
-- |
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. |
Egg Moves (Details) |
Charm |
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-- |
100 |
20 |
-- |
Details |
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. |
Confuse Ray |
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-- |
100 |
10 |
-- |
Details |
The target is exposed to a sinister ray that triggers confusion. |
Fake Out |
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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. |
Future Sight |
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120 |
100 |
10 |
-- |
Details |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
Healing Wish |
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-- |
-- |
10 |
-- |
Details |
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
Hypnosis |
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-- |
60 |
20 |
-- |
Details |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
Icy Wind |
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55 |
95 |
15 |
100 |
Details |
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. |
Magic Room |
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-- |
-- |
10 |
-- |
Details |
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. |
Mimic |
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-- |
-- |
10 |
-- |
Details |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
Nasty Plot |
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-- |
-- |
20 |
-- |
Details |
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk. |
Power Split |
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-- |
-- |
10 |
-- |
Details |
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's. |
Teeter Dance |
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-- |
100 |
20 |
-- |
Details |
The user performs a wobbly dance that confuses the Pokémon around it. |
Trick |
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-- |
100 |
10 |
-- |
Details |
The user catches the target off guard and swaps its held item with its own. |
Wake-Up Slap |
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70 |
100 |
10 |
-- |
Details |
This attack inflicts big damage on a sleeping target. It also wakes the target up, however. |