| Generation VI Level Up | 
|
				| — | Quick Guard |  |  | -- | -- | 15 | -- | 
				| The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises. | 
				| — | Mean Look |  |  | -- | -- | 5 | -- | 
				| The user pins the target with a dark, arresting look. The target becomes unable to flee. | 
				| — | Helping Hand |  |  | -- | -- | 20 | -- | 
				| The user assists an ally by boosting the power of its attack. | 
				| — | Scratch |  |  | 40 | 100 | 35 | -- | 
				| Hard, pointed, and sharp claws rake the target to inflict damage. | 
				| — | Leer |  |  | -- | 100 | 30 | 100 | 
				| The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. | 
				| 5 | Covet |  |  | 60 | 100 | 25 | -- | 
				| The user endearingly approaches the target, then steals the target's held item. | 
				| 9 | Confusion |  |  | 50 | 100 | 25 | 10 | 
				| The target is hit by a weak telekinetic force. It may also leave the target confused. | 
				| 13 | Light Screen |  |  | -- | -- | 30 | -- | 
				| A wondrous wall of light is put up to suppress damage from special attacks for five turns. | 
				| 17 | Psybeam |  |  | 65 | 100 | 20 | 10 | 
				| The target is attacked with a peculiar ray. It may also cause confusion. | 
				| 19 | Fake Out |  |  | 40 | 100 | 10 | 100 | 
				| An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. | 
				| 22 | Disarming Voice |  |  | 40 | -- | 15 | -- | 
				| Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. | 
				| 25 | Psyshock |  |  | 80 | 100 | 10 | -- | 
				| The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 
				| 28 | Charm |  |  | -- | 100 | 20 | -- | 
				| The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. | 
				| 31 | Miracle Eye |  |  | -- | -- | 40 | -- | 
				| Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit. | 
				| 35 | Reflect |  |  | -- | -- | 20 | -- | 
				| A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | 
				| 40 | Psychic |  |  | 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 |  |  | -- | -- | 10 | -- | 
				| The user mimics the target completely, copying the target's natural Ability. | 
				| 45 | Imprison |  |  | -- | -- | 10 | -- | 
				| If the opponents know any move also known by the user, the opponents are prevented from using it. | 
				| 48 | Sucker Punch |  |  | 80 | 100 | 5 | -- | 
				| This move enables the user to attack first. It fails if the target is not readying an attack, however. | 
				| 50 | Misty Terrain |  |  | -- | -- | 10 | -- | 
				| The user covers the ground under everyone's feet with mist for five turns. This protects Pokémon on the ground from status conditions. | 
				| 53 | Quick Guard |  |  | -- | -- | 15 | -- | 
				| The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises. | 
| X / Y Level Up - Female | 
|
				| — | Stored Power |  |  | 20 | 100 | 10 | -- | 
				| The user attacks the target with stored power. The more the user's stats are raised, the greater the damage. | 
				| — | Me First |  |  | ?? | -- | 20 | -- | 
				| The user tries to cut ahead of the target to steal and use the target's intended move with greater power. | 
				| — | Magical Leaf |  |  | 60 | -- | 20 | -- | 
				| The user scatters curious leaves that chase the target. This attack will not miss. | 
				| — | Scratch |  |  | 40 | 100 | 35 | -- | 
				| Hard, pointed, and sharp claws rake the target to inflict damage. | 
				| — | Leer |  |  | -- | 100 | 30 | 100 | 
				| The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. | 
				| 5 | Covet |  |  | 60 | 100 | 25 | -- | 
				| The user endearingly approaches the target, then steals the target's held item. | 
				| 9 | Confusion |  |  | 50 | 100 | 25 | 10 | 
				| The target is hit by a weak telekinetic force. It may also leave the target confused. | 
				| 13 | Light Screen |  |  | -- | -- | 30 | -- | 
				| A wondrous wall of light is put up to suppress damage from special attacks for five turns. | 
				| 17 | Psybeam |  |  | 65 | 100 | 20 | 10 | 
				| The target is attacked with a peculiar ray. It may also cause confusion. | 
				| 19 | Fake Out |  |  | 40 | 100 | 10 | 100 | 
				| An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. | 
				| 22 | Disarming Voice |  |  | 40 | -- | 15 | -- | 
				| Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. | 
				| 25 | Psyshock |  |  | 80 | 100 | 10 | -- | 
				| The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 
				| 28 | Charge Beam |  |  | 50 | 90 | 10 | 70 | 
				| The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | 
				| 31 | Shadow Ball |  |  | 80 | 100 | 15 | 20 | 
				| The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. | 
				| 35 | Extrasensory |  |  | 80 | 100 | 20 | 10 | 
				| The user attacks with an odd, unseeable power. It may also make the target flinch. | 
				| 40 | Psychic |  |  | 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 |  |  | -- | -- | 10 | -- | 
				| The user mimics the target completely, copying the target's natural Ability. | 
				| 45 | Signal Beam |  |  | 75 | 100 | 15 | 10 | 
				| The user attacks with a sinister beam of light. It may also confuse the target. | 
				| 48 | Sucker Punch |  |  | 80 | 100 | 5 | -- | 
				| This move enables the user to attack first. It fails if the target is not readying an attack, however. | 
				| 50 | Future Sight |  |  | 120 | 100 | 10 | -- | 
				| Two turns after this move is used, a hunk of psychic energy attacks the target. | 
				| 53 | Stored Power |  |  | 20 | 100 | 10 | -- | 
				| The user attacks the target with stored power. The more the user's stats are raised, the greater the damage. | 
| TM & HM Attacks | 
|
| TM03 | Psyshock |  |  | 80 | 100 | 10 | -- | 
					| The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 
| TM04 | Calm Mind |  |  | -- | -- | 20 | -- | 
					| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | 
| TM06 | Toxic |  |  | -- | 90 | 10 | -- | 
					| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| TM10 | Hidden Power |  |  | 60 | 100 | 15 | -- | 
					| A unique attack that varies in type depending on the Pokémon using it. | 
| TM11 | Sunny Day |  |  | -- | -- | 5 | -- | 
					| The user intensifies the sun for five turns, powering up Fire-type moves. | 
| 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. | 
| TM16 | Light Screen |  |  | -- | -- | 30 | -- | 
					| A wondrous wall of light is put up to suppress damage from special attacks for five turns. | 
| 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. | 
| TM24 | Thunderbolt |  |  | 90 | 100 | 15 | 10 | 
					| A strong electric blast is loosed at the target. It may also leave the target with paralysis. | 
| TM27 | Return |  |  | ?? | 100 | 20 | -- | 
					| A full-power attack that grows more powerful the more the user likes its Trainer. | 
| TM28 | Dig |  |  | 80 | 100 | 10 | -- | 
					| The user burrows, then attacks on the second turn. It can also be used to exit dungeons. | 
| TM29 | Psychic |  |  | 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 |  |  | 80 | 100 | 15 | 20 | 
					| The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. | 
| TM32 | Double Team |  |  | -- | -- | 15 | -- | 
					| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | 
| TM33 | Reflect |  |  | -- | -- | 20 | -- | 
					| A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | 
| TM41 | Torment |  |  | -- | 100 | 15 | -- | 
					| The user torments and enrages the target, making it incapable of using the same move twice in a row. | 
| 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. | 
| 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. | 
| TM53 | Energy Ball |  |  | 90 | 100 | 10 | 10 | 
					| The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. | 
| TM57 | Charge Beam |  |  | 50 | 90 | 10 | 70 | 
					| The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | 
| TM66 | Payback |  |  | 50 | 100 | 10 | -- | 
					| If the user moves after the target, this attack's power will be doubled. | 
| 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. | 
| TM70 | Flash |  |  | -- | 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 |  |  | -- | 100 | 20 | -- | 
					| A weak electric charge is launched at the target. It causes paralysis if it hits. | 
| TM77 | Psych Up |  |  | -- | -- | 10 | -- | 
					| The user hypnotizes itself into copying any stat change made by the target. | 
| TM85 | Dream Eater |  |  | 100 | 100 | 15 | -- | 
					| The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. | 
| 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. | 
| TM92 | Trick Room |  |  | -- | -- | 5 | -- | 
					| The user creates a bizarre area in which slower Pokémon get to move first for five turns. | 
| 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. | 
| TM97 | Dark Pulse |  |  | 80 | 100 | 15 | 20 | 
					| The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. | 
| TM98 | Power-Up Punch |  |  | 40 | 100 | 20 | 100 | 
					| Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat. | 
| 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. | 
| HM01 | Cut |  |  | 50 | 95 | 30 | -- | 
					| The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |