| Absorb |
Restores the user's HP by 1/2 of the damage inflicted on the target. |
 |
Grass |
25 |
20 |
100% |
| Acid |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Poison |
30 |
40 |
100% |
| Acid Armor |
Raises the user's Defense by 2 stages. |
 |
Poison |
40 |
N/A |
N/A |
| Acupressure |
One of the user's stats, including Accuracy or Evasion, is randomly selected and boosted by 2 stages. A stat which is already at max will not be selected. User can also select its partner in 2v2 battles to randomly boost one of its stats. |
 |
Normal |
30 |
N/A |
N/A |
| Aerial Ace |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Flying |
20 |
60 |
100% |
| Aeroblast |
Has a high critical hit ratio. |
 |
Flying |
5 |
100 |
95% |
| Agility |
Raises the user's Speed by 2 stages. |
 |
Psychic |
30 |
N/A |
N/A |
| Air Cutter |
Has a high critical hit ratio. |
 |
Flying |
25 |
55 |
95% |
| Air Slash |
Has a 30% chance to make the target flinch. |
 |
Flying |
20 |
75 |
95% |
| Amnesia |
Raises the user's Special Defense by 2 stages. |
 |
Psychic |
20 |
N/A |
N/A |
| AncientPower |
Has a 10% chance to raise all of the user's stats by 1 stage. |
 |
Rock |
5 |
60 |
100% |
| Aqua Jet |
Usually goes first. |
 |
Water |
20 |
40 |
100% |
| Aqua Ring |
The user recovers 1/16 of its max HP per turn until it faints or switches out; this can be Baton Passed to another Pokemon. |
 |
Water |
20 |
N/A |
N/A |
| Aqua Tail |
Damages the target. |
 |
Water |
10 |
90 |
90% |
| Arm Thrust |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Fighting |
20 |
15 |
100% |
| Aromatherapy |
Every Pokemon in the user's party is cured of status conditions. |
 |
Grass |
5 |
N/A |
N/A |
| Assist |
The user performs a random move from any of the Pokemon on its team. Assist cannot generate itself, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief or Trick. |
 |
Normal |
20 |
Copy |
N/A |
| Assurance |
Base power doubles if, since the beginning of the current turn, the target has taken residual damage from any factors such as recoil, Spikes, Stealth Rock or the effects of holding Life Orb. |
 |
Dark |
10 |
50 |
100% |
| Astonish |
Has a 30% chance to make the target flinch. |
 |
Ghost |
15 |
30 |
100% |
| Attack Order |
Has a high critical hit ratio. |
 |
Bug |
15 |
90 |
100% |
| Attract |
Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. |
 |
Normal |
15 |
N/A |
100% |
| Aura Sphere |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Fighting |
20 |
90 |
100% |
| Aurora Beam |
Has a 10% chance to lower the target's Attack by 1 stage. |
 |
Ice |
20 |
65 |
100% |
| Avalanche |
Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. |
 |
Ice |
10 |
60 |
100% |
| Barrage |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Normal |
20 |
15 |
85% |
| Barrier |
Raises the user's Defense by 2 stages. |
 |
Psychic |
30 |
N/A |
N/A |
| Baton Pass |
The user returns to its party, bypassing any trapping moves and Pursuit; it passes all stat modifiers (positive or negative, including from Charge and Stockpile), as well as confusion, Focus Energy/Lansat Berry boosts, Ingrain, Aqua Ring, Embargo, Gastro Acid, Power Trick, Magnet Rise, Stockpiles, Perish Song count, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the replacement Pokemon. |
 |
Normal |
40 |
N/A |
N/A |
| Beat Up |
Each healthy (i.e. not fainted nor inflicted with a status condition) Pokemon in your party contributes a typeless 10 base power hit determined solely by their base Attack and Defense stats. |
 |
Dark |
10 |
10 |
100% |
| Belly Drum |
The user maximizes its Attack but sacrifices 50% of its max HP. |
 |
Normal |
10 |
N/A |
N/A |
| Bide |
Usually goes first for the duration of the move. The user absorbs all damage for two turns and then, during the third turn, the user inflicts twice the absorbed damage on its target. This move ignores the target's type and even hits Ghost-type Pokemon. |
 |
Normal |
10 |
Var Dmg |
100% |
| Bind |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
 |
Normal |
20 |
15 |
75% |
| Bite |
Has a 30% chance to make the target flinch. |
 |
Dark |
25 |
60 |
100% |
| Blast Burn |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Fire |
5 |
150 |
90% |
| Blaze Kick |
Has a high critical hit ratio and a 10% chance to burn the target. |
 |
Fire |
10 |
85 |
90% |
| Blizzard |
Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. |
 |
Ice |
5 |
120 |
70% |
| Block |
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. |
 |
Normal |
5 |
N/A |
N/A |
| Body Slam |
Has a 30% chance to paralyze the target. |
 |
Normal |
15 |
85 |
100% |
| Bone Club |
Has a 10% chance to make the target flinch. |
 |
Ground |
20 |
65 |
85% |
| Bone Rush |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Ground |
10 |
25 |
80% |
| Bonemerang |
Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. |
 |
Ground |
10 |
50 |
90% |
| Bounce |
On the first turn, the user bounces into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user descends and has a 30% chance to paralyze the target. |
 |
Flying |
5 |
85 |
85% |
| Brave Bird |
The user receives 1/3 recoil damage. |
 |
Flying |
15 |
120 |
100% |
| Brick Break |
Reflect and Light Screen are removed from the target's field even if the attack misses or the target is a Ghost-type. |
 |
Fighting |
15 |
75 |
100% |
| Brine |
Base power doubles if the target is at least 50% below full health. |
 |
Water |
10 |
65 |
100% |
| Bubble |
Has a 10% chance to lower the target's Speed by 1 stage. |
 |
Water |
30 |
20 |
100% |
| BubbleBeam |
Has a 10% chance to lower the target's Speed by 1 stage. |
 |
Water |
20 |
65 |
100% |
| Bug Bite |
The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Tanga Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. |
 |
Bug |
20 |
60 |
100% |
| Bug Buzz |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Bug |
10 |
90 |
100% |
| Bulk Up |
Raises the user's Attack and Defense by 1 stage each. |
 |
Fighting |
20 |
N/A |
N/A |
| Bullet Punch |
Usually goes first. |
 |
Steel |
30 |
40 |
100% |
| Bullet Seed |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Grass |
30 |
10 |
100% |
| Calm Mind |
Raises the user's Special Attack and Special Defense by 1 stage each. |
 |
Psychic |
20 |
N/A |
N/A |
| Camouflage |
The user's type changes according to the current terrain. It becomes Grass-type in tall grass and very tall grass (as well as in puddles), Water-type while surfing on any body of water, Rock-type while inside any caves or on any rocky terrain, Ground-type on beach sand, desert sand and dirt roads, Ice-type in snow, and Normal-type everywhere else. The user will always become Normal-type during Wi-Fi battles.
In Pokemon Battle Revolution, the user becomes Normal-type at Courtyard, Main Street and Neon, Grass-type at Sunny Park and Waterfall, Water-type at Gateway, Rock-type at Crystal, Magma and Stargazer and Ground-type at Sunset. |
 |
Normal |
20 |
N/A |
N/A |
| Captivate |
Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. |
 |
Normal |
20 |
N/A |
100% |
| Charge |
Doubles the power of the user's Electric attacks on the next turn and increases the user's Special Defense by 1 stage. |
 |
Electric |
20 |
N/A |
N/A |
| Charge Beam |
Has a 70% chance to raise the user's Special Attack by 1 stage. |
 |
Electric |
10 |
50 |
90% |
| Charm |
Lowers the target's Attack by 2 stages. |
 |
Normal |
20 |
N/A |
100% |
| Chatter |
Has a 1%, 11% or 31% chance to confuse the target if its user is Chatot. The confusion rate increases directly with the volume of a sound recorded using the DS's microphone; Chatot's default cry has a 1% chance to confuse its target and is replaced by the player's recordings. This move cannot be randomly generated by moves such as Metronome and it cannot be copied with Sketch. If another Pokemon uses Transform to turn into Chatot, its Chatter cannot cause confusion. |
 |
Flying |
20 |
60 |
100% |
| Clamp |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
 |
Water |
10 |
35 |
75% |
| Close Combat |
Lowers the user's Defense and Special Defense by 1 stage. |
 |
Fighting |
5 |
120 |
100% |
| Comet Punch |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Normal |
15 |
18 |
85% |
| Confuse Ray |
Confuses the target. |
 |
Ghost |
10 |
N/A |
100% |
| Confusion |
Has a 10% chance to confuse the target. |
 |
Psychic |
25 |
50 |
100% |
| Constrict |
Has a 10% chance to lower the target's Speed by 1 stage. |
 |
Normal |
35 |
10 |
100% |
| Conversion |
The user's type changes to match the type of one of its four attacks. This move fails if the user cannot change its type under this condition. |
 |
Normal |
30 |
N/A |
N/A |
| Conversion 2 |
The user's type changes to one that resists the type of the last attack that hit the user. In double battles, this situation holds even when the user is last hit by an attack from its partner. |
 |
Normal |
30 |
N/A |
N/A |
| Copycat |
The user performs the battle's last successful move. This move could be from the current opponent, a previous opponent, a teammate or even another move from the user's own moveset. This move fails if no Pokemon has used a move yet. Copycat cannot copy itself. |
 |
Normal |
20 |
Copy |
N/A |
| Cosmic Power |
Raises the user's Defense and Special Defense by 1 stage each. |
 |
Psychic |
20 |
N/A |
N/A |
| Cotton Spore |
Lowers the target's Speed by 2 stages. |
 |
Grass |
40 |
N/A |
85% |
| Counter |
Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Physical attack and cannot hit the user's teammate. |
 |
Fighting |
20 |
Var Dmg |
100% |
| Covet |
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. Recycle cannot recover the stolen item. |
 |
Normal |
40 |
40 |
100% |
| Crabhammer |
Has a high critical hit ratio. |
 |
Water |
10 |
90 |
85% |
| Cross Chop |
Has a high critical hit ratio. |
 |
Fighting |
5 |
100 |
80% |
| Cross Poison |
Has a high critical hit ratio and a 10% chance to poison the target. |
 |
Poison |
20 |
70 |
100% |
| Crunch |
Has a 20% chance to lower the target's Defense by 1 stage. |
 |
Dark |
15 |
80 |
100% |
| Crush Claw |
Has a 50% chance to lower the target's Defense by 1 stage. |
 |
Normal |
10 |
75 |
95% |
| Crush Grip |
Base power decreases as the target's HP decreases. |
 |
Normal |
5 |
Var BP |
100% |
| Curse |
When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. |
 |
??? |
10 |
N/A |
N/A |
| Cut |
Damages the target. |
 |
Normal |
30 |
50 |
95% |
| Dark Pulse |
Has a 20% chance to make the target flinch. |
 |
Dark |
15 |
80 |
100% |
| Dark Void |
Puts the target to sleep. In double battles, this move will put both opponents to sleep. |
 |
Dark |
10 |
N/A |
80% |
| Defend Order |
Raises the user's Defense and Special Defense by 1 stage each. |
 |
Bug |
10 |
N/A |
N/A |
| Defense Curl |
Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout or Ice Ball. |
 |
Normal |
40 |
N/A |
N/A |
| Defog |
Lowers the target's Evasion by 1 stage and removes Reflect, Light Screen, Safeguard, Mist, Spikes, Stealth Rock and Toxic Spikes from the target's side of the field. |
 |
Flying |
15 |
N/A |
N/A |
| Destiny Bond |
Causes an opponent to faint if its next attack KOs the user. |
 |
Ghost |
5 |
N/A |
N/A |
| Detect |
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Detect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. |
 |
Fighting |
5 |
N/A |
N/A |
| Dig |
On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. |
 |
Ground |
10 |
80 |
100% |
| Disable |
The target cannot choose its last move for 4-7 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled. |
 |
Normal |
20 |
N/A |
80% |
| Discharge |
Has a 30% chance to paralyze the target. |
 |
Electric |
15 |
80 |
100% |
| Dive |
On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. |
 |
Water |
10 |
80 |
100% |
| Dizzy Punch |
Has a 20% chance to confuse the target. |
 |
Normal |
10 |
70 |
100% |
| Doom Desire |
This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Doom Desire or Future Sight may be active at a time; because Doom Desire is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. |
 |
Steel |
5 |
120 |
85% |
| Double Hit |
Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. |
 |
Normal |
10 |
35 |
90% |
| Double Kick |
Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. |
 |
Fighting |
30 |
30 |
100% |
| Double Team |
Raises the user's Evasion by 1 stage. |
 |
Normal |
15 |
N/A |
N/A |
| Double-edge |
The user receives 1/3 recoil damage. |
 |
Normal |
15 |
120 |
100% |
| DoubleSlap |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Normal |
10 |
15 |
85% |
| Draco Meteor |
Lowers the user's Special Attack by 2 stages after use. |
 |
Dragon |
5 |
140 |
90% |
| Dragon Claw |
Damages the target. |
 |
Dragon |
15 |
80 |
100% |
| Dragon Dance |
Raises the user's Attack and Speed by 1 stage each. |
 |
Dragon |
20 |
N/A |
N/A |
| Dragon Pulse |
Damages the target. |
 |
Dragon |
10 |
90 |
100% |
| Dragon Rage |
Always deals 40 points of damage. |
 |
Dragon |
10 |
Set |
100% |
| Dragon Rush |
Has a 20% chance to make the target flinch. |
 |
Dragon |
10 |
100 |
75% |
| DragonBreath |
Has a 30% chance to paralyze the target. |
 |
Dragon |
20 |
60 |
100% |
| Drain Punch |
Restores the user's HP by 1/2 of the damage inflicted on the target. |
 |
Fighting |
5 |
60 |
100% |
| Dream Eater |
Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. |
 |
Psychic |
15 |
100 |
100% |
| Drill Peck |
Damages the target. |
 |
Flying |
20 |
80 |
100% |
| DynamicPunch |
Confuses the target. |
 |
Fighting |
5 |
100 |
50% |
| Earth Power |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Ground |
10 |
90 |
100% |
| Earthquake |
Power doubles when performed against Pokemon using Dig. |
 |
Ground |
10 |
100 |
100% |
| Egg Bomb |
Damages the target. |
 |
Normal |
10 |
100 |
75% |
| Embargo |
Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. |
 |
Dark |
15 |
N/A |
100% |
| Ember |
Has a 10% chance to burn the target. |
 |
Fire |
25 |
40 |
100% |
| Encore |
The target is forced to use its last attack for the next 2-6 turns. The effects of this move will end immediately if the target runs out of PP for the repeated attack. In double battles, a Pokemon who has received an Encore will target a random opponent with single-target attacks. |
 |
Normal |
5 |
N/A |
100% |
| Endeavor |
Inflicts damage equal to the target's current HP - the user's current HP. |
 |
Normal |
5 |
Var Dmg |
100% |
| Endure |
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. |
 |
Normal |
10 |
N/A |
N/A |
| Energy Ball |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Grass |
10 |
80 |
100% |
| Eruption |
Base power decreases as the user's HP decreases. |
 |
Fire |
5 |
Var BP |
100% |
| Explosion |
The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. |
 |
Normal |
5 |
250 |
100% |
| Extrasensory |
Has a 10% chance to make the target flinch. |
 |
Psychic |
30 |
80 |
100% |
| ExtremeSpeed |
Usually goes first. |
 |
Normal |
5 |
80 |
100% |
| Facade |
Power doubles if the user is inflicted with burn, paralysis or poison. |
 |
Normal |
20 |
70 |
100% |
| Faint Attack |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Dark |
20 |
60 |
100% |
| Fake Out |
If this is the user's first move after being sent or switched into battle, the target flinches; this move fails otherwise and against targets with Inner Focus. |
 |
Normal |
10 |
40 |
100% |
| Fake Tears |
Lowers the target's Special Defense by 2 stages. |
 |
Dark |
20 |
N/A |
100% |
| False Swipe |
Leaves the target with at least 1 HP. |
 |
Normal |
40 |
40 |
100% |
| FeatherDance |
Lowers the target's Attack by 2 stages. |
 |
Flying |
15 |
N/A |
100% |
| Feint |
Almost always goes first. If the target does not use Protect or Detect, this move fails. |
 |
Normal |
10 |
50 |
100% |
| Fire Blast |
Has a 10% chance to burn the target. |
 |
Fire |
5 |
120 |
85% |
| Fire Fang |
Has a 10% chance to burn the target. Has a 10% chance to make the target flinch. Both effects can occur from a single use. |
 |
Fire |
15 |
65 |
95% |
| Fire Punch |
Has a 10% chance to burn the target. |
 |
Fire |
15 |
75 |
100% |
| Fire Spin |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or it uses U-Turn. |
 |
Fire |
15 |
15 |
70% |
| Fissure |
The target faints; doesn't work on higher-leveled Pokemon. |
 |
Ground |
5 |
KO |
30% |
| Flail |
Base power increases as the user's HP decreases. |
 |
Normal |
15 |
Var BP |
100% |
| Flame Wheel |
Has a 10% chance to burn the target; can be used while frozen, which both attacks the target normally and thaws the user. |
 |
Fire |
25 |
60 |
100% |
| Flamethrower |
Has a 10% chance to burn the target. |
 |
Fire |
15 |
95 |
100% |
| Flare Blitz |
The user receives 1/3 recoil damage; has a 10% chance to burn the target. |
 |
Fire |
15 |
120 |
100% |
| Flash |
Lowers the target's Accuracy by 1 stage. |
 |
Normal |
20 |
N/A |
100% |
| Flash Cannon |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Steel |
10 |
80 |
100% |
| Flatter |
Confuses the target and raises its Special Attack by 1 stage. |
 |
Dark |
15 |
N/A |
100% |
| Fling |
The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. |
 |
Dark |
10 |
Var BP |
100% |
| Fly |
On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. |
 |
Flying |
15 |
90 |
95% |
| Focus Blast |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Fighting |
5 |
120 |
70% |
| Focus Energy |
Raises the user's chance for a Critical Hit by two domains. |
 |
Normal |
30 |
N/A |
N/A |
| Focus Punch |
At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. |
 |
Fighting |
20 |
150 |
100% |
| Follow Me |
Almost always goes first. For the rest of the turn, all attacks from the opponent's team that target the user's team are redirected toward the user. In double battles, the user's teammate will not be protected from attacks that have more than one intended target. |
 |
Normal |
20 |
N/A |
N/A |
| Force Palm |
Has a 30% chance to paralyze the target. |
 |
Fighting |
10 |
60 |
100% |
| Foresight |
Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type moves. |
 |
Normal |
40 |
N/A |
N/A |
| Frenzy Plant |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Grass |
5 |
150 |
90% |
| Frustration |
Power increases as user's happiness decreases; maximum 102 BP. |
 |
Normal |
20 |
Var BP |
100% |
| Fury Attack |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Normal |
20 |
15 |
85% |
| Fury Cutter |
The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, base power will be reset to 10 BP on the next turn. The user can also select other attacks without resetting this move's power; it will continue to double after each use until it either misses or reaches the 160 BP cap. |
 |
Bug |
20 |
10 |
95% |
| Fury Swipes |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Normal |
15 |
18 |
80% |
| Future Sight |
This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. |
 |
Psychic |
15 |
80 |
90% |
| Gastro Acid |
Negates the target's ability as long as it remains in battle. |
 |
Poison |
10 |
N/A |
100% |
| Giga Drain |
Restores the user's HP by 1/2 of the damage inflicted on the target. |
 |
Grass |
10 |
60 |
100% |
| Giga Impact |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Normal |
5 |
150 |
90% |
| Glare |
Paralyzes the target. |
 |
Normal |
30 |
N/A |
75% |
| Grass Knot |
Base power increases as the target's weight increases. |
 |
Grass |
20 |
Var BP |
100% |
| GrassWhistle |
Puts the target to sleep. |
 |
Grass |
15 |
N/A |
55% |
| Gravity |
The immunities provided by Magnet Rise, Levitate and the Flying-type are negated for all active Pokemon for five turns; these Pokemon will be affected by Ground-type moves, Arena Trap, Spikes and Toxic Spikes. Pokemon in the middle of using Bounce or Fly when Gravity is activated will immediately return to the ground, and Bounce, Fly, Hi Jump Kick, Jump Kick and Splash cannot be used until Gravity wears off. |
 |
Psychic |
5 |
N/A |
N/A |
| Growl |
Lowers the target's Attack by 1 stage. |
 |
Normal |
40 |
N/A |
100% |
| Growth |
Raises the user's Special Attack by 1 stage. |
 |
Normal |
40 |
N/A |
N/A |
| Grudge |
The target's next move is set to 0 PP if it directly KOs the user. |
 |
Ghost |
5 |
N/A |
N/A |
| Guard Swap |
The user swaps Defense and Special Defense modifiers with its target. |
 |
Psychic |
10 |
N/A |
N/A |
| Guillotine |
The target faints; doesn't work on higher-leveled Pokemon. |
 |
Normal |
5 |
KO |
30% |
| Gunk Shot |
Has a 30% chance to poison the target. |
 |
Poison |
5 |
120 |
70% |
| Gust |
Power doubles if the target is in mid-air via Fly or Bounce. |
 |
Flying |
35 |
40 |
100% |
| Gyro Ball |
Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. |
 |
Steel |
5 |
Var BP |
100% |
| Hail |
Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. |
 |
Ice |
10 |
N/A |
N/A |
| Hammer Arm |
Lowers the user's Speed by 1 stage. |
 |
Fighting |
10 |
100 |
90% |
| Harden |
Raises the user's Defense by 1 stage. |
 |
Normal |
30 |
N/A |
N/A |
| Haze |
Eliminates any stat modifiers from all active Pokemon. The stat boosts from Choice Band, Choice Lens and Choice Scarf are not affected. |
 |
Ice |
30 |
N/A |
N/A |
| Head Smash |
The user receives 1/2 recoil damage. |
 |
Rock |
5 |
150 |
80% |
| Headbutt |
Has a 30% chance to make the target flinch. |
 |
Normal |
15 |
70 |
100% |
| Heal Bell |
Every Pokemon in the user's party is cured of status conditions. Allied Pokemon who have Soundproof are not affected. |
 |
Normal |
5 |
N/A |
N/A |
| Heal Block |
For five turns, or until switching out, the target(s) will not be healed by Absorb, Aqua Ring, Drain Punch, Dream Eater, Giga Drain, Heal Order, Ingrain, Leech Life, Leech Seed, Mega Drain, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Slack Off, Softboiled, Swallow, Synthesis or Wish, but any additional effects from these moves, such as damaging another target, will still occur. Healing caused from held items or Pain Split will not be prevented. |
 |
Psychic |
15 |
N/A |
100% |
| Heal Order |
Restores 1/2 of the user's max HP. |
 |
Bug |
10 |
N/A |
N/A |
| Healing Wish |
The user sacrifices itself so that its replacement will be cured of status conditions and have its HP fully restored upon entering the field. This move fails if the user is the only non-fainted Pokemon on its team. |
 |
Psychic |
10 |
N/A |
N/A |
| Heart Swap |
The user swaps stat modifiers with the target. |
 |
Psychic |
10 |
N/A |
N/A |
| Heat Wave |
Has a 10% chance to burn the target. |
 |
Fire |
10 |
100 |
90% |
| Helping Hand |
Always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn; does nothing in single battles. |
 |
Normal |
20 |
N/A |
N/A |
| Hi Jump Kick |
If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. |
 |
Fighting |
20 |
100 |
90% |
| Hidden Power |
Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. |
 |
Normal |
15 |
Var BP |
100% |
| Horn Attack |
Damages the target. |
 |
Normal |
25 |
65 |
100% |
| Horn Drill |
The target faints; doesn't work on higher-leveled Pokemon. |
 |
Normal |
5 |
KO |
30% |
| Howl |
Raises the user's Attack by 1 stage. |
 |
Normal |
40 |
N/A |
N/A |
| Hydro Cannon |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Water |
5 |
150 |
90% |
| Hydro Pump |
Damages the target. |
 |
Water |
5 |
120 |
80% |
| Hyper Beam |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Normal |
5 |
150 |
90% |
| Hyper Fang |
Has a 10% chance to make the target flinch. |
 |
Normal |
15 |
80 |
90% |
| Hyper Voice |
Damages the target. |
 |
Normal |
10 |
90 |
100% |
| Hypnosis |
Puts the target to sleep. |
 |
Psychic |
20 |
N/A |
70% |
| Ice Ball |
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. |
 |
Ice |
20 |
30 |
90% |
| Ice Beam |
Has a 10% chance to freeze the target. |
 |
Ice |
10 |
95 |
100% |
| Ice Fang |
Has a 10% chance to freeze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. |
 |
Ice |
15 |
65 |
95% |
| Ice Punch |
Has a 10% chance to freeze the target. |
 |
Ice |
15 |
75 |
100% |
| Ice Shard |
Usually goes first. |
 |
Ice |
30 |
40 |
100% |
| Icicle Spear |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Ice |
30 |
10 |
100% |
| Icy Wind |
Lowers the target's Speed by 1 stage. |
 |
Ice |
15 |
55 |
95% |
| Imprison |
Until the user faints or switches out, the opponent cannot select any moves that it has in common with the user. In double battles, this move affects both opponents. |
 |
Psychic |
10 |
N/A |
N/A |
| Ingrain |
The user recovers 1/16 of its max HP after each turn, but it cannot be switched out or forced to switch out. If a Flying-type Pokemon or a Pokemon with Levitate comes under the effect of Ingrain, it will no longer have immunity from Ground-type attacks. |
 |
Grass |
20 |
N/A |
N/A |
| Iron Defense |
Raises the user's Defense by 2 stages. |
 |
Steel |
15 |
N/A |
N/A |
| Iron Head |
Has a 30% chance to make the target flinch. |
 |
Steel |
15 |
80 |
100% |
| Iron Tail |
Has a 30% chance to lower the target's Defense by 1 stage. |
 |
Steel |
15 |
100 |
75% |
| Judgment |
This move's type changes according to the user's held plate. |
 |
Normal |
10 |
100 |
100% |
| Jump Kick |
If this attack misses the target, the user receives 1/8 "recoil" damage of what it would have inflicted. |
 |
Fighting |
25 |
85 |
95% |
| Karate Chop |
Has a high critical hit ratio. |
 |
Fighting |
25 |
50 |
100% |
| Kinesis |
Lowers the target's Accuracy by 1 stage. |
 |
Psychic |
15 |
N/A |
80% |
| Knock Off |
Disables the target's held item unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. |
 |
Dark |
20 |
20 |
100% |
| Last Resort |
Fails until each other move in the user's moveset has been performed at least once; the user must also know at least one other move. |
 |
Normal |
5 |
130 |
100% |
| Lava Plume |
Has a 30% chance to burn the target. |
 |
Fire |
15 |
80 |
100% |
| Leaf Blade |
Has a high critical hit ratio. |
 |
Grass |
15 |
90 |
100% |
| Leaf Storm |
Lowers the user's Special Attack by 2 stages after use. |
 |
Grass |
5 |
140 |
90% |
| Leech Life |
Restores the user's HP by 1/2 of the damage inflicted on the target. |
 |
Bug |
15 |
20 |
100% |
| Leech Seed |
The user steals 1/8 of the target's max HP until the target is switched out, is KO'ed, or uses Rapid Spin; does not work against Grass-type Pokemon or Pokemon behind Substitutes. |
 |
Grass |
10 |
N/A |
90% |
| Leer |
Lowers the target's Defense by 1 stage. |
 |
Normal |
30 |
N/A |
100% |
| Lick |
Has a 30% chance to paralyze the target. |
 |
Ghost |
30 |
20 |
100% |
| Light Screen |
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. |
 |
Psychic |
30 |
N/A |
N/A |
| Lock-On |
This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Lock-On fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. |
 |
Normal |
5 |
N/A |
N/A |
| Lovely Kiss |
Puts the target to sleep. |
 |
Normal |
10 |
N/A |
75% |
| Low Kick |
Base power increases as the target's weight increases. |
 |
Fighting |
20 |
Var BP |
100% |
| Lucky Chant |
Critical hits are prevented against every Pokemon on the user's team, even if the user is switched out, for five turns. |
 |
Normal |
30 |
N/A |
N/A |
| Lunar Dance |
The user sacrifices itself so that its replacement will be cured of status conditions and have its HP and PP fully restored upon entering the field. This move fails if the user is the only non-fainted Pokemon on its team. |
 |
Psychic |
10 |
N/A |
N/A |
| Luster Purge |
Has a 50% chance to lower the target's Special Defense by 1 stage. |
 |
Psychic |
5 |
70 |
100% |
| Mach Punch |
Usually goes first. |
 |
Fighting |
30 |
40 |
100% |
| Magic Coat |
Almost always goes first. Until the end of the turn, the user will reflect one disabling move back at its user (including teammates); these include status effect inducers, confusion inducers (including Flatter and Swagger), Attract, trapping moves that do not damage, Leech Seed, Worry Seed, Gastro Acid and negative stat modifiers (except Defog). In double battles, Magic Coat will only reflect the first applicable move performed against its user before wearing off. |
 |
Psychic |
15 |
N/A |
N/A |
| Magical Leaf |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Grass |
20 |
60 |
100% |
| Magma Storm |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
 |
Fire |
5 |
120 |
70% |
| Magnet Bomb |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Steel |
20 |
60 |
100% |
| Magnet Rise |
The user receives immunity against Ground-type attacks for five turns. |
 |
Electric |
10 |
N/A |
N/A |
| Magnitude |
Deals variable damage, between 10 base power and 130 base power, as well as double damage against Digging Pokemon. |
 |
Ground |
30 |
Var BP |
100% |
| Me First |
This move fails if it goes last; if the target selects a damaging move for its turn, the user copies the move and performs it with 1.5x power. In a double battle, a move copied by Me First that targets a single Pokemon will hit a random opponent; Me First cannot target the user's teammate. |
 |
Normal |
20 |
Copy |
N/A |
| Mean Look |
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. |
 |
Normal |
5 |
N/A |
N/A |
| Meditate |
Raises the user's Attack by 1 stage. |
 |
Psychic |
40 |
N/A |
N/A |
| Mega Drain |
Restores the user's HP by 1/2 of the damage inflicted on the target. |
 |
Grass |
15 |
40 |
100% |
| Mega Kick |
Damages the target. |
 |
Normal |
5 |
120 |
75% |
| Mega Punch |
Damages the target. |
 |
Normal |
20 |
80 |
85% |
| Megahorn |
Damages the target. |
 |
Bug |
10 |
120 |
85% |
| Memento |
The user sacrifices itself to lower the target's Attack and Special Attack by 2 stages each. |
 |
Dark |
10 |
N/A |
100% |
| Metal Burst |
Fails unless the user goes last; if an opponent strikes with a Physical or a Special attack before the user's turn, the user retaliates for 1.5x the damage it had endured. |
 |
Steel |
10 |
Var Dmg |
100% |
| Metal Claw |
Has a 10% chance to raise the user's Attack by 1 stage. |
 |
Steel |
35 |
50 |
95% |
| Metal Sound |
Lowers the target's Special Defense by 2 stages. |
 |
Steel |
40 |
N/A |
85% |
| Meteor Mash |
Has a 20% chance to raise the user's Attack by 1 stage. |
 |
Steel |
10 |
100 |
85% |
| Metronome |
The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick or any move that the user already knows. |
 |
Normal |
10 |
N/A |
N/A |
| Milk Drink |
Restores 1/2 of the user's max HP. |
 |
Normal |
10 |
N/A |
N/A |
| Mimic |
This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. |
 |
Normal |
10 |
N/A |
N/A |
| Mind Reader |
This move ensures that the user's next attack will hit against its current target. This effect can be Baton Passed to another Pokemon. Mind Reader fails against Pokemon in the middle of using Protect, Detect, Dig Fly, Bounce or Dive, as well as Pokemon behind a Substitute. If the target uses Protect or Detect during its next turn, the user's next move has a [100 - move's normal accuracy]% chance to hit through Protect or Detect. OHKO moves do not benefit from this trait. |
 |
Normal |
5 |
N/A |
N/A |
| Minimize |
Raises the user's Evasion by 1 stage; however, Stomp retains its normal accuracy and gains doubled power against Minimized Pokemon. |
 |
Normal |
20 |
N/A |
N/A |
| Miracle Eye |
Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Dark-type targets also lose their immunity against Psychic-type moves. |
 |
Psychic |
40 |
N/A |
N/A |
| Mirror Coat |
Almost always goes last; if an opponent strikes with a Special attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Special attack and cannot hit the user's teammate. |
 |
Psychic |
20 |
Var Dmg |
100% |
| Mirror Move |
The user performs the last move executed by its target; if applicable, an attack's damage is calculated with the user's stats, level and type(s). This moves fails if the target has not yet used a move. Mirror Move cannot copy Encore, Struggle, global moves affecting all Pokemon on the field (such as Gravity, Hail, Rain Dance, Sandstorm and Sunny Day) moves that can bypass Protect (Acupressure, Doom Desire, Future Sight, Imprison, Perish Song, Psych Up, Role Play and Transform) and moves that do not have a specific target (such as Light Screen, Reflect, Safeguard, Spikes, Stealth Rock and Toxic Spikes). |
 |
Flying |
20 |
Copy |
N/A |
| Mirror Shot |
Has a 30% chance to lower the target's Accuracy by 1 stage. |
 |
Steel |
10 |
65 |
85% |
| Mist |
Protects every Pokemon on the user's team from negative stat modifiers caused by other Pokemon (including teammates), but not by itself, for five turns. The team's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. |
 |
Ice |
30 |
N/A |
N/A |
| Mist Ball |
Has a 50% chance to lower the target's Special Attack by 1 stage. |
 |
Psychic |
5 |
70 |
100% |
| Moonlight |
Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. |
 |
Normal |
5 |
N/A |
N/A |
| Morning Sun |
Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. |
 |
Normal |
5 |
N/A |
N/A |
| Mud Bomb |
Has a 30% chance to lower the target's Accuracy by 1 stage. |
 |
Ground |
10 |
65 |
85% |
| Mud Shot |
Lowers the target's Speed by 1 stage. |
 |
Ground |
15 |
55 |
95% |
| Mud Sport |
All Electric-type moves are 50% weaker until the user switches out. |
 |
Ground |
15 |
N/A |
N/A |
| Mud-Slap |
Lowers the target's Accuracy by 1 stage. |
 |
Ground |
10 |
20 |
100% |
| Muddy Water |
Has a 30% chance to lower the target's Accuracy by 1 stage. |
 |
Water |
10 |
95 |
85% |
| Nasty Plot |
Raises the user's Special Attack by 2 stages. |
 |
Dark |
20 |
N/A |
N/A |
| Natural Gift |
The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. |
 |
Normal |
15 |
Var BP |
100% |
| Nature Power |
The user generates another move depending on the battle's current terrain. It generates Seed Bomb in any type of grass (as well as in puddles), Hydro Pump while surfing on top of water, Rock Slide on any rocky outdoor terrain and inside of caves, Earthquake on beach sand, desert sand and dirt paths, Blizzard in snow, and Tri Attack everywhere else (including Wi-Fi battles). In Battle Revolution, the move generates Tri Attack at Courtyard, Main Street and Neon, Seed Bomb at Sunny Park and Waterfall, Hydro Pump at Gateway, Rock Slide at Crystal, Magma and Stargazer and Earthquake at Sunset. |
 |
Normal |
20 |
Copy |
N/A |
| Needle Arm |
Has a 30% chance to make the target flinch. |
 |
Grass |
15 |
60 |
100% |
| Night Shade |
Does damage equal to user's level. |
 |
Ghost |
15 |
Var Dmg |
100% |
| Night Slash |
Has a high critical hit ratio. |
 |
Dark |
15 |
70 |
100% |
| Nightmare |
This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. |
 |
Ghost |
15 |
N/A |
100% |
| Octazooka |
Has a 50% chance to lower the target's Accuracy by 1 stage. |
 |
Water |
10 |
65 |
85% |
| Odor Sleuth |
Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type moves. |
 |
Normal |
40 |
N/A |
N/A |
| Ominous Wind |
Has a 10% chance to raise all of the user's stats by 1 stage. |
 |
Ghost |
5 |
60 |
100% |
| Outrage |
The user attacks uncontrollably for 2-3 turns and then gets confused. |
 |
Dragon |
15 |
120 |
100% |
| Overheat |
Lowers the user's Special Attack by 2 stages after use. |
 |
Fire |
5 |
140 |
90% |
| Pain Split |
Calculates the average of the user's current HP and the target's HP; the HP of both Pokemon is set to this average. Pokemon can be healed by Pain Split even under the effects of Heal Block. |
 |
Normal |
20 |
Var Dmg |
N/A |
| Pay Day |
The player picks up extra money after in-game battles; the money received is equal to: [user's level * 5 * number of times Pay Day is used]. The player does not lose money if the opponent uses Pay Day but the player wins the battle. |
 |
Normal |
20 |
40 |
100% |
| Payback |
Power doubles if the target switches out or goes before the user. |
 |
Dark |
10 |
50 |
100% |
| Peck |
Damages the target. |
 |
Flying |
35 |
35 |
100% |
| Perish Song |
All active Pokemon will faint in 3 turns unless they are switched out. |
 |
Normal |
5 |
N/A |
N/A |
| Petal Dance |
The user attacks uncontrollably for 2-3 turns and then gets confused. |
 |
Grass |
20 |
90 |
100% |
| Pin Missile |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Bug |
20 |
14 |
85% |
| Pluck |
The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Coba Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. |
 |
Flying |
20 |
60 |
100% |
| Poison Fang |
Has a 30% chance to inflict Toxic poison on the target. |
 |
Poison |
15 |
50 |
100% |
| Poison Gas |
Poisons the target. |
 |
Poison |
40 |
N/A |
55% |
| Poison Jab |
Has a 30% chance to poison the target. |
 |
Poison |
20 |
80 |
100% |
| Poison Sting |
Has a 30% chance to poison the target. |
 |
Poison |
35 |
15 |
100% |
| Poison Tail |
Has a high critical hit ratio and a 10% chance to poison the target. |
 |
Poison |
25 |
50 |
100% |
| PoisonPowder |
Poisons the target. |
 |
Poison |
35 |
N/A |
75% |
| Pound |
Damages the target. |
 |
Normal |
35 |
40 |
100% |
| Powder Snow |
Has a 10% chance to freeze the target. |
 |
Ice |
25 |
40 |
100% |
| Power Gem |
Damages the target. |
 |
Rock |
20 |
70 |
100% |
| Power Swap |
The user swaps Attack and Special Attack modifiers with its target. |
 |
Psychic |
10 |
N/A |
N/A |
| Power Trick |
The user switches its Defense and Attack stats. Attack and Defense modifiers continue to affect their original stats only. |
 |
Psychic |
10 |
N/A |
N/A |
| Power Whip |
Damages the target. |
 |
Grass |
10 |
120 |
85% |
| Present |
Randomly either attacks with a variable power, between 40 base power and 120 base power, or heals the target by 80 HP. |
 |
Normal |
15 |
Var BP |
90% |
| Protect |
Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. |
 |
Normal |
10 |
N/A |
N/A |
| Psybeam |
Has a 10% chance to confuse the target. |
 |
Psychic |
20 |
65 |
100% |
| Psych Up |
The user copies all six of the target's current stat modifiers. |
 |
Normal |
10 |
N/A |
N/A |
| Psychic |
Has a 10% chance to lower the target's Special Defense by 1 stage. |
 |
Psychic |
10 |
90 |
100% |
| Psycho Boost |
Lowers the user's Special Attack by 2 stages after use. |
 |
Psychic |
5 |
140 |
90% |
| Psycho Cut |
Has a high critical hit ratio. |
 |
Psychic |
20 |
70 |
100% |
| Psycho Shift |
The user is cured of status effects by passing them to a healthy target. |
 |
Psychic |
10 |
N/A |
90% |
| Psywave |
Randomly inflicts set damage equal to .5x, .6x, .7x, .8x, .9x, 1.0x, 1.1x, 1.2x, 1.3x, 1.4x or 1.5x the user's level. |
 |
Psychic |
15 |
Var Dmg |
80% |
| Punishment |
Power increases for every positive stat modifier of the target's. |
 |
Dark |
5 |
Var BP |
100% |
| Pursuit |
If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. |
 |
Dark |
20 |
40 |
100% |
| Quick Attack |
Usually goes first. |
 |
Normal |
30 |
40 |
100% |
| Rage |
The user's Attack rises by 1 stage if attacked before its next move. |
 |
Normal |
20 |
20 |
100% |
| Rain Dance |
Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. |
 |
Water |
5 |
N/A |
N/A |
| Rapid Spin |
Removes Spikes, Stealth Rock, Toxic Spikes and Leech Seed from the user's side of the field; also frees the user from Bind, Clamp, Fire Spin, Magma Storm, Sand Tomb, Whirlpool and Wrap. These effects do not occur if the move misses or is used against Ghost-type Pokemon. |
 |
Normal |
40 |
20 |
100% |
| Razor Leaf |
Has a high critical hit ratio. |
 |
Grass |
25 |
55 |
95% |
| Razor Wind |
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Has a high critical hit ratio. |
 |
Normal |
10 |
80 |
100% |
| Recover |
Restores 1/2 of the user's max HP. |
 |
Normal |
10 |
N/A |
N/A |
| Recycle |
The user's lost item is recovered. Items lost to Bug Bite, Fling, Natural Gift and Pluck will be recovered if the user of Recycle was the item's original holder; items lost to Trick, Switcheroo, Thief, Covet or Knock Off cannot be recovered. |
 |
Normal |
10 |
N/A |
N/A |
| Reflect |
All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. |
 |
Psychic |
20 |
N/A |
N/A |
| Refresh |
The user recovers from burn, poison and paralysis. |
 |
Normal |
20 |
N/A |
N/A |
| Rest |
The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. |
 |
Psychic |
10 |
N/A |
N/A |
| Return |
Power increases as user's happiness increases; maximum 102 BP. |
 |
Normal |
20 |
Var BP |
100% |
| Revenge |
Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. |
 |
Fighting |
10 |
60 |
100% |
| Reversal |
Base power increases as the user's HP decreases. |
 |
Fighting |
15 |
Var BP |
100% |
| Roar |
Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. |
 |
Normal |
20 |
N/A |
100% |
| Roar of Time |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Dragon |
5 |
150 |
90% |
| Rock Blast |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Rock |
10 |
25 |
80% |
| Rock Climb |
Has a 20% chance to confuse the target. |
 |
Normal |
20 |
90 |
85% |
| Rock Polish |
Raises the user's Speed by 2 stages. |
 |
Rock |
20 |
N/A |
N/A |
| Rock Slide |
Has a 30% chance to make the target flinch. |
 |
Rock |
10 |
75 |
90% |
| Rock Smash |
Has a 50% chance to lower the target's Defense by 1 stage. |
 |
Fighting |
15 |
40 |
100% |
| Rock Throw |
Damages the target. |
 |
Rock |
15 |
50 |
90% |
| Rock Tomb |
Lowers the target's Speed by 1 stage. |
 |
Rock |
10 |
50 |
80% |
| Rock Wrecker |
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
 |
Rock |
5 |
150 |
90% |
| Role Play |
The user's own ability is overwritten with the target's ability; does nothing if the target's ability is Wonder Guard. |
 |
Psychic |
10 |
N/A |
N/A |
| Rolling Kick |
Has a 30% chance to make the target flinch. |
 |
Fighting |
15 |
60 |
85% |
| Rollout |
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. |
 |
Rock |
20 |
30 |
90% |
| Roost |
The user recovers 1/2 of its max HP; if it is a Flying-type Pokemon, it also loses its Flying-type classification until the start of the next turn. |
 |
Flying |
10 |
N/A |
N/A |
| Sacred Fire |
Has a 50% chance to burn the target; can be used while frozen, which both attacks the target normally and thaws the user. |
 |
Fire |
5 |
100 |
95% |
| Safeguard |
Protects the user's entire team from status conditions for five turns. |
 |
Normal |
25 |
N/A |
N/A |
| Sand Tomb |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
 |
Ground |
15 |
15 |
70% |
| Sand-Attack |
Lowers the target's Accuracy by 1 stage. |
 |
Ground |
15 |
N/A |
100% |
| Sandstorm |
Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Veil or is a Ground-, Rock-, or Steel-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. |
 |
Rock |
10 |
N/A |
N/A |
| Scary Face |
Lowers the target's Speed by 2 stages. |
 |
Normal |
10 |
N/A |
90% |
| Scratch |
Damages the target. |
 |
Normal |
35 |
40 |
100% |
| Screech |
Lowers the target's Defense by 2 stages. |
 |
Normal |
40 |
N/A |
85% |
| Secret Power |
This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).
In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer. |
 |
Normal |
20 |
70 |
100% |
| Seed Bomb |
Damages the target. |
 |
Grass |
15 |
80 |
100% |
| Seed Flare |
Has a 40% chance to lower the target's Special Defense by 2 stages. |
 |
Grass |
5 |
120 |
85% |
| Seismic Toss |
Does damage equal to user's level. |
 |
Fighting |
20 |
Var Dmg |
100% |
| Selfdestruct |
The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. |
 |
Normal |
5 |
200 |
100% |
| Shadow Ball |
Has a 20% chance to lower the target's Special Defense by 1 stage. |
 |
Ghost |
15 |
80 |
100% |
| Shadow Claw |
Has a high critical hit ratio. |
 |
Ghost |
15 |
70 |
100% |
| Shadow Force |
The user disappears on the first turn, becoming uncontrollable and evading all attacks, and strikes on the second turn. This move is not stopped by Protect or Detect. |
 |
Ghost |
5 |
120 |
100% |
| Shadow Punch |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Ghost |
20 |
60 |
100% |
| Shadow Sneak |
Usually goes first. |
 |
Ghost |
30 |
40 |
100% |
| Sharpen |
Raises the user's Attack by 1 stage. |
 |
Normal |
30 |
N/A |
N/A |
| Sheer Cold |
The target faints; doesn't work on higher-leveled Pokemon. |
 |
Ice |
5 |
KO |
30% |
| Shock Wave |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Electric |
20 |
60 |
100% |
| Signal Beam |
Has a 10% chance to confuse the target. |
 |
Bug |
15 |
75 |
100% |
| Silver Wind |
Has a 10% chance to raise all of the user's stats by 1 stage. |
 |
Bug |
5 |
60 |
100% |
| Sing |
Puts the target to sleep. |
 |
Normal |
15 |
N/A |
55% |
| Sketch |
The user permanently replaces Sketch with the last move used by the target. Sketch cannot copy itself, Chatter, Memento or Struggle. Transform and moves that generate other moves can be Sketched successfully, as can Explosion and Selfdestruct if a Pokemon with Damp is present. Healing Wish and Lunar Dance can be Sketched because they automatically fail when the user is the last Pokemon of its team. This move fails automatically when selected in wireless or Wi-Fi battles. |
 |
Normal |
1 |
N/A |
N/A |
| Skill Swap |
The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. |
 |
Psychic |
10 |
N/A |
N/A |
| Skull Bash |
The user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two. |
 |
Normal |
15 |
100 |
100% |
| Sky Attack |
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Also has a 30% chance to make the target flinch. |
 |
Flying |
5 |
140 |
90% |
| Sky Uppercut |
Also hits targets in mid-air via Fly or Bounce. |
 |
Fighting |
15 |
85 |
90% |
| Slack Off |
Restores 1/2 of the user's max HP. |
 |
Normal |
10 |
N/A |
N/A |
| Slam |
Damages the target. |
 |
Normal |
20 |
80 |
75% |
| Slash |
Has a high critical hit ratio. |
 |
Normal |
20 |
70 |
100% |
| Sleep Powder |
Puts the target to sleep. |
 |
Grass |
15 |
N/A |
75% |
| Sleep Talk |
Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) |
 |
Normal |
10 |
Copy |
N/A |
| Sludge |
Has a 30% chance to poison the target. |
 |
Poison |
20 |
65 |
100% |
| Sludge Bomb |
Has a 30% chance to poison the target. |
 |
Poison |
10 |
90 |
100% |
| SmellingSalt |
If the target is paralyzed, power is doubled but the target will be cured. |
 |
Normal |
10 |
60 |
100% |
| Smog |
Has a 40% chance to poison the target. |
 |
Poison |
20 |
20 |
70% |
| SmokeScreen |
Lowers the target's Accuracy by 1 stage. |
 |
Normal |
20 |
N/A |
100% |
| Snatch |
Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In double battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. |
 |
Dark |
10 |
N/A |
N/A |
| Snore |
Has a 30% chance to make the target flinch; fails if user is awake. |
 |
Normal |
15 |
40 |
100% |
| Softboiled |
Restores 1/2 of the user's max HP. |
 |
Normal |
10 |
N/A |
N/A |
| SolarBeam |
The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. |
 |
Grass |
10 |
120 |
100% |
| SonicBoom |
Always deals 20 points of damage. |
 |
Normal |
20 |
Set |
90% |
| Spacial Rend |
Has a high critical hit ratio. |
 |
Dragon |
5 |
100 |
95% |
| Spark |
Has a 30% chance to paralyze the target. |
 |
Electric |
20 |
65 |
100% |
| Spider Web |
As long as the user remains in battle, the target cannot switch out unless it is holding Shed Shell or uses Baton Pass or U-Turn. The target will still be trapped if the user switches out by using Baton Pass. |
 |
Bug |
10 |
N/A |
N/A |
| Spike Cannon |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. |
 |
Normal |
15 |
20 |
100% |
| Spikes |
Damages opponents, unless they are Flying-type or have Levitate, every time they are switched in; hits through Wonder Guard. Can be used up to three times: saps 1/8 of max HP with one layer, 3/16 of max HP with two layers and 1/4 of max HP for three layers. |
 |
Ground |
20 |
N/A |
100% |
| Spit Up |
Power increases with user's Stockpile count; fails with zero Stockpiles. |
 |
Normal |
10 |
Var BP |
100% |
| Spite |
The target's most recent move is reduced by 4 PP; this fails if the target has not yet performed a move, if the target's last move has run out of PP, or if the target can only use Struggle. |
 |
Ghost |
10 |
N/A |
100% |
| Splash |
Doesn't do anything (but we still love it). Unfortunately, it also cannot be used during the effects of Gravity!  |
 |
Normal |
40 |
N/A |
N/A |
| Spore |
Puts the target to sleep. |
 |
Grass |
15 |
N/A |
100% |
| Stealth Rock |
Damages opponents every time they switch in until they use Rapid Spin. Saps a fraction of max HP determined by the effectiveness of Rock-type attacks against the opponent's type: 1/32 for 1/4x, 1/16 for 1/2x, 1/8 for 1x, 1/4 for 2x and 1/2 for 4x. For example, Stealth Rock saps 50% of an Ice/Flying Pokemon's max HP when it switches in. |
 |
Rock |
20 |
N/A |
N/A |
| Steel Wing |
Has a 10% chance to raise the user's Defense by 1 stage. |
 |
Steel |
25 |
70 |
90% |
| Stockpile |
Can be used up to three times to power Spit Up or Swallow. Also raises the user's Defense and Special Defense by 1 stage each. Stockpiles and the defensive boosts are lost when these Swallow or Spit Up is used or the user switches out. However, the boosts can be Baton Passed. |
 |
Normal |
20 |
N/A |
N/A |
| Stomp |
Has a 30% chance to make the target flinch; also retains its normal accuracy and gains doubled power against Minimized Pokemon. |
 |
Normal |
20 |
65 |
100% |
| Stone Edge |
Has a high critical hit ratio. |
 |
Rock |
5 |
100 |
80% |
| Strength |
Damages the target. |
 |
Normal |
15 |
80 |
100% |
| String Shot |
Lowers the target's Speed by 1 stage. |
 |
Bug |
40 |
N/A |
95% |
| Struggle |
Used automatically when all of the user's other moves have run out of PP or are otherwise inaccessible. The user receives recoil damage equal to 1/4 of its max HP. Struggle is classified as a typeless move and will hit any Pokemon, including Rock-, Steel- and Ghost-type Pokemon, for normal damage. |
 |
None |
1 |
50 |
100% |
| Stun Spore |
Paralyzes the target. |
 |
Grass |
30 |
N/A |
75% |
| Submission |
The user receives 1/4 recoil damage. |
 |
Fighting |
25 |
80 |
80% |
| Substitute |
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. |
 |
Normal |
10 |
N/A |
N/A |
| Sucker Punch |
Almost always goes first, but fails if the target doesn't select a move that will damage the user. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority. |
 |
Dark |
5 |
80 |
100% |
| Sunny Day |
Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. |
 |
Fire |
5 |
N/A |
N/A |
| Super Fang |
This move halves the target's current HP. |
 |
Normal |
10 |
Var Dmg |
90% |
| Superpower |
Lowers the user's Attack and Defense by 1 stage each after use. |
 |
Fighting |
5 |
120 |
100% |
| Supersonic |
Confuses the target. |
 |
Normal |
20 |
N/A |
55% |
| Surf |
Power doubles against a target who is in the middle of using Dive. |
 |
Water |
15 |
95 |
100% |
| Swagger |
Confuses the target and raises its Attack by 2 stages. |
 |
Normal |
15 |
N/A |
90% |
| Swallow |
This move only works if the user has at least one Stockpile. Restores 1/4 of user's max HP with one Stockpile, 1/2 of user's max HP with two Stockpiles and fully restores the user's HP with three Stockpiles. |
 |
Normal |
10 |
N/A |
N/A |
| Sweet Kiss |
Confuses the target. |
 |
Normal |
10 |
N/A |
75% |
| Sweet Scent |
Lowers the target's Evasion by 1 stage. |
 |
Normal |
20 |
N/A |
100% |
| Swift |
Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Normal |
20 |
60 |
100% |
| Switcheroo |
Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. |
 |
Dark |
10 |
N/A |
100% |
| Swords Dance |
Raises the user's Attack by 2 stages. |
 |
Normal |
30 |
N/A |
N/A |
| Synthesis |
Restores a fraction of the user's max HP depending on the weather: 2/3 during Sunny Day, 1/2 during regular weather and 1/4 during Rain Dance, Hail and Sandstorm. |
 |
Grass |
5 |
N/A |
N/A |
| Tackle |
Damages the target. |
 |
Normal |
35 |
35 |
95% |
| Tail Glow |
Raises the user's Special Attack by 2 stages. |
 |
Bug |
20 |
N/A |
N/A |
| Tail Whip |
Lowers the target's Defense by 1 stage. |
 |
Normal |
30 |
N/A |
100% |
| Tailwind |
Speed is doubled for every Pokemon on the user's team for three turns; the turn used to perform Tailwind is included in this total, as are any turns used to switch around Pokemon. |
 |
Flying |
30 |
N/A |
N/A |
| Take Down |
The user receives 1/4 recoil damage. |
 |
Normal |
20 |
90 |
85% |
| Taunt |
Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. |
 |
Dark |
20 |
N/A |
100% |
| Teeter Dance |
Each active Pokemon, except the user, becomes confused. |
 |
Normal |
20 |
N/A |
100% |
| Teleport |
Escapes from wild battles; fails automatically in trainer and link battles. |
 |
Psychic |
20 |
N/A |
N/A |
| Thief |
Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. |
 |
Dark |
10 |
40 |
100% |
| Thrash |
The user attacks uncontrollably for 2-3 turns and then gets confused. |
 |
Normal |
20 |
90 |
100% |
| Thunder |
Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. |
 |
Electric |
10 |
120 |
70% |
| Thunder Fang |
Has a 10% chance to paralyze the target. Has 10% chance to make the target flinch. Both effects can occur from a single use. |
 |
Electric |
15 |
65 |
95% |
| Thunder Wave |
Paralyzes the target. This move activates Motor Drive. |
 |
Electric |
20 |
N/A |
100% |
| Thunderbolt |
Has a 10% chance to paralyze the target. |
 |
Electric |
15 |
95 |
100% |
| ThunderPunch |
Has a 10% chance to paralyze the target. |
 |
Electric |
15 |
75 |
100% |
| ThunderShock |
Has a 10% chance to paralyze the target. |
 |
Electric |
30 |
40 |
100% |
| Tickle |
Lowers the target's Attack and Defense by 1 stage each. |
 |
Normal |
20 |
N/A |
100% |
| Torment |
Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. |
 |
Dark |
15 |
N/A |
100% |
| Toxic |
The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. |
 |
Poison |
10 |
N/A |
85% |
| Toxic Spikes |
Opponents will be poisoned as they enter the field until they use Rapid Spin. One layer inflicts regular poison while two layers inflict Toxic; switching in a non-Flying-type Poison Pokemon without Levitate will remove any layers. Flying-type and Levitate Pokemon are only affected if they switch in while Gravity is in effect, Iron Ball is their held item or they are receiving a Baton Passed Ingrain; Steel-type Pokemon and Pokemon who enter with Baton Passed Substitutes are not affected. |
 |
Poison |
20 |
N/A |
N/A |
| Transform |
The user morphs into a near-exact copy of the target. Stats, stat modifiers, type, moves, Hidden Power data and appearance are changed; the user's level and HP remain the same and each copied move receives only 5 PP. (If Transform is used by Ditto, the effects of Metal Powder and Quick Powder stop working after transformation.) |
 |
Normal |
10 |
N/A |
N/A |
| Tri Attack |
Has a 20% chance to burn, paralyze or freeze the target. |
 |
Normal |
10 |
80 |
100% |
| Trick |
Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. |
 |
Psychic |
10 |
N/A |
100% |
| Trick Room |
Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail and Quick Claw. |
 |
Psychic |
5 |
N/A |
N/A |
| Triple Kick |
Attacks three times in one turn, adding 10 BP for each kick. If a kick misses, the move ends instantly; if one of the kicks breaks a target's Substitute, the real Pokemon will take damage for the remaining kicks. |
 |
Fighting |
10 |
10 |
90% |
| Trump Card |
This move's base power increases as its remaining PP decreases. |
 |
Normal |
5 |
Var BP |
100% |
| Twineedle |
Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Has a 20% chance to poison the target . |
 |
Bug |
20 |
25 |
100% |
| Twister |
Has a 20% chance to make the target flinch; power doubles while the target is in mid-air via Fly or Bounce. |
 |
Dragon |
20 |
40 |
100% |
| U-Turn |
The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows U-Turn and is holding Choice Band, Choice Lens or Choice Scarf, it will be locked into U-Turn, though Pokemon holding those items who don't know U-Turn can select their attack as normal. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. |
 |
Bug |
20 |
70 |
100% |
| Uproar |
The user causes an Uproar and attacks uncontrollably for 2-5 turns. During the effects of the Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up. |
 |
Normal |
10 |
50 |
100% |
| Vacuum Wave |
Usually goes first. |
 |
Fighting |
30 |
40 |
100% |
| Vicegrip |
Damages the target. |
 |
Normal |
30 |
55 |
100% |
| Vine Whip |
Damages the target. |
 |
Grass |
15 |
35 |
100% |
| Vital Throw |
This move usually goes last. It ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. |
 |
Fighting |
10 |
70 |
100% |
| Volt Tackle |
The user receives 1/3 recoil damage; has a 10% chance to paralyze the target. |
 |
Electric |
15 |
120 |
100% |
| Wake-Up Slap |
If the target is asleep, power is doubled but the target will awaken. |
 |
Fighting |
10 |
60 |
100% |
| Water Gun |
Damages the target. |
 |
Water |
25 |
40 |
100% |
| Water Pulse |
Has a 20% chance to confuse the target. |
 |
Water |
20 |
60 |
100% |
| Water Sport |
All Fire-type moves are 50% weaker until the user switches out. |
 |
Water |
15 |
N/A |
N/A |
| Water Spout |
Base power decreases as the user's HP decreases. |
 |
Water |
5 |
Var BP |
100% |
| Waterfall |
Has a 20% chance to make the target flinch. |
 |
Water |
15 |
80 |
100% |
| Weather Ball |
Base power doubles and move's type changes during weather effects: becomes Fire-type during Sunny Day, Water-type during Rain Dance, Ice-type during Hail and Rock-type during Sandstorm. |
 |
Normal |
10 |
50 |
100% |
| Whirlpool |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Base power also doubles when performed against a Pokemon in the middle of using Dive. |
 |
Water |
15 |
15 |
70% |
| Whirlwind |
Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups or used Ingrain. |
 |
Normal |
20 |
N/A |
100% |
| Will-O-Wisp |
Burns the target. This move activates Flash Fire. |
 |
Fire |
15 |
N/A |
75% |
| Wing Attack |
Damages the target. |
 |
Flying |
35 |
60 |
100% |
| Wish |
At the end of the next turn, the active Pokemon from the user's team is healed by 1/2 of its max HP; this can be any member of the user's team. |
 |
Normal |
10 |
N/A |
N/A |
| Withdraw |
Raises the user's Defense by 1 stage. |
 |
Water |
40 |
N/A |
N/A |
| Wood Hammer |
The user receives 1/3 recoil damage. |
 |
Grass |
15 |
120 |
100% |
| Worry Seed |
The target's ability, unless it has Multitype or Truant, is changed to Insomnia until it switches out. |
 |
Grass |
10 |
N/A |
100% |
| Wrap |
Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. |
 |
Normal |
20 |
15 |
85% |
| Wring Out |
Base power decreases as the target's HP decreases. |
 |
Normal |
5 |
Var BP |
100% |
| X-Scissor |
Damages the target. |
 |
Bug |
15 |
80 |
100% |
| Yawn |
If the target stays in battle, it falls asleep at the end of the next turn. |
 |
Normal |
10 |
N/A |
N/A |
| Zap Cannon |
Paralyzes the target. |
 |
Electric |
5 |
120 |
50% |
| Zen Headbutt |
Has a 20% chance to make the target flinch. |
 |
Psychic |
15 |
80 |
90% |