| Move |
Description |
Element |
Type |
PP |
Power |
Accuracy |
| Absorb |
Restores the user's HP by 1/2 of the damage inflicted on the foe. |
Special |
Grass |
25 |
20 |
100% |
| Acid |
Has a 10% chance to lower the foe's Defense by 1 stage. |
Special |
Poison |
30 |
40 |
100% |
| Acid Armor |
Raises the user's Defense by 2 stages. |
Status |
Poison |
40 |
--- |
--- |
| 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. Can be used in 2v2 battles to boost the stats of the user's ally, as well. |
Status |
Normal |
30 |
--- |
--- |
| Aerial Ace |
Ignores Evasion and Accuracy modifiers. |
Physical |
Flying |
20 |
60 |
100% |
| Aeroblast |
Has a high critical hit ratio. |
Special |
Flying |
5 |
100 |
95% |
| Agility |
Raises the user's Speed by 2 stages. |
Status |
Psychic |
30 |
--- |
--- |
| Air Cutter |
Has a high critical hit ratio. |
Special |
Flying |
25 |
55 |
95% |
| Air Slash |
Has a 30% chance to make the foe flinch. |
Special |
Flying |
20 |
75 |
95% |
| Amnesia |
Raises the user's Special Defense by 2 stages. |
Status |
Psychic |
20 |
--- |
--- |
| AncientPower |
Has a 10% chance to raise all of the user's stats by 1 stage. |
Special |
Rock |
5 |
60 |
100% |
| Aqua Jet |
Always goes first unless met with a faster priority attack. |
Physical |
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. |
Status |
Water |
20 |
--- |
--- |
| Aqua Tail |
No additional effect beyond damaging the foe. |
Physical |
Water |
10 |
90 |
90% |
| Arm Thrust |
Attacks 2-5 times in one turn. |
Physical |
Fighting |
20 |
15 |
100% |
| Aromatherapy |
Cures the user's entire party of any status conditions. |
Status |
Grass |
5 |
--- |
--- |
| Assist |
The user performs a random move from any of the Pokemon on its team. Will not be used to launch Assist,
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. |
Status |
Normal |
20 |
--- |
--- |
| Assurance |
Base power doubles if, since the beginning of the current turn, the foe has taken residual damage, including the effects of Life Orb. |
Physical |
Dark |
10 |
50 |
100% |
| Astonish |
Has a 30% chance to make the foe flinch. |
Physical |
Ghost |
15 |
30 |
100% |
| Attack Order |
Has a high critical hit ratio. |
Physical |
Bug |
15 |
90 |
100% |
| Attract |
Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the foe's attack to fail. |
Status |
Normal |
15 |
--- |
100% |
| Aura Sphere |
Ignores Evasion and Accuracy modifiers. |
Special |
Fighting |
20 |
90 |
100% |
| Aurora Beam |
Has a 10% chance to lower the foe's Attack by 1 stage. |
Special |
Ice |
20 |
65 |
100% |
| Avalanche |
Has 120 base power if the user attacks after the foe. |
Physical |
Ice |
10 |
60 |
100% |
| Barrage |
Attacks 2-5 times in one turn. |
Physical |
Normal |
20 |
15 |
85% |
| Barrier |
Raises the user's Defense by 2 stages. |
Status |
Psychic |
30 |
--- |
--- |
| Baton Pass |
The user returns to its party, passing all stat modifiers. Pursuit and trapping moves such as Mean Look are ignored. Passes effects from Aqua Ring, confusion, Focus Energy/Lansat Berry, Ingrain, Embargo, Gastro Acid, Power Trick, Magnet Rise, Perish Song count, Stockpile, Mist, Leech Seed, Ghost Curses, Mind Reader, Lock-On, Block, Mean Look, Spider Web and Substitute to the new Pokemon. |
Status |
Normal |
40 |
--- |
--- |
| Beat Up |
Each healthy and non-Status-afflicted Pokemon on the user's team contributes a 10-base power, typeless attack against the foe, based on their own Attack stat. |
Physical |
Dark |
10 |
10 |
100% |
| Belly Drum |
Maximizes the user's Attack, but sacrifices 50% of its max HP. |
Status |
Normal |
10 |
--- |
--- |
| Bide |
The user absorbs all damage for two turns. On the third turn, the user inflicts twice the absorbed damage to the foe. Will hit Ghost-type Pokemon. |
Physical |
Normal |
10 |
Varies |
100% |
| Bind |
Traps the foe for 2-5 turns, causing damage equal to 1/16 of its max HP each turn. The foe can still escape if it uses U-Turn, Baton Pass or Shed Shell, and can escape by using Rapid Spin. |
Physical |
Normal |
20 |
15 |
75% |
| Bite |
Has a 30% chance to make the foe flinch. |
Physical |
Dark |
25 |
60 |
100% |
| Blast Burn |
User cannot attack the next turn. |
Special |
Fire |
5 |
150 |
90% |
| Blaze Kick |
Has a high critical hit ratio. Has a 10% chance to burn the foe. |
Physical |
Fire |
10 |
85 |
90% |
| Blizzard |
Has a 10% chance to freeze the foe. During Hail, this move has a 100% accuracy rating, and has a 30% chance to hit through
Protect or Detect. |
Special |
Ice |
5 |
120 |
70% |
| Block |
Traps the foe so it cannot switch out, unless it holds Shed Shell, or uses Baton Pass or U-Turn. |
Status |
Normal |
5 |
--- |
--- |
| Body Slam |
Has a 30% chance to paralyze the foe. |
Physical |
Normal |
15 |
85 |
100% |
| Bone Club |
Has a 10% chance to make the foe flinch. |
Physical |
Ground |
20 |
65 |
85% |
| Bone Rush |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the foe 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. |
Physical |
Ground |
10 |
25 |
80% |
| Bonemerang |
Strikes twice in one turn. |
Physical |
Ground |
10 |
50 |
90% |
| Bounce |
Bounces up and then slams down on the foe, taking two turns. For one turn, the user is invulnerable. Gust and Twister can still hit the user while in the air. |
Physical |
Flying |
5 |
85 |
85% |
| Brave Bird |
Powerful, but hurts the user for 1/3 damage dealt. |
Physical |
Flying |
15 |
120 |
100% |
| Brick Break |
Hits the foe. Always breaks Reflect or Light Screen, even if the foe is not damaged. |
Physical |
Fighting |
15 |
75 |
100% |
| Brine |
A water attack thats base power is doubled if the user has less than 50% HP left. |
Special |
Water |
10 |
65 |
100% |
| Bubble |
Attacks with a group of bubbles. Has a 10% chance of lowering the foe's Speed by 1 stage. |
Special |
Water |
30 |
20 |
100% |
| BubbleBeam |
Attacks with a beam of bubbles. Has a 10% chance to lower the foe's Speed by 1 stage. |
Special |
Water |
20 |
65 |
100% |
| Bug Bite |
The user eats the foe's held berry and receives its effect. Jaboca Berry will not damage the user. Tanga Berry will still weaken the attack. The foe can still recover it's berry by using recycle. |
Physical |
Bug |
20 |
60 |
100% |
| Bug Buzz |
Has 10% chance to lower the foe's Special Defense by 1 stage. |
Special |
Bug |
10 |
90 |
100% |
| Bulk Up |
The user bulks up it's body to raise it's Attack and Defense by 1 stage. |
Status |
Fighting |
20 |
--- |
--- |
| Bullet Punch |
Will always strike first unless met with a faster priority-attack. |
Physical |
Steel |
30 |
40 |
100% |
| Bullet Seed |
The user spits seeds rapidly at the foe 2-5 times in one turn. |
Physical |
Grass |
30 |
10 |
100% |
| Calm Mind |
The user focuses their mind to raise their Special Attack and Special Defense by 1 stage. |
Status |
Psychic |
20 |
--- |
--- |
| Camouflage |
The user's type changes according to the battle field. 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. |
Status |
Normal |
20 |
--- |
--- |
| Captivate |
Lowers the foe's Special Attack 2 stages if the foe is the opposite gender of the user. Fails if either Pokemon is genderless, the pokemon are the same gender, or the foe has the ability Oblivious. |
Status |
Normal |
20 |
--- |
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. |
Status |
Electric |
20 |
--- |
--- |
| Charge Beam |
Has a 70% chance to raise the user's Special Attack by 1 stage. |
Special |
Electric |
10 |
50 |
90% |
| Charm |
Lowers the foe's Attack by 2 stages. |
Status |
Normal |
20 |
--- |
100% |
| Chatter |
Has a 1%, 11% or 31% chance to confuse the foe. The confusion rate is higher if the volume of the DS recording is higher. Chatot's default cry has a 1% chance of confusing the foe. Chatter cannot be copied by Sketch or used via Metronome. If a foe uses Transform to turn into Chatot, Chatter will not cause confusion at all. |
Special |
Flying |
20 |
60 |
100% |
| Clamp |
Traps the foe 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 foe can still switch out if it is holding Shed Shell, Baton Pass, or U-turn. |
Physical |
Water |
10 |
35 |
75% |
| Close Combat |
A powerful attack, but lowers the user's Defense and Special Defense by 1 stage. |
Physical |
Fighting |
5 |
120 |
100% |
| Comet Punch |
Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute the foe 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. |
Physical |
Normal |
15 |
18 |
85% |
| Confuse Ray |
Confuses the foe. |
Status |
Ghost |
10 |
--- |
100% |
| Confusion |
as a 10% chance to confuse the foe. |
Special |
Psychic |
25 |
50 |
100% |
| Constrict |
Constricts the foe to induce pain. Has a 10% chance to lower the foe's Speed by 1 stage. |
Physical |
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 (i.e.: the user is normal type and all it's attacks are normal type.) |
Status |
Normal |
30 |
--- |
--- |
| 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. |
Status |
Normal |
30 |
--- |
--- |
| 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. |
Status |
Normal |
20 |
Copy |
--- |
| Cosmic Power |
Uses a mystic power to raise the user's Defense and Special Defense by 1 stage. |
Status |
Psychic |
20 |
--- |
--- |
| Cotton Spore |
The user releases spores which cling to the foe, reducing their Speed by 2 stages. |
Status |
Grass |
40 |
--- |
85% |
| Counter |
Returns double the received damage that turn, and almost always goes last. Will only work if the user is hit by a physical attack. In double battles, it works if the last successful move on the user is a physical move. It cannot hit the partner in this way. |
Physical |
Fighting |
20 |
--- |
100% |
| Covet |
Steals the foe's held item unless the user is already holding an item, or the foe has Sticky Hold or Multitype. Recycle cannot recover the stolen item. |
Physical |
Normal |
40 |
40 |
100% |
| Crabhammer |
Hammers the foe with a pincer. Has a high critical-hit ratio. |
Physical |
Water |
10 |
90 |
85% |
| Cross Chop |
A double cross-chopping attack with a high critical hit ratio. |
Physical |
Fighting |
5 |
100 |
80% |
| Cross Poison |
Has a high critical hit ratio and a 10% chance to poison the foe. |
Physical |
Poison |
20 |
70 |
100% |
| Crunch |
Crunches the foe with sharp fangs. Has a 20% chance to lower the foe's Defense by 1 stage. |
Physical |
Dark |
15 |
80 |
100% |
| Crush Claw |
Tears at the foe with sharp claws. Has a 50% chance to lower the foe's Defense by 1 stage. |
Physical |
Normal |
10 |
75 |
95% |
| Crush Grip |
Power decreases as the foe's HP decreases. |
Physical |
Normal |
5 |
Varies |
100% |
| Curse |
If the user is a ghost type, the user sacrifices half their max HP to inflict the foe for 1/4 their max HP per turn. If used by anything else, their speed is decreased by 1 stage while Attack and Defense are raised by 1 stage. |
Status |
??? |
10 |
--- |
--- |
| Cut |
Damages the foe. |
Physical |
Normal |
30 |
50 |
95% |
| Dark Pulse |
Uses a pulse of dark energy to damage the foe. Has a 20% chance to make the foe flinch. |
Special |
Dark |
15 |
80 |
100% |
| Dark Void |
Inflicts sleep upon the foe. Both foes are put to sleep in a double battle. |
Status |
Dark |
10 |
--- |
80% |
| Defend Order |
Raises the user's Defense and Special Defense by 1 stage each. |
Status |
Bug |
10 |
--- |
--- |
| Defense Curl |
The user curls up into a ball to conceal their weak spots, raising 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. |
Status |
Normal |
40 |
--- |
--- |
| Defog |
Lowers the foe's Evasion by 1 stage and removes Reflect, Light Screen, Safeguard, Mist, Spikes, Stealth Rock, and Toxic Spikes from the foe's side of the field. When used outside of battle on foggy areas, said fog is removed. |
Status |
Flying |
15 |
--- |
--- |
| Destiny Bond |
Causes an opponent to faint if its next attack knocks out the user. |
Status |
Ghost |
5 |
--- |
--- |
| 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, 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 to hit through this move
during Hail, as does Thunder during Rain Dance. |
Status |
Fighting |
5 |
--- |
--- |
| 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. |
Physical |
Ground |
10 |
80 |
100% |
| Disable |
The foe cannot use its last move for 4-7 turns. Disable only works on one move at a time and fails if the foe has not yet used a move or if its move has run out of PP. The foe does nothing if it is about to use a move that becomes disabled. |
Status |
Normal |
20 |
--- |
80% |
| Discharge |
The user releases electric power, damaging the foe. Has a 30% chance to paralyze the foe. |
Special |
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. |
Physical |
Water |
10 |
80 |
100% |
| Dizzy Punch |
A rhythmic punch that has a 20% chance to confuse the foe. |
Physical |
Normal |
10 |
70 |
100% |
| Doom Desire |
The user summons strong sunlight to attack 2 turns later. This move will hit the active target after it's second turn of use, even if the user or the original target is switched out. This move is unable to cause a critical hit and it's power is based on 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. |
Special |
Steel |
5 |
120 |
85% |
| Double Hit |
Strikes twice; if the first hit breaks the foe's Substitute,the real Pokemon will take damage from the second hit. |
Physical |
Normal |
10 |
35 |
90% |
| Double Kick |
Kicks the foe twice; if the first hit breaks the foe's Substitute, the real Pokemon will take damage from the second hit. |
Physical |
Fighting |
30 |
30 |
100% |
| Double Team |
The user makes copies of itself, Raising the user's Evasion by 1 stage. |
Status |
Normal |
15 |
--- |
--- |
| Double-edge |
Powerful, but the user receives 1/3 recoil damage, unless the user has Rock Head. |
Physical |
Normal |
15 |
120 |
100% |
| DoubleSlap |
Slaps the foe 2-5 times; if one of these attacks breaks a target's Substitute, the foe 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. DoubleSlap always hits 5 times if the user has Skill Link. |
Physical |
Normal |
10 |
15 |
85% |
| Draco Meteor |
Powerful, but lowers the user's Special Attack 2 stages after use. |
Special |
Dragon |
5 |
140 |
90% |
| Dragon Claw |
Slashes at the foe with sharp claws. |
Physical |
Dragon |
15 |
80 |
100% |
| Dragon Dance |
Does a mystical dance to raise the user's Attack and Speed by 1 stage each. |
Status |
Dragon |
20 |
--- |
--- |
| Dragon Pulse |
Damages the foe. |
Special |
Dragon |
10 |
90 |
100% |
| Dragon Rage |
Launches shock waves at the foe that always deals 40 points of damage. |
Special |
Dragon |
10 |
Set |
100% |
| Dragon Rush |
Has a 20% chance to make the foe flinch. |
Physical |
Dragon |
10 |
100 |
75% |
| DragonBreath |
An incredible blast of breath that has a 30% chance to paralyze the foe. |
Special |
Dragon |
20 |
60 |
100% |
| Drain Punch |
Punches the foe and restores the user's HP by 1/2 of the damage inflicted on the foe. |
Physical |
Fighting |
5 |
60 |
100% |
| Dream Eater |
Eats the foe's dreams, restoring the user's HP by 1/2 of the damage inflicted on the foe but only works if the foe is asleep. |
Special |
Psychic |
15 |
100 |
100% |
| Drill Peck |
The beak acts like a drill to damage the foe. |
Physical |
Flying |
20 |
80 |
100% |
| DynamicPunch |
A powerful punch that always confuses the foe, but has low accuracy. |
Physical |
Fighting |
5 |
100 |
50% |
| Earth Power |
Strikes the foe with the power of the earth. Has a 10% chance to lower the foe's Special Defense by 1 stage. |
Special |
Ground |
10 |
90 |
100% |
| Earthquake |
A powerful earth-shaking move that hits all accept for flying types, foes using Dive, and foes using Bounce. Power doubles when performed against Pokemon using Dig. |
Physical |
Ground |
10 |
100 |
100% |
| Egg Bomb |
Damages the foe by forcibly throwing an egg at them. |
Physical |
Normal |
10 |
100 |
75% |
| Embargo |
Prevents the foe from using its held item for five turns. Trainers cannot use any items from their bag on the Pokemon affected by Embargo in an in-game battle. |
Status |
Dark |
15 |
--- |
100% |
| Ember |
Fires weak flames at the foe, causing damage. Has a 10% chance of burning the foe. |
Special |
Fire |
25 |
40 |
100% |
| Encore |
The foe is forced to use its last attack for the next 2-6 turns. Encore ends if the target runs out of PP for that selected move. In double battles, a Pokemon under Encore will hit a random foe with a single-target attack. |
Status |
Normal |
5 |
--- |
100% |
| Endeavor |
Inflicts damage equal to the foe's current HP subtracted from the user's current HP. |
Physical |
Normal |
5 |
--- |
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, and Endure. |
Status |
Normal |
10 |
--- |
--- |
| Energy Ball |
The user hurls a blob of nature's energy at the foe. Has a 10% chance of lowering the foe's Special Defense by one stage. |
Special |
Grass |
10 |
80 |
100% |
| Eruption |
The move's base power decreases as the user's HP decreases. |
Special |
Fire |
5 |
--- |
100% |
| Explosion |
A powerful move that halves all Pokemon's defense, ultimately doubling the move's power, but causes the user to faint. |
Physical |
Normal |
5 |
250 |
100% |
| Extrasensory |
The user attacks the foe with a peculiar power. Has a 10% chance of making the foe flinch. |
Special |
Psychic |
30 |
80 |
100% |
| ExtremeSpeed |
The user strikes the foe at high speed. Usually goes first, unless outsped by another priority move. |
Physical |
Normal |
5 |
80 |
100% |
| Facade |
This move doubles in power if the user is inflicted with a burn, posion, or paralysis. |
Physical |
Normal |
20 |
70 |
100% |
| Faint Attack |
A move that ignores Accuracy and Evasion modifiers. Never misses unless the foe is protected by Protect, protected by Detect or if the foe is in the middle of using Dig, Fly, Dive, or Bounce. |
Physical |
Dark |
20 |
60 |
100% |
| Fake Out |
A move that makes the foe flinch, but fails if this move isn't the first move the user uses upon being called out or if the foe has Inner Focus. |
Physical |
Normal |
10 |
40 |
100% |
| Fake Tears |
The user fakes crying to lower the foe's Special Defense by 2 stages. |
Status |
Dark |
20 |
--- |
100% |
| False Swipe |
An attack that leaves the foe with at least 1 HP. |
Physical |
Normal |
40 |
40 |
100% |
| FeatherDance |
The user envelops the foe with feathery down, reducing attack by 2 stages. |
Status |
Flying |
15 |
--- |
100% |
| Feint |
| Physical |
Normal |
10 |
50 |
100% |
| Fire Blast |
The user fires a large star-shaped flame at the foe. Has a 10% chance to burn the foe. |
Special |
Fire |
5 |
120 |
85% |
| Fire Fang |
Has a 10% chance to burn the foe or make the foe flinch. Both effects can occur from a single use. |
Physical |
Fire |
15 |
65 |
95% |
| Fire Punch |
The user punches the foe with a fiery fist. Has a 10% chance to burn the foe. |
Physical |
Fire |
15 |
75 |
100% |
| Fire Spin |
Traps the foe for 2-5 turns in a fiery twister, causing damage equal to 1/16 of their max HP each turn. It can be broken by Rapid Spin. The foe can switch out of Fire Spin by using Baton Pass or U-Turn. |
Special |
Fire |
15 |
15 |
70% |
| Fissure |
The user breaks open the ground, killing the foe instantly; doesn't work if the foe is a higher level than the user. |
Physical |
Ground |
5 |
KO |
30% |
| Flail |
The user flails around, damaging the foe. The power of this move increases as the user's HP decreases. |
Physical |
Normal |
15 |
--- |
100% |
| Flame Wheel |
The user envelops itself in fire and charges at the foe. Has a 10% chance to burn he foe; this move can be used while the user is frozen, attacking the foe normally and thawing our the user. |
Physical |
Fire |
25 |
60 |
100% |
| Flamethrower |
A fiery breath that has a 10% chance to burn the foe. |
Special |
Fire |
15 |
95 |
100% |
| Flare Blitz |
The user charges recklessly at the foe in a fiery vail. The user receives 1/3 damage. Has a 10% chance to burn the foe. |
Physical |
Fire |
15 |
120 |
100% |
| Flash |
The user flashes a bright light at the foe, lowering their Accuracy by 1 stage. |
Status |
Normal |
20 |
--- |
100% |
| Flash Cannon |
Has a 10% chance to lower the foe's Special Defense by 1 stage. |
Special |
Steel |
10 |
80 |
100% |
| Flatter |
The user flatters the foe, confusing them and raising their Special Attack by 2 stages. |
Status |
Dark |
15 |
--- |
100% |
| Fling |
The user's held item is thrown at the foe. The power and the effects vary on the item. The foe will benefit from the effects of berries. The held item is gone unless Recycle is used; The item returns to the user after Wi-Fi battles but is lost permanently after an in-game battle. |
Physical |
Dark |
10 |
--- |
100% |
| Fly |
On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks.The user can still be hit by Gust, Twister, Thunder, and Sky Uppercut. Gust and Twister gained doubled power against a Pokemon that's in mid-air. The user can still be attacked if previously targeted with Lock-On, Mind Reader, or is attacked by a Pokemon with No Guard. On the second turn, the user attacks. |
Physical |
Flying |
15 |
90 |
95% |
| Focus Blast |
The user powers up their mental focus, then unleashes their power. has a 10% chance to lower the foe's Special Defense. |
Special |
Fighting |
5 |
120 |
70% |
| Focus Energy |
The user focuses their energy for attack next turn, raising their chances for a critical hit by two domains.. |
Status |
Normal |
30 |
--- |
--- |
| Focus Punch |
On the beginning of the round, the user tightens it's focus. If the user is hit successfully by an attack, this move fails, if the user is not attacked, the user successfully uses this move by the end of the round. |
Physical |
Fighting |
20 |
150 |
100% |
| Follow Me |
Almost always goes first. The user makes it so that all attacks with a single target are directed at them. In double battles, the user's partner is not safe from attack with more than one intended target. |
Status |
Normal |
20 |
--- |
--- |
| Force Palm |
The user attacks the foe with a shock wave. Has a 30% chance of paralyzing the foe. |
Physical |
Fighting |
10 |
60 |
100% |
| Foresight |
Unless the foe faints or switches, the user's Accuracy modifiers and the foe's Evasion modifiers are ignored. This move causes Ghost-types to lose their immunity to Normal-type and Fighting-type attacks. |
Status |
Normal |
40 |
--- |
--- |
| Frenzy Plant |
The user slams the foe with a huge tree. The user then charges next turn, becoming uncontrollable until the end of that turn. |
Special |
Grass |
5 |
150 |
90% |
| Frustration |
This move's power increases as the user's happiness decreases, with a maximum of 102 BP. |
Physical |
Normal |
20 |
--- |
100% |
| Fury Attack |
The user attacks with a horn or beak 2-5 times; if one of these said attacks breaks the foe's Substitute, the foe takes damage for the rest of the hits. |
Physical |
Normal |
20 |
15 |
85% |
| Fury Cutter |
This move's base power doubles with each consecutive hit; however, the base power has a cap of 160 remains the same for any subsequent uses. If this move is to miss, the BP is set back to 10 on the next turn. The user can still use other attacks without resetting this move's power, for it will continue to double until it ether misses or reaches the 160 BP cap. |
Physical |
Bug |
20 |
10 |
95% |
| Fury Swipes |
The user scratches the foe 2-5 times in one turn; if any of these attacks breaks a target's Substitute, the foe will take damage for the rest of the hits. This move has a 3/8 chance to hit 3 or 4 times and a 1/8 chance to hit 4 or 5 times. If the user has Skill Link, this move always strikes 5 times. |
Physical |
Normal |
15 |
18 |
80% |
| Future Sight |
This move attacks the active target after the second turn of its use, even if the user or foe switches out. This move is unable to gain a critical hit and its damage is calculated by the original user's Special Attack and the original target's Special Defense. This move lacks a type, thus it never receives STAB and ignores weaknesses, resistances against this move's type. Only one instance of Future Sight or Doom Desire may be active at time. Since Future Sight is typeless and occurs at the end of the of round, it can strike through Protect, Detect, Endure, and Wonder Guard. |
Special |
Psychic |
15 |
80 |
90% |
| Gastro Acid |
The user coughs up their stomach acids on the foe, negating the foe's ability as long as it remains in battle. |
Status |
Poison |
10 |
--- |
100% |
| Giga Drain |
The user uses a nutrient-draining attack on the foe, restoring 1/2 of the damage inflicted on the foe. |
Special |
Grass |
10 |
60 |
100% |
| Giga Impact |
The user charges at the foe using every bit of power they have. The user must recharge during the next turn, making them uncontrollable until the end of said turn. |
Physical |
Normal |
5 |
150 |
90% |
| Glare |
The user glares at the foe, paralyzing them. |
Status |
Normal |
30 |
--- |
75% |
| Grass Knot |
This move's Base Power increases as the foe's weight increases. |
Special |
Grass |
20 |
Varies |
100% |
| GrassWhistle |
The user puts the foe to sleep by playing a pleasant melody. |
Status |
Grass |
15 |
--- |
55% |
| Gravity |
The user intensifies the gravity, causing the immunities provided by Magnet Rise, Levitate, and the Flying-type to be negated for all active Pokemon for 5 turns, causing these Pokemon to be affected by Ground-type moves, Arena Trap, Spikes, and Toxic Spikes. Pokemon who are in the middle of using Fly or bounce when Gravity is activated will return to the ground. Bounce, Hi Jump Kick, Fly, Jump Kick, and Splash cannot be used until Gravity wears off. |
Status |
Psychic |
5 |
--- |
--- |
| Growl |
The user growls at the foe, making the foe less wary. Lowers the foe's Attack by 1 stage. |
Status |
Normal |
40 |
--- |
100% |
| Growth |
The user forces their body to grow, raising their Special Attack by 1 stage. |
Status |
Normal |
40 |
--- |
--- |
| Grudge |
If the foe's next move directly KOs the user, that move's PP is set to 0. |
Status |
Ghost |
5 |
--- |
--- |
| Guard Swap |
The user swaps Defense and Special Defense modifiers with its target. |
Status |
Psychic |
10 |
--- |
--- |
| Guillotine |
The user attacks the foe with vicious, tearing attack with their pincers, causing the foe to instantly faint. This move does not work on higher-leveled Pokemon. |
Physical |
Normal |
5 |
KO |
30% |
| Gunk Shot |
The user fires filthy garbage at the foe, with a 30% chance of poisoning the foe. |
Physical |
Poison |
5 |
120 |
70% |
| Gust |
The user flaps their wings to blow a gust at the foe. This move's power is doubled if the foe is in mid-air via Fly or Bounce. |
Special |
Flying |
35 |
40 |
100% |
| Gyro Ball |
The power of this move is determined from the speeds of the user and the foe, with stat modifiers being taken into account. The max BP of 150 is achieved when the user is much slower than the foe. |
Physical |
Steel |
5 |
--- |
100% |
| Hail |
Cancels out all other weather moves. For 5 turns, Blizzard never misses and has a 30% chance to break through Protect and Detect. Each Pokemon, even when protected by a Substitute, is hit for 1/16 of their max HP each turn unless it's an Ice-type. The power of Solarbeam, along with the healing power of Morning Sun, Moonlight, and Synthesis is halved. This move lasts for 8 turns if the user is holding Icy Rock. |
Status |
Ice |
10 |
--- |
--- |
| Hammer Arm |
The user slams their arm down on the foe like a hammer, but lowers their Speed stat by 1 stage. |
Physical |
Fighting |
10 |
100 |
90% |
| Harden |
The user stiffens every muscle in their body to raise their Defense by 1 stage. |
Status |
Normal |
30 |
--- |
--- |
| Haze |
This move eliminates any and all status modifiers from all active Pokemon, except for the stat boosts from Choice Band, Choice Scarf, or Choice Specs. |
Status |
Ice |
30 |
--- |
--- |
| Head Smash |
The user smashes their head into the foe, taking 1/2 recoil damage, unless the user has Rock Head. |
Physical |
Rock |
5 |
150 |
80% |
| Headbutt |
The user headbutts the foe, with a 30% chance to make the foe flinch. |
Physical |
Normal |
15 |
70 |
100% |
| Heal Bell |
The use chimes a soothing bell, causing every Pokemon is the user's party to be cured of status conditions, except if the allied Pokemon has Soundproof. |
Status |
Normal |
5 |
--- |
--- |
| Heal Block |
The foe(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 for five turns or until being switched out. Any additional effects from any of these moves, such as damaging another target, will still occur. Healing caused by held items or Pain Spilt is not affected by this move. |
Status |
Psychic |
15 |
--- |
100% |
| Heal Order |
The user makes it's underlings up to heal 1/2 of the user's max HP. |
Status |
Bug |
10 |
--- |
--- |
| Healing Wish |
The user sacrifices itself to cure it's replacement of all status conditions and replenish their HP upon entering the field, but fails if the user is the only non-fainted Pokemon in it's team. |
Status |
Psychic |
10 |
--- |
--- |
| Heart Swap |
The user swaps their stat modifiers with the foe. |
Status |
Psychic |
10 |
--- |
--- |
| Heat Wave |
The users releases a fiery breath upon the foe. Has a 10% chance to burn the foe. |
Special |
Fire |
10 |
100 |
90% |
| Helping Hand |
This move always goes first. In double battles, the power of the user's partner's attacks is increased by 1.5x for that turn, but does nothing in single battles. |
Status |
Normal |
20 |
--- |
--- |
| Hi Jump Kick |
The user jumps up and then kicks the foe. IF this attack misses said foe, the user receives 1/8 recoil damage of what damage would have been inflicted. |
Physical |
Fighting |
20 |
100 |
90% |
| Hidden Power |
This move's type and power depend on the user's IVs with a maximum of 70 BP. Normal will never be set as this move's type. Always counts as a Special move. |
Special |
Varies |
15 |
Varies |
100% |
| Horn Attack |
The user damages the foe by jabbing them with sharp horns. |
Physical |
Normal |
25 |
65 |
100% |
| Horn Drill |
The user drills the foe with a horn, causing the foe to faint, but fails if used on a higher leveled Pokemon. |
Physical |
Normal |
5 |
KO |
30% |
| Howl |
The user howls a ear-splitting howl to raise their attack by 1 stage. |
Status |
Normal |
40 |
--- |
--- |
| Hydro Cannon |
The user fires a powerful cannon of water at the foe, but leaves them uncontrollable until the end of the next turn. |
Special |
Water |
5 |
150 |
90% |
| Hydro Pump |
The user blasts high-pressured water at the foe. |
Special |
Water |
5 |
120 |
80% |
| Hyper Beam |
The user fires a powerful mean at the foe, but the user must recharge during its next turn, thus becoming uncontrollable until the end of said turn. |
Special |
Normal |
5 |
150 |
90% |
| Hyper Fang |
The user attacks the foe with sharp fangs, with a 10% chance of making the foe flinch. |
Physical |
Normal |
15 |
80 |
90% |
| Hyper Voice |
The user attacks the foe with a loud attack, damaging the foe unless said foe has the ability Soundproof. |
Special |
Normal |
10 |
90 |
100% |
| Hypnosis |
The user hypnotizes the foe, putting them to sleep. |
Status |
Psychic |
20 |
--- |
70% |
| Ice Ball |
The user is uncontrollable for five turns. When attacking, this move's power doubles each time it is successfully used and also if Defense Curl was used beforehand. This move's power resets after the 5 turns end or if the attack misses. |
Physical |
Ice |
20 |
30 |
90% |
| Ice Beam |
The user fires an icy beam of ice at the foe, with a 10% chance of freezing the foe. |
Special |
Ice |
10 |
95 |
100% |
| Ice Fang |
The user bites the foe with icy fangs, with a 10% chance to freeze the foe and/or make the foe flinch. Both effects can occur from a single use. |
Physical |
Ice |
15 |
65 |
95% |
| Ice Punch |
The user punches the foe with an icy fist, with a 10% chance of freezing the foe. |
Physical |
Ice |
15 |
75 |
100% |
| Ice Shard |
The user fires shards of ice at the foe. This move usually goes first, unless outsped by another priority attack. |
Physical |
Ice |
30 |
40 |
100% |
| Icicle Spear |
The user fires 2-5 spears of ice at the foe. If one of these attacks is to break a foe's Substitute, the foe shall take damage for the rest of the hits. This move has a 3/8 chance to hit 2 or 3 times and a 1/8 chance to hit 4 or 5 times. If the user has Skill Link, this move shall always hit 5 times. |
Physical |
Ice |
30 |
10 |
100% |
| Icy Wind |
The user blows an icy wind at the foe, lowering the foe's Speed by 1 stage. |
Special |
Ice |
15 |
55 |
95% |
| Imprison |
Unless the user faints or switches out, the opponent cannot use any moves that it has in common with the user. This applies for both opponents in a double battle. |
Status |
Psychic |
10 |
--- |
--- |
| Ingrain |
The user roots itself to the ground, regaining 1/16 of its max HP after every turn, though the user cannot switch out or be forced to switch. If a Flying-type Pokemon or a Pokemon with Levitate comes under the effect of Ingrain, that Pokemon loses its immunity to Ground-type attacks. 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. |
Status |
Grass |
20 |
--- |
--- |
| Iron Defense |
The user hardens the surface of their body, raising their Defense by 2 stages. |
Status |
Steel |
15 |
--- |
--- |
| Iron Head |
The user slams its steel-hard head into the foe, with a 30% chance of making the foe flinch. |
Physical |
Steel |
15 |
80 |
100% |
| Iron Tail |
The user slams the foe with its steel-hard tail, with a 30% chance of lowering the foe's Defense by 1 stage. |
Physical |
Steel |
15 |
100 |
75% |
| Judgment |
An odd attack with a type according to the user's held plate. |
Special |
Normal |
10 |
100 |
100% |
| Jump Kick |
The user jump kicks the foe. If the user is to miss the foe, the user receives 1/8 recoil damage of what the attack would have inflicted. |
Physical |
Fighting |
25 |
85 |
95% |
| Karate Chop |
The user attacks the foe with a karate chop. This move has a high critical hit ratio. |
Physical |
Fighting |
25 |
50 |
100% |
| Kinesis |
The user lowers the foe's Accuracy 1 stage by bending a spoon. |
Status |
Psychic |
15 |
--- |
80% |
| Knock Off |
The user knocks the foe's held item off, making it unusable unless the foe has Sticky Hold or Multitype. Items lost to Knock Off cannot be recovered via Recycle. |
Physical |
Dark |
20 |
20 |
100% |
| Last Resort |
This move fails unless every other move in the user's moveset has been used at least once, but the user must also know at least one other move. |
Physical |
Normal |
5 |
130 |
100% |
| Lava Plume |
All Pokemon in battle are washed over by scarlet flames. This move has a 30% chance of burning the foe. |
Special |
Fire |
15 |
80 |
100% |
| Leaf Blade |
The user slashs at the foe with a sharp leaf. This move has a high critical hit ratio. |
Physical |
Grass |
15 |
90 |
100% |
| Leaf Storm |
The user attacks the foe with a powerful storm of leaves, but lowers the user's Special Attack by 2 stages after use. |
Special |
Grass |
5 |
140 |
90% |
| Leech Life |
The user drains the foe's blood, recovering the user's HP by 1/3 the damage inflicted.. |
Physical |
Bug |
15 |
20 |
100% |
| Leech Seed |
The user attaches a life-draining seed to the foe, which steals 1/8 of the foe's HP every turn until the foe switches out, faints, or uses Rapid Spin. This move fails against Grass-type Pokemon or Pokemon behind a Substitute. |
Status |
Grass |
10 |
--- |
90% |
| Leer |
The user leers at the foe with intimidating, sharp eyes, lowering the foe's Defense by 1 stage. |
Status |
Normal |
30 |
--- |
100% |
| Lick |
The user licks the foe, with a 30% chance of paralyzing the foe. |
Physical |
Ghost |
30 |
20 |
100% |
| Light Screen |
The user sets up a mystical screen, causing every Pokemon in the user's party to receive only 1/2 damage from Special attacks for 5 turns. In double battles, the damage protection is reduced to 1/3. Light Screen lasts for 8 turns if the user is holding Light Clay. |
Status |
Psychic |
30 |
--- |
--- |
| 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 foe 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. |
Status |
Normal |
5 |
--- |
--- |
| Lovely Kiss |
The user lovingly kisses the foe, putting the foe to sleep. |
Status |
Normal |
10 |
--- |
75% |
| Low Kick |
A kicking attack with a base power that increases as the foe's weight increases. |
Physical |
Fighting |
20 |
--- |
100% |
| Lucky Chant |
The user does a chant that protects their entire party from critical hits for five turns, even if the user is switched out. |
Status |
Normal |
30 |
--- |
--- |
| Lunar Dance |
The user does a moon dance to sacrifice itself so that their replacement is healed to full HP and of all status conditions. This move will fail if the user is the only non-fainted Pokemon on its team. |
Status |
Psychic |
10 |
--- |
--- |
| Luster Purge |
The user attacks with a damaging burst of light, with a 50% chance of lowering the foe's Special Defense by 1 stage. |
Special |
Psychic |
5 |
70 |
100% |
| Mach Punch |
A blindingly fast punch that usually goes first, unless outsped by another priority move. |
Physical |
Fighting |
30 |
40 |
100% |
| Magic Coat |
This move almost always goes first, unless outsped by another priority move. Until the end of the turn, the user of this move reflects back one disabling move back at the user of said move (even teammates)first. Moves reflected back include status effect inducers, confusion inducers (including Flatter and Swagger), Attract, trapping moves that do not cause damage, Leach Seed, Worry Seed, Gastro Acid, and negative stat modifiers (excluding Defog). In double battles, Magic Coat only reflects the first reflectable move performed against its user before wearing off. |
Status |
Psychic |
15 |
--- |
--- |
| Magical Leaf |
The user attacks with a magic leaf that ignores all Evasion and Accuracy modifiers. This mvoe never misses unless the foe has used Protect, Detect, or the target is in the middle of using Dig, Fly, Dive, or Bounce. |
Special |
Grass |
20 |
60 |
100% |
| Magma Storm |
The users summons a magma storm to trap the foe for 2-5 turns, causing damage equal to 1/16 of its max HP each turn. The trapped effect can be broken by Rapid Spin. The foe cannot switch out unless it has Shed Shell, uses Baton pass, or uses U-Turn. |
Special |
Fire |
5 |
120 |
70% |
| Magnet Bomb |
The user launches a bomb of steel at the foe. This move ignores all Evasion and Accuracy modifiers and never misses except against Protect, Detect, or if the target is the in the middle of using Dig, Fly, Dive, or Bounce. |
Physical |
Steel |
20 |
60 |
100% |
| Magnet Rise |
The users uses electricity to rise up and gain an immunity to Ground-type attacks for five turns. |
Status |
Electric |
10 |
--- |
--- |
| Magnitude |
The users shakes the ground, dealing variable damage between 10 base power and 130 base power. This move does twice the damage on a Pokemon in the middle of using Dig. |
Physical |
Ground |
30 |
--- |
100% |
| Me First |
If the selected foe uses a move that causes direct damage for its turn, the user copies the move and performs it with 1/5x power. Ina double battles, a move copied by Me First that has a single target with hit a random opponent, except for the user's teammate. me First will fail if it is used last. |
Status |
Normal |
20 |
Copy |
--- |
| Mean Look |
The user casts a mean look, causing the foe to be unable to switch out as long as the user is in battle. The foe cannot switch out unless it's holding Shed Shell, uses Baton Pass, or uses U-Turn. The foe will still be trapped if the user switches out via Baton Pass. |
Status |
Normal |
5 |
--- |
--- |
| Meditate |
The user meditates the raise their Attack by 1 stage. |
Status |
Psychic |
40 |
--- |
--- |
| Mega Drain |
The user attacks the foe with a nutrient-draining attack, restoring the user's HP by 1/2 the damage inflicted on the foe. |
Special |
Grass |
15 |
40 |
100% |
| Mega Kick |
The user attacks the foe with a powerful kick. |
Physical |
Normal |
5 |
120 |
75% |
| Mega Punch |
The user attacks with a kick. |
Physical |
Normal |
20 |
80 |
85% |
| Megahorn |
The user rams the foe with a horn. |
Physical |
Bug |
10 |
120 |
85% |
| Memento |
The user sacrifices itself to lower the foe's Attack and Special Attack by 2 stages each. |
Status |
Dark |
10 |
--- |
100% |
| Metal Burst |
If an opponent strikes the user of this move with a Physical or Special attack before the user's turn, the user retaliates for 1.5x the damage it takes. This move fails unless the user goes last. |
Physical |
Steel |
10 |
Var Dmg |
100% |
| Metal Claw |
The user scratches the foe with metal claws, with a 10% chance of raising the user's Attack by 1 stage. |
Physical |
Steel |
35 |
50 |
95% |
| Metal Sound |
The user emits a horrible noise of screeching metal to lower the foe's Special Defense by 2 stages. |
Status |
Steel |
40 |
--- |
85% |
| Meteor Mash |
The user slams the foe with a hard punch fired like a meteor, with a 20% chance of raising the user's Attack by 1 stage. |
Physical |
Steel |
10 |
100 |
85% |
| Metronome |
The user does a dance allowing them to perform a randomly selected move; almost any move can used. 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. |
Status |
Normal |
10 |
--- |
--- |
| Milk Drink |
The user drinks some milk to restore up to 1/2 their max HP. |
Status |
Normal |
10 |
--- |
--- |
| Mimic |
The user copies the last move the foe used. The replacement move will always 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. Mimic cannot copy itself, Struggle, Transform, Sketch, Metronome, or moves the user already knows, and fails if the foe has yet to make a move. |
Status |
Normal |
10 |
--- |
--- |
| Mind Reader |
The user reads the foe's mind, making it so that the user's next attack is sure to hit the current target. The effect of Mind Reader can be Baton Passed to another Pokemon. This move will fail if the foe is in the middle of using Protect, Detect, Dig, Fly, Bounce, Dive, or if the foe is behind a Substitute. If the foe uses Protect or Detect during its next turn, the move has a (100 - the move's normal accuracy) chance to strike through it. OHKO moves do NOT benefit from this trait. |
Status |
Normal |
5 |
--- |
--- |
| Minimize |
The user shrinks itself, raising their Evasion by 1 stage. However, Stomp retains its normal accuracy and gains doubled power against Minimized Pokemon. |
Status |
Normal |
20 |
--- |
--- |
| Miracle Eye |
The user uses a mystical eye so that Dark-types can be hit by Psychic-type moves, and until the foe switches out or faints, the user's Accuracy and the foe's Evasion modifiers are ignored. |
Status |
Psychic |
40 |
--- |
--- |
| Mirror Coat |
This move almost always goes last. If an opponent strikes the user with a Special attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, Mirror Coat attacks the last target to hit the user with a Special attack and cannot hit the user's teammate. |
Special |
Psychic |
20 |
--- |
100% |
| Mirror Move |
The users mirrors the last move made by the target; if applicable, an attack's damage is calculated by the user's stats, level, and type(s). Mirror Move fails if the target has yet to make a move. Mirror Move cannot copy itself, Encore, Struggle, moves that affect all Pokemon on the field (such as Gravity, Hail, Rain Dance, etc), moves that can bypass Protect (such as Future Sight, Doom Desire Perish Song, etc), and moves that do not have a specific target (such as Spikes, Safeguard, Light Screen, etc.) |
Status |
Flying |
20 |
Copy |
--- |
| Mirror Shot |
The user shoots a flash of energy at the foe, with a 30% chance of lowering the foe's Accuracy by 1 stage. |
Special |
Steel |
10 |
65 |
85% |
| Mist |
The user creates a mist that protects the user's team from negative stat modifiers causes by any other Pokemon (including teammates), but not by itself, for five turns. Every stat, including the team's Accuracy and Evasion stats are protected. Moves that cause negative stat modifiers as secondary effects, such as Psychic, Shadow Ball, or Mirror Shot, still deal their normal damage. |
Status |
Ice |
30 |
--- |
--- |
| Mist Ball |
The user fires a ball of mist the foe, with a 50% chance to lower the foe's Special Attack by 1 stage. |
Special |
Psychic |
5 |
70 |
100% |
| Moonlight |
The user calls upon the moonlight to heal 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. |
Status |
Normal |
5 |
--- |
--- |
| Morning Sun |
The user calls upon the sun to heal 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. |
Status |
Normal |
5 |
--- |
--- |
| Mud Bomb |
The user fires a bomb of mud at the foe, with a 30% chance of lowering the foe's Accuracy by 1 stage. |
Special |
Ground |
10 |
65 |
85% |
| Mud Shot |
The user flings mud at the foe, lowering their Speed by 1 stage. |
Special |
Ground |
15 |
55 |
95% |
| Mud Sport |
The user covers itself in mud, weakening all Electric-type attacks by 50% until the user switches out. |
Status |
Ground |
15 |
--- |
--- |
| Mud-Slap |
The user slaps mud at the foe, lowering their Accuracy by 1 stage. |
Special |
Ground |
10 |
20 |
100% |
| Muddy Water |
The user summons mud-infested water to crash down on the foe, with a 30% chance to lower the foe's accuracy by 1 stage. In double battles, this move hits both opponents and the ally. |
Special |
Water |
10 |
95 |
85% |
| Nasty Plot |
The user thinks bad thoughts, raising their Special Attack by 2 stages. |
Status |
Dark |
20 |
--- |
--- |
| Natural Gift |
The user throws its berry at the foe, with the base power and type depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the user after a wireless battle but is lost permanently if it's thrown during an in-game battle. |
Physical |
Normal |
15 |
--- |
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. |
Status |
Normal |
20 |
Copy |
--- |
| Needle Arm |
The user attacks with a thorny arm. Has a 30% chance to make the foe flinch. |
Physical |
Grass |
15 |
60 |
100% |
| Night Shade |
The user attacks the foe with a mirage to do damage equal to the user's level. |
Special |
Ghost |
15 |
--- |
100% |
| Night Slash |
The user slashes the foe the second the opportunity arises, and has a high critical hit ratio. |
Physical |
Dark |
15 |
70 |
100% |
| Nightmare |
The user makes the foe have a nightmare, but only if the foe is asleep. As long as the foe is asleep and in battle, 1/4 of its max HP is sapped after each turn. |
Status |
Ghost |
15 |
--- |
100% |
| Octazooka |
The user fires a lump of ink at the foe, with a 50% chance of lowering the foe's accuracy by 1 stage. |
Special |
Water |
10 |
65 |
85% |
| Odor Sleuth |
The user makes it so that until the foe switches out or faints, the user's Accuracy modifiers and the foe's Evasion modifiers are ignored. Ghost-type targets also lose their immunities against Normal-type and Fighting-type attacks. |
Status |
Normal |
40 |
--- |
--- |
| Ominous Wind |
The user attacks the foe with a gust of repulsive wind, with a 10% chance of raising all the user's stats by 1 stage. |
Special |
Ghost |
5 |
60 |
100% |
| Outrage |
The user goes on a rampage, attacking uncontrollably for 2-3 turns before becoming confused. |
Physical |
Dragon |
15 |
120 |
100% |
| Overheat |
The user attacks with fire at full power, but lowers the user's Special Attack by 2 stages after use. |
Special |
Fire |
5 |
140 |
90% |
| Pain Split |
The user attacks the foe, which calculates the average of the user's current HP and the foe's HP; the HP of both Pokemon is set to this calculated average. Pokemon can be healed by Pain Split even under the effects of Heal Block. |
Status |
Normal |
20 |
Var Dmg |
--- |
| Pay Day |
The user attacks the foe with a coin, so the player picks up extra money after an in-game battle; the money received is equal to:[user's level x 5 times Pay Day x (how many times Pay Day is used)] The player does not lose money if the opponent uses Pay Day but the player wins the battle. |
Physical |
Normal |
20 |
40 |
100% |
| Payback |
The user attacks the foe, causing double damage if the foe switches out or goes before the user. |
Physical |
Dark |
10 |
50 |
100% |
| Peck |
The user pecks the foe. |
Physical |
Flying |
35 |
35 |
100% |
| Perish Song |
The user sings a dark song that makes all active Pokemon faint in 3 turns unless they switch out or have Soundproof. |
Status |
Normal |
5 |
--- |
--- |
| Petal Dance |
The user attacks the foe in a shroud of petals uncontrollably for 2-3 turns before becoming confused. |
Special |
Grass |
20 |
90 |
100% |
| Pin Missile |
The user fires 2-5 pins in a row at the foe; if one of these attacks breaks a foe's Substitute, the foe will take damage for the rest of the hits. This move has a 3/8 chance of hitting two or three times and a 1/8 chance of hitting four or five times. If the user has Skill Link, Pin Missile will always hit five times. |
Physical |
Bug |
20 |
14 |
85% |
| Pluck |
the user steals and eats the foe's held berry and, if applicable, receives it's benefits. Jacoba berry will be eaten without damaging the user, but Coba berry will activate and reduce Pluck's power. The foe can still recover their berry via Recycle. |
Physical |
Flying |
20 |
60 |
100% |
| Poison Fang |
The user bites the foe with a venomous fang, with a 30% chance of poisoning the foe. |
Physical |
Poison |
15 |
50 |
100% |
| Poison Gas |
The user releases a toxic gas, poisoning the foe. |
Status |
Poison |
40 |
--- |
55% |
| Poison Jab |
The user jabs the foe with a toxic tentacle or arm, with a 30% chance of poisoning the foe. |
Physical |
Poison |
20 |
80 |
100% |
| Poison Sting |
The user stabs the foe with a poisonous barb, with a 30% chance of poisoning the foe. |
Physical |
Poison |
35 |
15 |
100% |
| Poison Tail |
The user attacks the foe with a poison-covered tail, with a high critical hit ratio and a 10% chance to poison the foe. |
Physical |
Poison |
25 |
50 |
100% |
| PoisonPowder |
The user spreads a toxic powder on the foe, poisoning them. |
Status |
Poison |
35 |
--- |
75% |
| Pound |
The user pounds the foe with a heavy tail, foreleg, etc. |
Physical |
Normal |
35 |
40 |
100% |
| Powder Snow |
The user attacks with a fine, powdery snow, with a 10% chance of freezing the foe. |
Special |
Ice |
25 |
40 |
100% |
| Power Gem |
The user attacks with a ray of light that appears to sparkle like gemstones. |
Special |
Rock |
20 |
70 |
100% |
| Power Swap |
The user uses their psychic power to swap Attack and Special Attack modifiers with its target. |
Status |
Psychic |
10 |
--- |
--- |
| Power Trick |
The user uses their psychic power to switch its Defense and Attack stats, but Attack and Defense modifiers continue to affect their original stats only. |
Status |
Psychic |
10 |
--- |
--- |
| Power Whip |
The user whips the foe violently with vines or tentacles. |
Physical |
Grass |
10 |
120 |
85% |
| Present |
The user throws a present at the foe, which either attacks with a variable power between 40 and 120 base power, or heals the foe by 80 HP. |
Physical |
Normal |
15 |
--- |
90% |
| Protect |
Always goes first, unless outsped by another priority move. 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. |
Status |
Normal |
10 |
--- |
--- |
| Psybeam |
The user fires to psychic beam at the foe, with a 10% chance to confuse the foe. |
Special |
Psychic |
20 |
65 |
100% |
| Psych Up |
The user copies all of the stat modifiers for the foe's six stats. |
Status |
Normal |
10 |
--- |
--- |
| Psychic |
The user attacks with its psychic power, with a 10% chance to lower the foe's Special Defense by 1 stage. |
Special |
Psychic |
10 |
90 |
100% |
| Psycho Boost |
The user attacks the foe with full psychic power but lowers the user's Special Attack by 2 stages after use. |
Special |
Psychic |
5 |
140 |
90% |
| Psycho Cut |
The user slashes the foe with their psychic power, and has a high critical hit ratio. |
Physical |
Psychic |
20 |
70 |
100% |
| Psycho Shift |
The user uses their psychic powers to cure themself of stats effects by passing them to a healthy target. |
Status |
Psychic |
10 |
--- |
90% |
| Psywave |
The user attacks with a weak psychic wave that randomly inflicts set damage equal to .5x, .6x, .7x, .8x, .9x, 1.0x, 1.1x, 1.2x, 1.3x, 1.4x, 1.5x the user's level. |
Special |
Psychic |
15 |
--- |
80% |
| Punishment |
The user attacks with a dark power that increases in power for every positive stat modifier of the foe's. |
Physical |
Dark |
5 |
--- |
100% |
| Pursuit |
If the foe 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. |
Physical |
Dark |
20 |
40 |
100% |
| Quick Attack |
The user dashes into the foe, usually going first, unless outsped by another priority attack. |
Physical |
Normal |
30 |
40 |
100% |
| Rage |
The user flies into a rage that raises their Attack by 1 stage if the user is attacked before its next move. |
Physical |
Normal |
20 |
20 |
100% |
| Rain Dance |
The user does a mystic dance to make it rain, canceling out all other weather effect. For 5 turns: the power of water attack is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to go through Protect or Detect Solarbeam's power is halved, and the healing power of Morning Sun, Moonlight, and Synthesis is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance last for 8 turns if the user is holding Damp Rock. |
Status |
Water |
5 |
--- |
--- |
| Rapid Spin |
The user attacks the foe by spinning around. Rapid Spin also 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. |
Physical |
Normal |
40 |
20 |
100% |
| Razor Leaf |
The user fires razor-sharp leaves at the foe. Also has a high critical hit ratio. |
Physical |
Grass |
25 |
55 |
95% |
| Razor Wind |
The user charges up a sharp wind for one turn, becoming uncontrollable, then releases the wind on the second turn. Also has a high critical hit ratio. |
Special |
Normal |
10 |
80 |
100% |
| Recover |
The user uses a magical power to recover 1/2 of their max HP. |
Status |
Normal |
10 |
--- |
--- |
| Recycle |
The user recovers their lost item. Items lost to Bug Bite, Fling, Natural Gift, and Pluck will be recovered, but items lost to Trick, Thief, Switcheroo, Covet, or Thief will not be recovered. |
Status |
Normal |
10 |
--- |
--- |
| Reflect |
The user sets up a psychic shield that causes all Pokemon in the user's party to receive 1/2 damage from Physical attacks for 5 turns. Reflect is destroyed if an opponent' Pokemon uses Brick Break. In double battles, both Pokemon are covered by Reflect, but the damage taken is reduced from 1/2 to 1/3. Reflect lasts for eight turns if the user is holding Light Clay. |
Status |
Psychic |
20 |
--- |
--- |
| Refresh |
The user refreshes their body, recovering from a burn, poisoning, or paralysis. |
Status |
Normal |
20 |
--- |
--- |
| Rest |
The user falls asleep for 2 turns, curing them of all status effects (plus confusion), and recovers full HP. Pokemon that have the ability Early Bird will wake up in one turn. |
Status |
Psychic |
10 |
--- |
--- |
| Return |
The power of Return increases as the user's happiness increases, with a max BP of 102. |
Physical |
Normal |
20 |
--- |
100% |
| Revenge |
This move almost always goes last, unless another priority attack is slower, even after another Pokemon's Focus Punch. This move's power is doubled if the user takes damage before their turn. |
Physical |
Fighting |
10 |
60 |
100% |
| Reversal |
This move's Base Power increases as the user's HP decreases. |
Physical |
Fighting |
15 |
--- |
100% |
| Roar |
The user roars, scaring the foe and causing them to switch out in trainer battles and to escape wild battles. Roar almost always goes last, unless another priority move is slower than it. In trainer Does not work on Pokemon that have Suction Cups, Soundproof, or are under the effect of Ingrain. |
Status |
Normal |
20 |
--- |
100% |
| Roar of Time |
The user attacks with a time-splitting roar. The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. |
Special |
Dragon |
5 |
150 |
90% |
| Rock Blast |
The user blasts 2-5 rocks at the foe in a row. If one of these attacks is to break the target's Substitute, the foe will take damage for the rest of the hits. This move has a 3/8 chance to hit two or three times and a 1/8 chance to hit four or five times. If the user has Skill Link, this move will always hit five times. |
Physical |
Rock |
10 |
25 |
80% |
| Rock Climb |
The user climbs up, then jumps down onto the foe, with a 20% chance of confusing the foe. |
Physical |
Normal |
20 |
90 |
85% |
| Rock Polish |
The user polishes their body, reducing drag, to raise their Speed by 2 stages. |
Status |
Rock |
20 |
--- |
--- |
| Rock Slide |
The user sends rocks crashing down on the foe. In double battles, this move hits both foes. This move has a 30% chance to make the foe flinch. |
Physical |
Rock |
10 |
75 |
90% |
| Rock Smash |
The user attacks the foe with a stone-smashing punch, with a 50% chance to lower the foe's Defense by 1 stage. |
Physical |
Fighting |
15 |
40 |
100% |
| Rock Throw |
The user throws a rock at the foe. |
Physical |
Rock |
15 |
50 |
90% |
| Rock Tomb |
The user smothers the foe with rocks, lowering the foe's Speed by 1 stage. |
Physical |
Rock |
10 |
50 |
80% |
| Rock Wrecker |
The user fires a gigantic rock at the foe, but has to recharge for the next turn, becoming uncontrollable till the end of that turn. |
Physical |
Rock |
5 |
150 |
90% |
| Role Play |
The user copies the foe's ability, but fails if the foe's ability is Wonder Guard. |
Status |
Psychic |
10 |
--- |
--- |
| Rolling Kick |
The user attacks with a quick, spinning kick, with a 30% chance to make the foe flinch. |
Physical |
Fighting |
15 |
60 |
85% |
| Rollout |
The user rolls up into a ball and charges at the foe for five turns uncontrollably. With each successful use of Rollout, the move's power doubles or if Defense Curl was used beforehand. Rollout's power resets if the attack misses or at the end of the five turns.. |
Physical |
Rock |
20 |
30 |
90% |
| Roost |
The user lands and rests, recovering 1/2 its max HP. If the use is a Flying-type, the user loses their Flying-type classification until the start of the next turn. |
Status |
Flying |
10 |
--- |
--- |
| Sacred Fire |
The user attacks the foe with a intense, mystical fire, with a 50% chance to burn the foe. Scared Fire can also be used while the user is frozen, thawing out the user and attacking the foe normally. |
Physical |
Fire |
5 |
100 |
95% |
| Safeguard |
The user sets up a shield that protects everyone in the user's party from all status conditions for five turns. |
Status |
Normal |
25 |
--- |
--- |
| Sand Tomb |
The user traps the foe in sand for 2-5 turns, causing damage equal to 1/16 of the foe's max HP each turn. The foe can be released from Sand Tomb via Rapid Spin or by switching out via holding a Shed Shell, Baton Pass, or U-Turn. |
Physical |
Ground |
15 |
15 |
70% |
| Sand-Attack |
The user splashes sand in the foe's face, lowering their Accuracy by 1 stage. |
Status |
Ground |
15 |
--- |
100% |
| Sandstorm |
The user whips up a sandstorm for 5 turns, canceling out all other weather effect. For 5 turns: All Rock-type Pokemon get a 50% boost to their Special Defense, each active Pokemon, even ones under Substitute, lose 1/16 each turn unless it has Sand Veil or is a Rock-type, Ground-type, or Steel-type, Solarbeam's power is halved, and the healing power of Synthesis, Moonlight, and Morning Sun is halved. Sandstorm lasts for eight turns if the user is holding Smooth Rock. Cancels all other weather moves. |
Status |
Rock |
10 |
--- |
--- |
| Scary Face |
The user scares the foe with a horrifying face, lowering the foe's Speed by 2 stages. |
Status |
Normal |
10 |
--- |
90% |
| Scratch |
The user scratches the foe. |
Physical |
Normal |
35 |
40 |
100% |
| Screech |
The user screeches to lower the foe's Defense by 2 stages, but fails if the foe has Soundproof. |
Status |
Normal |
40 |
--- |
85% |
| Secret Power |
This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The foe 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 foe'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. |
Physical |
Normal |
20 |
70 |
100% |
| Seed Bomb |
The user attacks the foe by launching seeds at it. |
Physical |
Grass |
15 |
80 |
100% |
| Seed Flare |
The user fires seed at high speeds at the foe, with a 40% chance of lowering the foe's Special Defense by 2 stages. |
Special |
Grass |
5 |
120 |
85% |
| Seismic Toss |
The user picks up the foe and then throws them down, doing damage equal to the foe's level. Does damage equal to user's level. |
Physical |
Fighting |
20 |
Var Dmg |
100% |
| Selfdestruct |
The user blows itself up. The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. |
Physical |
Normal |
5 |
200 |
100% |
| Shadow Ball |
The user fires a blob of ghostly energy at the foe, with a 20% chance to lower the foe's Special Defense by 1 stage. |
Special |
Ghost |
15 |
80 |
100% |
| Shadow Claw |
The user slashes the foe with a ghostly claw, with a high critical hit ratio. |
Physical |
Ghost |
15 |
70 |
100% |
| Shadow Force |
The user uses a ghostly power to disappear for one turn, becoming uncontrollable and dodging all attacks on the second turn. This move still strikes the target, even if the target uses Protect or Detect. |
Physical |
Ghost |
5 |
120 |
100% |
| Shadow Punch |
The user punches the foe with a fist covered in ghostly power, ignoring all Evasion and Accuracy modifiers and never misses except against Protect, Detect, or against a target in the middle of using Fly, Dive, or Bounce. |
Physical |
Ghost |
20 |
60 |
100% |
| Shadow Sneak |
The user uses their ghostly powers to sneak behind the foe and strike them, usually going first unless outsped by another priority move. |
Physical |
Ghost |
30 |
40 |
100% |
| Sharpen |
The user makes itself more jagged to raise their Attack by 1 stage. |
Status |
Normal |
30 |
--- |
--- |
| Sheer Cold |
The user attakcs with unbearably cold ice, making the foe instantly faint, unless the foe is a higher level than the user. |
Special |
Ice |
5 |
KO |
30% |
| Shock Wave |
The user attacks the foe wit a wave of powerful electricity, ignoring all Evasion and Accuracy modifiers and never misses except against Protect, Detect, or a Pokemon in the middle of using Fly, Dive, or Bounce. |
Special |
Electric |
20 |
60 |
100% |
| Signal Beam |
The user fies a sinister beam of light at the foe, with a 10% chance of confusing the foe. |
Special |
Bug |
15 |
75 |
100% |
| Silver Wind |
The user blows powdery scales at the foe, with a 10% chance to raise all of the user's stats by 1 stage. |
Special |
Bug |
5 |
60 |
100% |
| Sing |
The user sings a lovely song to put the foe to sleep. |
Status |
Normal |
15 |
--- |
55% |
| Sketch |
The user copies the foe's last used move, permanently replacing Sketch with that move. Will not work with itself, Chatter, Memento, Struggle, Transform, and moves that generate other moves that can be sketched successfully, as can Explosion and Selfdestruct if a Pokemon with Damp is present. Healing Wish and Lunar Dance can be sketched. This move fails if used in a wireless or Wi-Fi battle. |
Status |
Normal |
1 |
--- |
--- |
| Skill Swap |
The user uses their psychic powers to exchange abilities with the foe, but fails if the foe or user's ability is Wonder Guard. |
Status |
Psychic |
10 |
--- |
--- |
| Skull Bash |
The user lowers their head on the first turn, raising their Defense by 1 stage and becoming uncontrollable then bashes head-first into the foe on the next turn. |
Physical |
Normal |
15 |
100 |
100% |
| Sky Attack |
The user charges up for one turn and becomes uncontrollable, then attacks the next turn. Has a high critical hit ratio, and a 30% chance of making the foe flinch. |
Physical |
Flying |
5 |
140 |
90% |
| Sky Uppercut |
The user throws a punch up into the air, which can also hit foes that are in mid-air via Fly or Bounce. |
Physical |
Fighting |
15 |
85 |
90% |
| Slack Off |
The user lounges around to restore 1/2 of their max HP. |
Status |
Normal |
10 |
--- |
--- |
| Slam |
The user slams the foe with a leg, tail, etc. |
Physical |
Normal |
20 |
80 |
75% |
| Slash |
The user slashes the foe, with a hit critical hit ratio. |
Physical |
Normal |
20 |
70 |
100% |
| Sleep Powder |
The user puts the foe to sleep with a powdery spore. |
Status |
Grass |
15 |
--- |
75% |
| Sleep Talk |
The user randomly uses one of its attacks in it's sleep. Rest will fail if it is selected. Sleep talk's generated attacks don't cost PP, but will not generate moves that have 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attack, Focus Punch, Me First, Metronome, Uproar, Mirror Move, or attacks that have a charge-up turn like Fly or Skull Bash. Moves that have a recharge turn like Hyper Beam can be selected. This move fails if the user is not asleep. |
Status |
Normal |
10 |
Copy |
--- |
| Sludge |
The user fires sludge at the for, with a 30% chance of poisoning the foe. |
Special |
Poison |
20 |
65 |
100% |
| Sludge Bomb |
The user fires a ball of sludge at the foe, with a 30% chance of poisoning the foe. |
Special |
Poison |
10 |
90 |
100% |
| SmellingSalt |
The user attacks the foe by slapping them with hands that smell like salt. This move has double power against paralyzed foes, but also heals them from being paralyzed. |
Physical |
Normal |
10 |
60 |
100% |
| Smog |
The user attacks the foe by breathing smog on them, with a 40% chance of poisoning the foe. |
Special |
Poison |
20 |
20 |
70% |
| SmokeScreen |
The user lowers the foe's Accuracy by enveloping them in smoke. |
Status |
Normal |
20 |
--- |
100% |
| Snatch |
This move almost always goes first, unless out speeded by another priority attack. 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 supporting performed by another Pokemon before wearing off. |
Status |
Dark |
10 |
--- |
--- |
| Snore |
The user attacks by snoring in their sleep, with a 30% chance of making the foe flinch, but fails if the user is not asleep. |
Special |
Normal |
15 |
40 |
100% |
| Softboiled |
The user restores half their max HP with an egg, or an ally's HP outside of battle. |
Status |
Normal |
10 |
--- |
--- |
| SolarBeam |
The user charges up solar power for one turn, becoming uncontrollable, then fires a beam of solar power the next turn. During Sunny Day, Solar Beam immediately fires. During Rain Dance, Sandstorm, and Hail, Solar Beam only has half power. |
Special |
Grass |
10 |
120 |
100% |
| SonicBoom |
The user attacks with a shock wave that always deals 20 points of damage. |
Special |
Normal |
20 |
Set |
90% |
| Spacial Rend |
The user attacks by bending space, with a hit critical hit ratio. |
Special |
Dragon |
5 |
100 |
95% |
| Spark |
The user attacks with a spark of electricity, with a 30% chance to paralyze the foe. |
Physical |
Electric |
20 |
65 |
100% |
| Spider Web |
The user traps the foe under a spider web, so that as long as the user remains in battle, the foe cannot switch out unless they are holding Shed Shell or use Baton Pass or U-Turn. The foe will still be trapped if the user switches out via Baton Pass. |
Status |
Bug |
10 |
--- |
--- |
| Spike Cannon |
The user fires 2-5 at the foe in a row. If one of these attacks is to break a foe's Substitute, the foe takes damage for the rest of the hits. Spike Cannon has a 3/8 chance to hit two or three times and a 1/8 chance to hit four or five times. If the user has Skill Link, Spike Cannon will always hit five times. |
Physical |
Normal |
15 |
20 |
100% |
| Spikes |
The user throws spikes out to damage opponents, unless they're Flying-type or have Levitate. This move hits through Wonder Guard. Spikes can be used up to three times to cause more damage: saps 1/8 of max HP with one layer, 3/16 of max HP with two layers and 1/4 max HP with three layers. |
Status |
Ground |
20 |
--- |
100% |
| Spit Up |
The user spits up whatever it stockpiled. Power of Spit Up increases with the user's Stockpile count, but fails if the user has no Stockpiles. |
Special |
Normal |
10 |
--- |
100% |
| Spite |
The user spites the foe, maknig the foe's most recent move lose 4 PP, but fails if the foe has yet to perform a move, if the foe's last move has run out of PP, or the foe can only use Struggle. |
Status |
Ghost |
10 |
--- |
100% |
| Splash |
The user splashes around (epic move, no?) Unfortunately can't by used during the effects of Gravity. Depressing, isn't it? |
Status |
Normal |
40 |
--- |
--- |
| Spore |
The user spreads a spore that puts the foe to sleep. |
Status |
Grass |
15 |
--- |
100% |
| Stealth Rock |
The user sets up floating rocks that attack opponents every time they switch out until they user Rapid Spin. Saps a fraction of max HP determined by the effectiveness of Rock-types 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 type Pokemon's max HP when it switches in. |
Status |
Rock |
20 |
--- |
--- |
| Steel Wing |
The user attacks with steel-hard wings, with a 10% cahnce of raising the user's Defense by 1 stage. |
Physical |
Steel |
25 |
70 |
90% |
| Stockpile |
The suer stockpiles power that can be used up to three times to power up Spit Up or Swallow. Stockpile raises the user's Defense and Special Defense by 1 stage each. Stockpiles and the defensive boosts are lost when Swallow or Spit Up is used or the user switches out. However, the boosts can be Baton Passed. |
Status |
Normal |
20 |
--- |
--- |
| Stomp |
The user stomps on the foe, with a 30% chance of making the foe flinch. It also has normal accuracy and double power against a Minimized Pokemon. |
Physical |
Normal |
20 |
65 |
100% |
| Stone Edge |
The user fires chunks of stone at the foe, with a high critical hit ratio. |
Physical |
Rock |
5 |
100 |
80% |
| Strength |
The user attacks with boulder-moving strength. |
Physical |
Normal |
15 |
80 |
100% |
| String Shot |
The user shoots sticky silk allover the foe, lowering the foe's Speed by 1 stage. |
Status |
Bug |
40 |
--- |
95% |
| Struggle |
This move is only useable when all the user's other moves run out of PP or are otherwise inaccessible. The user receives recoil damage equal to 1/4 it's max HP. Struggle is classified as a typeless move and can hit Rock-Type, Steel-Type, and Ghost-Type Pokemon for normal damage. |
Physical |
None |
1 |
50 |
100% |
| Stun Spore |
The user releases a spore that paralyzes the foe. |
Status |
Grass |
30 |
--- |
75% |
| Submission |
The user slams the foe to the ground in a submission hold, but the user receives 1/4 recoil damage. |
Physical |
Fighting |
25 |
80 |
80% |
| Substitute |
The user sacrifices 1/4 of their maximum HP to create a substitute (this move fails if the user does not have enough HP to do so).Until the substitute is broken. the takes damage from all attacks made by other Pokemon and shields the user from all status effects and stat modifiers by other Pokemon. The user can still be hit by Tickle, Hail, Sandstorm, and Attract under Substitute. If the substitute fades during a multistrike move such as Fury Attack, the user takes damage from the remaining hits. |
Status |
Normal |
10 |
--- |
--- |
|
| Always goes first unless met with a faster priority attack. Will fail if the foe is not using an attacking move. |
Physical |
Dark |
5 |
80 |
100% |
| Sunny Day |
The user makes it shine brightly, canceling out all other weather effects. For 5 turns. 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 becomes a one-turn attack, 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. |
Status |
Fire |
5 |
--- |
--- |
| Super Fang |
The user bites the foe with sharp fangs, halving the foe's current HP. |
Physical |
Normal |
10 |
Varies |
90% |
| Superpower |
The user uses extreme force against the foe, but lowers the user's Attack and Defense by 1 stage after use. |
Physical |
Fighting |
5 |
120 |
100% |
| Supersonic |
The user confuses the foe with sending odd sound waves, but fails if the foe has Soundproof. |
Status |
Normal |
20 |
--- |
55% |
| Surf |
The user sends a crashing wave down on the foe. In double battles, this move hits both foes plus the user's partner. Surf's power is doubled against a Pokemon in the middle of using Dive. |
Special |
Water |
15 |
95 |
100% |
| Swagger |
The user angers the foe until it becomes confused, confusing it and raising its Attack by 2 stages. |
Status |
Normal |
15 |
--- |
90% |
| Swallow |
The user swallows whatever it piled up.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. |
Status |
Normal |
10 |
--- |
--- |
| Sweet Kiss |
The user kisses the foe sweetly, confusing the foe. Status |
Normal |
10 |
--- |
75% |
| Sweet Scent |
The user releases a sweet scent, lowering the foe's Evasion by 1 stage. |
Status |
Normal |
20 |
--- |
100% |
| Swift |
The user fires stars at the foe, ignoring all Evasion and Accuracy modifers and never misses except against Protect, Detect, or against a Pokemon in the middle of using Fly, Dive, or Bounce. |
Special |
Normal |
20 |
60 |
100% |
| Switcheroo |
The user switches items with the foe, unless the foe has Sticky Hold or Multitype. Items lost to Switcheroo cannot be recovered via Recycle. |
Status |
Dark |
10 |
--- |
100% |
| Swords Dance |
The user does a swordsmen's dance to raise their Attack by 2 stages. |
Status |
Normal |
30 |
--- |
--- |
| Synthesis |
The user uses photosynthesis to restore a fraction of their 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. |
Status |
Grass |
5 |
--- |
--- |
| Tackle |
The user tackles the foe. |
Physical |
Normal |
35 |
35 |
95% |
| Tail Glow |
The user increases the intensity of the light in their tail and then stares at the light to focus their mind, raising their Special Attack by 2 stages. |
Status |
Bug |
20 |
--- |
--- |
| Tail Whip |
The user whips their tail around, distracting the foe and lowering their Defense by 1 stage. |
Status |
Normal |
30 |
--- |
100% |
| Tailwind |
The user makes the wind blow behind their tea, doubling their Speed for three turns, which includes the turn Tailwind is used and any turns used to switch out Pokemon. |
Status |
Flying |
30 |
--- |
--- |
| Take Down |
The user charges into the foe at full power, but takes 1/4 recoil damage unless the user has Rock Head. |
Physical |
Normal |
20 |
90 |
85% |
| Taunt |
The user taunts the foe into attacking them, preventing them from using any non-damaging attack for two to four turns. Copycat, Me First, Metronome, Mirror Move, and Sleep Talk cannot be used during this time, but Bide, Counter, Endeavor, Metal Burst, and Mirror Move can still be used. |
Status |
Dark |
20 |
--- |
100% |
| Teeter Dance |
The foe does an odd dance that causing each active Pokemon, except the user, to become confused. |
Status |
Normal |
20 |
--- |
100% |
| Teleport |
The user uses their psychic powers to escape from battle, but only works in wild Pokemon battles. |
Status |
Psychic |
20 |
--- |
--- |
| Thief |
The user steals the foe's held item unless the foe has Sticky Hold, Multitype, or the user is already holding an item. An item lost via Thief cannot be recovered with Recycle. |
Physical |
Dark |
10 |
40 |
100% |
| Thrash |
The user thrashes around uncontrollably for two to three turns, then becomes confused. |
Physical |
Normal |
20 |
90 |
100% |
| Thunder |
The user releases a large clap of thunder, with a 30% chance to paralyze the foe. Thunder has normal accuracy against Pokemon in mid-air via Bounce or Fly. Thunder has 50% accuracy during Sunny Day. This move never misses during Rain Dance and has a 30% chance to break through Protect or Detect. |
Special |
Electric |
10 |
120 |
70% |
| Thunder Fang |
The user bites the foe with electrically-charged fangs, with a 10% chance to paralyze the foe or make the foe flinch. Both effects can occur from a single use. |
Physical |
Electric |
15 |
65 |
95% |
| Thunder Wave |
The user paralyzes the foe with a weak wave of electricity. This move activates Motor Drive. |
Status |
Electric |
20 |
--- |
100% |
| Thunderbolt |
The user attacks with a powerful bolt of thunder, with a 10% chance to paralyze the foe. |
Special |
Electric |
15 |
95 |
100% |
| ThunderPunch |
The user punches the foe with an electrically-charged fist, with a 10% chance to paralyze the foe. |
Physical |
Electric |
15 |
75 |
100% |
| ThunderShock |
The user attacks with a weak electrical shock, with a 10% chance of paralyzing the foe. |
Special |
Electric |
30 |
40 |
100% |
| Tickle |
The user tickles the foe, lowering the foe's Attack and Defense by 1 stage each. |
Status |
Normal |
20 |
--- |
100% |
| Torment |
The user torments the foe so that the foe cannot use the same move for two turns in a row until the foe is switched out. The foe will still use Struggle every other turn if it cannot attack without using the same move. |
Status |
Dark |
15 |
--- |
100% |
| Toxic |
The user poisons the foe. Damage from Toxic's poisoning doubling after each turn. Poison will not be healed if the poisoned Pokemon switches out. |
Status |
Poison |
10 |
--- |
85% |
| Toxic Spikes |
The user spreads poisonous spikes around the foe's field, causing any Pokemon that switches in to be poisoned until they use Rapid Spin. One layer inflicts normal poisoning but two layers inflicts Toxic. If the opponent switches in a non-Flying-type Poison Pokemon who does not have Levitate, Toxic Spikes will be removed. Flying-type Pokemon and Pokemon with Levitate are only affected if Gravity is in effect, they are holding Iron Ball, or they are Baton passed into Ingrain. Steel-type Pokemon and Pokemon who are Baton Passed into Substitutes will not be affected. |
Status |
Poison |
20 |
--- |
--- |
| Transform |
The user morphs into a near-exact copy of the foe. Their stats, stat modifiers, moves, Hidden Power data, and appearance change, but the user's level and Hp stay the same and each move only has 5 PP. If Transform is used by a Ditto holding Metal Powder or Quick Powder, the effects of Metal Powder and Quick Powder stop working after the transformation. |
Status |
Normal |
10 |
--- |
--- |
| Tri Attack |
The user fires a triple elemental beam, with a 20% chance of burning, paralyzing, or freezing the foe. |
Special |
Normal |
10 |
80 |
100% |
| Trick |
The user tricks the foe into switching held items unless the foe has Sticky Hold or Multitype. Items lost from Trick cannot be recovered via Recycle. |
Status |
Psychic |
10 |
--- |
100% |
| Trick Room |
Usually goes last, unless it is faster than another priority move. The user wraps the dimensions so that attacking order is reversed for all active Pokemon for five turns, with the slowest Pokemon going first and vice versa. Note that move order is still determined by the priority categories and that Trick Room's effects apply only when Pokemon have chosen moves of the same priority. Using Trick Room a second time reverses this effect. Trick Room's effect is ignored by Stall and held items that may affect the turn order such as Full Incense, Lagging Tail, or Quick Claw |
Status |
Psychic |
5 |
--- |
--- |
| Triple Kick |
The user kicks the foe three times, adding 10 BP to each kick. If a kick misses, Triple Kick instantly ends. If one of the kicks breaks the target's Substitute, the target will take damage for the rest of the kicks. |
Physical |
Fighting |
10 |
10 |
90% |
| Trump Card |
This move's base power increases as its remaining PP decreases. |
Special |
Normal |
5 |
Varies |
100% |
| Twineedle |
The user fires two needles, at the foe with a 20% chance of poisoning the foe. If the first needle breaks the foe's Substitute, the foe will take the damage for the second needle. |
Physical |
Bug |
20 |
25 |
100% |
| Twister |
The user attacks the foe with twister, with a 20% chance to make the foe flinch. Twister can hit foes who are in mid-air via Bounce or Fly with doubled power. |
Special |
Dragon |
20 |
40 |
100% |
| U-Turn |
The user strikes the foe before returning to it's trainer, even if the Pokemon is trapped by another Pokemon. If the Pokemon that switches with the user knows U-Turn and is holding Choice Band, Choice Lens, or Choice Scarf, the replacement Pokemon will be locked into U-Turn, though if a Pokemon holds one of these items and doesn't know U-Turn can select their attack normally. When a Pokemon faster uses Pursuit on a U-Turner, the U-Turner is hit for normal damage, but if the Pokemon using Pursuit is slower, the U-Turner uses U-Turn, is hit by Pursuit for double damage, and switches out. |
Physical |
Bug |
20 |
70 |
100% |
| Uproar |
The user uses a loud screech to cause an Uproar and attacks uncontrollably for 2-5 turns. During Uproar, active Pokemon cannot fall asleep and sleeping Pokemon sent into battle will wake up. |
Special |
Normal |
10 |
50 |
100% |
| Vacuum Wave |
The user attacks with a wave of pure vacuum, usually going first unless outsped by another priority attack. |
Special |
Fighting |
30 |
40 |
100% |
| Vicegrip |
The user squeezes the foe with huge, impressive pincers. |
Physical |
Normal |
30 |
55 |
100% |
| Vine Whip |
The user attacks the foe with a whip-like vine. |
Physical |
Grass |
15 |
35 |
100% |
| Vital Throw |
Usually goes last, unless it outspeeds another priority attack, ignoring all Evasion and Accuracy modifiers. The user allows the foe to attack first, allowing Vital Throw to never miss except against Protect, Detect, or on a target using Fly, Dive, Dig, or Bounce. |
Physical |
Fighting |
10 |
70 |
100% |
| Volt Tackle |
The user covers itself in electric power and charges at the foe, receiving 1/3 recoil damage with a 10% chance to paralyze the foe. |
Physical |
Electric |
15 |
120 |
100% |
| Wake-Up Slap |
The user slaps the foe. If the foe is asleep, Wake-Up Slap does double damage, but wakes the foe up. |
Physical |
Fighting |
10 |
60 |
100% |
| Water Gun |
The user sprays the foe with a weak beam of water. |
Special |
Water |
25 |
40 |
100% |
| Water Pulse |
The user attacks with a pulse of water, with a 20% chance to confuse the foe. |
Special |
Water |
20 |
60 |
100% |
| Water Sport |
The user covers theirself with water, weakening all Fire-type moves by 50% until the user switches out. |
Status |
Water |
15 |
--- |
--- |
| Water Spout |
The user attacks with a burst of water that weakens as the user's HP decreases. |
Special |
Water |
5 |
--- |
100% |
| Waterfall |
The user charges at the foe rapidly, with a 20% chance of making the foe flinch. |
Physical |
Water |
15 |
80 |
100% |
| Weather Ball |
The user attacks with a ball of energy that receives double base power and a type change during weather effects: becomes Fire-type during Sunny Day, Water-type during Rain Dance, Ice-type during Hail, and Rock-type during Sandstorm. |
Special |
Normal |
10 |
50 |
100% |
| Whirlpool |
The user traps the foe in a whirlpool for 2-5 turns causing damage equal to 1/16 of the foe's max HP each turn. The foe can be freed by Rapid Spin. The foe can still switch out if it is holding Shed Shell, uses Baton Pass, or uses U-Turn. WHirlpool's base power doubles against a Pokemon in the middle of using Dive. |
Special |
Water |
15 |
15 |
70% |
| Whirlwind |
The user flaps it's wings ahrd to make a whirlwing, almost always going last unless it outspeeds a slower priority attack. In trainer battles, the foe is switched out randomly with one of it's teammates, but fails if the foe is the only non-fainted Pokemon on it's team. It escapes fromw ild battles. Whirlwind has no effect on Pokemon with Suction Cups or Pokemon under the effect of Ingrain. |
Status |
Normal |
20 |
--- |
100% |
| Will-O-Wisp |
The user burns the foe with a ghostly fire, also activating Flash Fire. |
Status |
Fire |
15 |
--- |
75% |
| Wing Attack |
The user attacks with its wings. |
Physical |
Flying |
35 |
60 |
100% |
| Wish |
The user makes a wish so that at the end of the next turn, the active Pokemon from the user's team is healed by 1/2 their max HP; this can be any Pokemon on the user's team. |
Status |
Normal |
10 |
--- |
--- |
| Withdraw |
The user goes into their shell, raising their Defense by 1 stage. |
Status |
Water |
40 |
--- |
--- |
| Wood Hammer |
The user slams their rugged body against the foe, receiving 1/3 recoil damage unless the user has Rock Head. |
Physical |
Grass |
15 |
120 |
100% |
| Worry Seed |
The user plants a seed on the foe that induces worry, changing it's ability to Insomnia until it switches out, unless the target's ability is Truant or Multitype. |
Status |
Grass |
10 |
--- |
100% |
| Wrap |
The user wraps their tail or vines around the foe for 2-5 turns, causing damage equal to 1/16 the foe's max HP. The foe can break out of Wrap by using Rapid Spin. The foe can switch is they are holding Shed Shell, use U-Turn, or use Baton Pass. |
Physical |
Normal |
20 |
15 |
85% |
| Wring Out |
The user wrings out the foe, with power that decreases at the foe's HP decreases. |
Special |
Normal |
5 |
--- |
100% |
| X-Scissor |
The user slashes the foe in a X shape. |
Physical |
Bug |
15 |
80 |
100% |
| Yawn |
The user yawns at the foe. If the foe stays in battle, they fall asleep at the next turn's end. |
Status |
Normal |
10 |
--- |
--- |
| Zap Cannon |
The user attacks with a powerful electric cannon, paralyzing the foe. |
Special |
Electric |
5 |
120 |
50% |
| Zen Headbutt |
The user charges up phychic energy in their head and rams into the foe head-first, with a 20% chance of making the foe flinch. |
Physical |
Psychic |
15 |
80 |
90% |