Pokemon Moves

Here it is! A chart of every single Pokemon move in the game up to generation 4! Ctrl + F can be used to find a certain move quickly.

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%