| Attract |
Normal |
Other |
— |
100% |
15 |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
| Battle Zone |
Psychic |
Other |
— |
—% |
10 |
A mysterious field of amplifying energy is put up to increase damage from physical attacks for five turns. |
| Berry Share |
Normal |
Other |
— |
—% |
10 |
The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch. |
| Blackout Wave |
Dark |
Special |
120 |
100% |
10 |
A two-turn attack. The user gathers negative thoughts, then releases a wave of darkness and fear on the second turn. |
| Calm Mind |
Psychic |
Other |
— |
—% |
20 |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
| Calm Skies |
Normal |
Other |
— |
—% |
5 |
The user clears the skies and calms the wind, returning the weather to normal. |
| Charge Beam |
Electric |
Special |
50 |
90% |
10 |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
| Confide |
Normal |
Other |
— |
—% |
20 |
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. |
| Cut |
Steel |
Physical |
65 |
95% |
20 |
The target is cut with a scythe or a claw. Critical hits land more easily. It can also be used to cut down some obstacles. |
| Dark Pulse |
Dark |
Special |
80 |
100% |
15 |
The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. |
| Dig |
Ground |
Physical |
80 |
100% |
10 |
The user burrows, then attacks on the next turn. It can also be used to exit dungeons. |
| Double Team |
Normal |
Other |
— |
—% |
15 |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| Dream Eater |
Psychic |
Special |
100 |
100% |
15 |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. |
| Echoed Voice |
Normal |
Special |
40 |
100% |
15 |
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
| Energy Ball |
Grass |
Special |
90 |
100% |
10 |
The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. |
| Energy Zone |
Psychic |
Other |
— |
—% |
10 |
A mysterious field of amplifying energy is put up to increase damage from special attacks for five turns. |
| Facade |
Normal |
Physical |
70 |
100% |
20 |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
| Flash |
Normal |
Other |
— |
100% |
20 |
The user flashes a bright light that cuts the target’s accuracy. |
| Frustration |
Normal |
Physical |
* |
100% |
20 |
A full-power attack that grows more powerful the less the user likes its Trainer. |
| Hidden Power |
Normal |
Special |
60 |
100% |
15 |
A unique attack that varies in type depending on the Pokémon using it. |
| Light Screen |
Psychic |
Other |
— |
—% |
30 |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
| Payback |
Dark |
Physical |
50 |
100% |
10 |
The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. |
| Pixie Punch |
Fairy |
Physical |
60 |
100% |
20 |
The user punches the target with a fist full of sparkling powder. This may also confuse the target. |
| Pounce |
Normal |
Physical |
100 |
100% |
10 |
A two-turn attack. The user braces itself and watches the target closely, then pounces on the second turn. |
| Protect |
Normal |
Other |
— |
—% |
10 |
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| Psych Up |
Normal |
Other |
— |
—% |
10 |
The user hypnotizes itself into copying any stat change made by the target. |
| Psychic |
Psychic |
Special |
90 |
100% |
10 |
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. |
| Psyshock |
Psychic |
Special |
80 |
100% |
10 |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
| Rain Dance |
Water |
Other |
— |
—% |
5 |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
| Reflect |
Psychic |
Other |
— |
—% |
20 |
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
| Rest |
Psychic |
Other |
— |
—% |
10 |
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. |
| Return |
Normal |
Physical |
* |
100% |
20 |
A full-power attack that grows more powerful the more the user likes its Trainer. |
| Round |
Normal |
Special |
60 |
100% |
15 |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
| Safeguard |
Normal |
Other |
— |
—% |
25 |
The user creates a protective field that prevents status conditions for five turns. |
| Shimmer Shot |
Fairy |
Special |
40 |
100% |
20 |
Shimmering energy gathers around the user with each burst of light. Hitting a target raises the Special Attack stat. |
| Sleep Talk |
Normal |
Other |
— |
—% |
10 |
While it is asleep, the user randomly uses one of the moves it knows. |
| Specter Throw |
Ghost |
Physical |
50 |
100% |
10 |
The user lobs a blast of solid shadows at the target. The user can throw the target's item for even more damage. |
| Spirit Punch |
Fighting |
Special |
90 |
85% |
15 |
The user summons a giant fist made of pure fighting spirit and pummels the target. This may also raise Attack and Special Attack. |
| Substitute |
Normal |
Other |
— |
—% |
10 |
The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
| Sunny Day |
Fire |
Other |
— |
—% |
5 |
The user intensifies the sun for five turns, powering up Fire-type moves. |
| Swagger |
Normal |
Other |
— |
90% |
15 |
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. |
| Telestrike |
Psychic |
Physical |
30 |
85% |
20 |
The user disappears and reappears right next to the target for a sudden strike. This move always goes first and may also make the target flinch. |
| Thunder Wave |
Electric |
Other |
— |
100% |
20 |
The user launches a weak jolt of electricity that paralyzes the target. |
| Thunderbolt |
Electric |
Special |
90 |
100% |
15 |
A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
| Torment |
Dark |
Other |
— |
100% |
15 |
The user torments and enrages the target, making it incapable of using the same move twice in a row. |
| Toxic |
Poison |
Other |
— |
90% |
10 |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| Trick Room |
Psychic |
Other |
— |
—% |
5 |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
| Void Burst |
Psychic |
Special |
80 |
100% |
10 |
The user disappears into a void of psychic energy, then releases it on the second turn to damage the opposing Pokémon. |