Name | Type | PP | Att. | Acc. | Effect |
Attract |
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15 | -- | 100 | Infatuates targets, making it hard for them to attack foes of the opposite gender. |
Barrage |
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20 | 15 | 85 | Several spheres are thrown consecutively at the target to inflict damage. |
Baton Pass |
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40 | -- | 100 | A move that transfers the user's status changes to the next Pokémon when switching. |
Belly Drum |
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10 | -- | 100 | A move that allows the user to consume half of its own HP in order to maximize its ATTACK. |
Bide |
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10 | -- | 100 | The user waits for several turns. At the end, it returns double the damage it received. |
Bind |
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20 | 15 | 75 | Traps and squeezes the target over several turns. The target cannot move while under attack. |
Body Slam |
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15 | 85 | 100 | A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits. |
Charm |
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20 | -- | 100 | A move that charms the target into complacency, sharply reducing its ATTACK power. |
Comet Punch |
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15 | 18 | 85 | Although each slap is weak, this attack hits the target two to five times in succession. |
Constrict |
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35 | 10 | 100 | A NORMAL-type attack. Has a one-in-ten chance of reducing the target's SPEED. |
Conversion |
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30 | -- | 100 | A special move that switches the user's elemental type into one of the user's attack types. |
Conversion 2 |
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30 | -- | 100 | A move that changes the user's type into one that is resistant to the opponent's last move. |
Cut |
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30 | 50 | 95 | A NORMAL-type attack. Also used for cutting small bushes to open new paths. |
Defense Curl |
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40 | -- | 100 | Raises the user's DEFENSE. Can normally be used up to six times in a row. |
Disable |
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20 | -- | 55 | A move that disables one of the target's moves. That move can't be used until it wears off. |
Dizzy Punch |
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10 | 70 | 100 | A NORMAL-type attack. Has a one-in-five chance of leaving the target confused. |
DoubleSlap |
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10 | 15 | 85 | Although each slap is weak, this attack hits the target two to five times in succession. |
Double Team |
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15 | -- | 100 | Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
Double-Edge |
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15 | 120 | 100 | A charging tackle attack. One quarter of the damage comes back to hurt the attacker. |
Egg Bomb |
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10 | 100 | 75 | A NORMAL-type attack. An egg is launched at the target. It may miss, however. |
Encore |
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5 | -- | 100 | Forces the target to continue to use the move it used last for the next two to six turns. |
Endure |
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10 | -- | 100 | Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
Explosion |
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5 | 250 | 100 | The most powerful attack of all. However, the attacker faints after using this move. |
ExtremeSpeed |
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5 | 80 | 100 | An attack that always strikes first. It can be learned by only a few Pokémon. |
False Swipe |
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40 | 40 | 100 | A move that adjusts ATTACK so that the foe has one HP left. Can't cause the foe to faint. |
Flail |
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15 | -- | 100 | An attack that increases in power if the user's HP is low. It could turn the tide in battle. |
Flash |
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20 | -- | 70 | Blinds the target with a bright flash of light, reducing the opponent's accuracy. |
Focus Energy |
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30 | -- | 100 | Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
Foresight |
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40 | -- | 100 | Neutralizes the foe's evasiveness. Also makes the GHOST type vulnerable to physical attacks. |
Frustration |
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20 | -- | 100 | A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move. |
Fury Attack |
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20 | 15 | 85 | A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times. |
Fury Swipes |
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15 | 18 | 80 | The target is scratched by sharp claws two to five times in quick succession. |
Glare |
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30 | -- | 75 | Transfixes the enemy with terrifying sharp eyes, frightening it into paralysis. |
Growl |
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40 | -- | 100 | A move that lowers the target's ATTACK power. Can normally be used up to six times. |
Growth |
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40 | -- | 100 | A NORMAL-type move that raises SPCL.ATK. Normally used up to six times. |
Guillotine |
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5 | -- | 30 | A single-hit knockout attack. Learned only by Pokémon that have large pincers. |
Harden |
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30 | -- | 100 | Raises the user's DEFENSE. Useful when battling physically strong Pokémon. |
Headbutt |
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15 | 70 | 100 | A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. |
Heal Bell |
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5 | -- | 100 | The soothing ringing of a bell that eliminates all status problems for the entire party. |
Hidden Power |
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15 | -- | 100 | A peculiar move that changes type and power depending on the Pokémon using it. |
Horn Attack |
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25 | 65 | 100 | A NORMAL-type attack. A sharp horn is driven hard into the target to inflict damage. |
Horn Drill |
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5 | -- | 30 | A single-hit knockout attack. Learned only by Pokémon with a horn or horns. |
Hyper Beam |
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5 | 150 | 90 | An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
Hyper Fang |
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15 | 80 | 90 | A NORMAL-type attack. Has a one-in-ten chance of making the target flinch. |
Leer |
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30 | -- | 100 | A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
Lock-On |
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5 | -- | 100 | An attack that locks on to the target to ensure that the next attack will hit without fail. |
Lovely Kiss |
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10 | -- | 75 | A special move that puts the target to sleep with a big kiss. (Actually, the victim faints.) |
Mean Look |
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5 | -- | 100 | A probing stare that prevents the target from escaping until the attacking Pokémon is gone. |
Mega Kick |
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5 | 120 | 75 | A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. |
Mega Punch |
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20 | 80 | 85 | A NORMAL-type attack move. It is highly accurate and relatively powerful. |
Metronome |
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10 | -- | 100 | The user waggles its finger, triggering a move. There is no telling what will happen. |
Milk Drink |
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10 | -- | 100 | A move that restores HP by half of the user's max HP. This move may also be used in the field. |
Mimic |
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10 | -- | 100 | A move for learning one of the opponent's moves, for use during that battle only. |
Mind Reader |
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5 | -- | 100 | It predicts the opponent's movement. The user's next attack will never miss. |
Minimize |
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20 | -- | 100 | Reduces the user's size and makes it harder to hit. Can normally be used up to six times. |
Moonlight |
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5 | -- | 100 | Allows HP to be restored by the moonlight. In battle, half the user's max HP is restored. |
Morning Sun |
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5 | -- | 100 | Allows HP to be restored by the morning sunlight. In battle, half the user's max HP is restored. |
Pain Split |
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20 | -- | 100 | A move that adds the HPs of the user and the target, then divides the total between them. |
Pay Day |
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20 | 40 | 100 | A move that nets money at the end of battle. How much depends on attack frequency and level. |
Perish Song |
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5 | -- | 100 | A malevolent melody that causes both the user and the opponent to faint in three turns. |
Pound |
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35 | 40 | 100 | A NORMAL-type attack. Slightly stronger than TACKLE. Many Pokémon know this move. |
Present |
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15 | -- | 90 | A move that inflicts major damage but may restore the target's HP. |
Protect |
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10 | -- | 100 | Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
Psych Up |
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10 | -- | 100 | Self-hypnosis move that copies the foe's stats changes, then applies them to the user. |
Quick Attack |
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30 | 40 | 100 | Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
Rage |
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20 | 20 | 100 | A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
Rapid Spin |
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40 | 20 | 100 | A NORMAL-type attack. By spinning quickly, the user can escape from restraining moves. |
Razor Wind |
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10 | 80 | 75 | A two-turn attack with the wind attack in the second turn. Learned by many FLYING types. |
Recover |
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20 | -- | 100 | Half of the user's maximum HP is restored. Few Pokémon learn this move on their own. |
Return |
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20 | -- | 100 | A NORMAL-type attack. The tamer the user, the more powerful the move. |
Roar |
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20 | -- | 100 | A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon. |
Safeguard |
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25 | -- | 100 | A mystic power that protects the user from status problems for five turns. |
Scary Face |
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10 | -- | 90 | A horrific look that scares the victim, sharply reducing the target's SPEED. |
Scratch |
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35 | 40 | 100 | A NORMAL-type attack. Sharp claws are used to inflict damage on the target. |
Screech |
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40 | -- | 85 | A move that makes a horrible noise. It sharply reduces the target's DEFENSE. |
Selfdestruct |
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5 | 200 | 100 | The user explodes, damaging the enemy, then faints. Useless against the GHOST type. |
Sharpen |
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30 | -- | 100 | Raises the user's ATTACK power. The edges of the Pokémon are made harder for more impact. |
Sing |
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15 | -- | 55 | A special NORMAL-type move. A soothing melody lulls the target to sleep. |
Sketch |
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1 | -- | 100 | A move that allows the user to copy a move used by an opponent and learn that move. |
Skull Bash |
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15 | 100 | 100 | In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam. |
Slam |
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20 | 80 | 75 | A NORMAL-type attack move. The attacker uses an appendage to slam the target hard. |
Slash |
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20 | 70 | 100 | A NORMAL-type attack. It has a high probability of a critical hit for inflicting double damage. |
Sleep Talk |
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10 | -- | 100 | Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon. |
SmokeScreen |
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20 | -- | 100 | Creates an obscuring cloud of smoke that reduces the enemy's accuracy. |
Snore |
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15 | 40 | 100 | Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon. |
Softboiled |
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10 | -- | 100 | Half of the user's maximum HP is restored. May also be used in the field. |
SonicBoom |
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20 | 20 | 90 | A NORMAL-type attack. It always inflicts a set amount of damage. |
Spike Cannon |
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15 | 20 | 100 | A physical attack consisting of two to five consecutive hits. Highly accurate. |
Splash |
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40 | -- | 100 | A move that involves only flopping and SPLASHing around. It has no effect. |
Stomp |
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20 | 65 | 100 | A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. |
Strength |
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15 | 80 | 100 | A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
Struggle |
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1 | 50 | 100 | Used only if the user is totally out of PP. The user is hit with 1/4 the damage it inflicts. |
Substitute |
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10 | -- | 100 | Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
Super Fang |
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10 | -- | 90 | If it hits, this attack cuts the target's HP in half. Learned by Pokémon with developed fangs. |
Supersonic |
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20 | -- | 55 | A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
Swagger |
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15 | -- | 90 | A move that infuriates and confuses the opponent, but it increases the target's ATTACK. |
Sweet Kiss |
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10 | -- | 75 | A sweet little kiss that causes the target to become giddy and confused. |
Sweet Scent |
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20 | -- | 100 | A pleasant aroma that distracts the target, making the opponent easier to hit. |
Swift |
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20 | 60 | 100 | A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
Swords Dance |
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30 | -- | 100 | A special move that boosts the user's ATTACK power. Normally used up to three times. |
Tackle |
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35 | 35 | 95 | A NORMAL-type attack. Many Pokémon know this attack right from the start. |
Tail Whip |
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30 | -- | 100 | A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
Take Down |
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20 | 90 | 85 | A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
Thrash |
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20 | 90 | 100 | An attack that lasts two to three turns. Afterwards, the attacker becomes confused. |
Transform |
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10 | -- | 100 | Transforms user into a copy of the target, including the type. All moves have only five PP each. |
Tri Attack |
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10 | 80 | 100 | A NORMAL-type attack. A triangular field of energy is created and launched. |
ViceGrip |
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30 | 55 | 100 | A NORMAL-type attack used only by Pokémon with pincers. The target is gripped and injured. |
Whirlwind |
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20 | -- | 100 | A powerful wind that blows the target away. The opposing trainer must use a new Pokémon. |
Wrap |
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20 | 15 | 85 | Traps and squeezes the target over two to five turns, making the target unable to move. |