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