Name | Type | PP | Att. | Acc. | Effect |
Barrage | 20 | 15 | 85 | Several spheres are thrown consecutively at the target to inflict damage. | |
Bide | 10 | -- | 100 | The user waits for several turns. At the end, it returns double the damage it received. | |
Bind | 20 | 15 | 74.6 | Traps and squeezes the target over several turns. The target cannot move while under attack. | |
Bite | 25 | 60 | 100 | A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. | |
Body Slam | 15 | 85 | 100 | A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it connects. | |
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-three chance of reducing the target's SPEED. | |
Conversion | 30 | -- | 100 | A special move that switches the user's elemental type to that of the target. | |
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 technique that disables one of the target's moves. The disabled move can't be used until it wears off. | |
Dizzy Punch | 10 | 70 | 100 | A NORMAL-type attack. The punch is relatively strong and highly accurate. | |
Double Slap | 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. The copies disorient the enemy, reducing its accuracy. | |
Double-Edge | 15 | 100 | 100 | A charging tackle attack. One quarter of the damage it inflicts 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. | |
Explosion | 5 | 170 | 100 | The most powerful attack of all. However, the attacker faints after using this move. | |
Flash | 20 | -- | 70 | Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. | |
Focus Energy | 30 | -- | 100 | Raises the likelihood of nailing the opponent's weak spot for a critical hit. | |
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 | The target is transfixed with terrifying sharp eyes. The target is frightened into paralysis. | |
Growl | 40 | -- | 100 | A technique that lowers the target's ATTACK power. Can normally be used up to six times. | |
Growth | 40 | -- | 100 | Raises SPECIAL to make special attacks stronger and enhance protection against special moves. | |
Guillotine | 5 | -- | 30 | A single-hit knockout attack. Learned only by Pokémon that have large pincers. | |
Gust | 35 | 40 | 100 | A NORMAL-type attack used by bird Pokémon. A powerful wind is generated by flapping wings. | |
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 connects. | |
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. | |
Karate Chop | 25 | 50 | 100 | A NORMAL-type attack. Often turns into a critical hit and inflicts double the damage. | |
Leer | 30 | -- | 100 | A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. | |
Lovely Kiss | 10 | -- | 75 | A special move that puts the target to sleep with a big kiss. (Actually, the victim passes out.) | |
Mega Kick | 5 | 120 | 74.6 | 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. | |
Mimic | 10 | -- | 100 | A move for learning one of the opponent's moves, for use during that battle only. | |
Minimize | 20 | -- | 100 | Reduces the user's size and makes it harder to hit. Can normally be used up to six times. | |
Pay Day | 20 | 40 | 100 | A move that also nets money at the end of battle. How much depends on the attack frequency and level. | |
Pound | 35 | 40 | 100 | A NORMAL-type attack. Slightly stronger than TACKLE. Many Pokémon know this move. | |
Quick Attack | 30 | 40 | 100 | An attack that 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. | |
Razor Wind | 10 | 80 | 74.6 | A two-turn attack with the wind attack in the second turn. Learned by many FLYING-type Pokémon. | |
Recover | 20 | -- | 100 | Restores HP by 1/2 of the user's maximum HP. Few Pokémon learn this technique on their own. | |
Roar | 20 | -- | 100 | A terrifying roar that drives wild Pokémon away. It is useful only in the wild. | |
Sand-Attack | 15 | -- | 100 | An attack in which sand is used to blind the target and reduce its attack accuracy. | |
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. | |
Self-Destruct | 5 | 130 | 100 | The user explodes, inflicting damage on the enemy, then faints. Useless against 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 technique. A soothing melody lulls the target to sleep. | |
Skull Bash | 15 | 100 | 100 | In the first turn, the attacker tucks in its head. The next turn, it head-butts at full steam. | |
Slam | 20 | 80 | 74.6 | A NORMAL-type attack move. The attacker uses an appendage (e.g. tail) 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 the damage. | |
Smokescreen | 20 | -- | 100 | Creates an obscuring cloud of smoke that reduces the enemy's accuracy. | |
Soft-Boiled | 10 | -- | 100 | Restores HP by 1/2 of the user's maximum HP. May also be used in the field. | |
Sonic Boom | 20 | -- | 90 | A NORMAL-type attack. It inflicts a set amount of damage regardless of the target's type. | |
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 in front of the opponent. 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 connects. | |
Strength | 15 | 80 | 100 | A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. | |
Struggle | 10 | 50 | 100 | Used only if the user runs totally out of PP. The user is hit with 1/4 of 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 technique. Supersonic sound waves are used to confuse the target. | |
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 greatly boosts the user's ATTACK power. Can normally be 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 technique 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 the 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 at the target. | |
Vice Grip | 30 | 55 | 100 | A NORMAL-type attack used only by Pokémon with pincers. The target is gripped and injured. | |
Whirlwind | 20 | -- | 85 | Generates a powerful wind that blows away wild Pokémon. Useful in the wild only. | |
Wrap | 20 | 15 | 85 | Traps and squeezes the target over two to five turns. The target cannot move while under attack. |