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