Name | Type | Cat. | PP | Att. | Acc. | Effect |
Acid Armor | 20 | -- | 101 | The user alters its cellular structure to liquefy itself, sharply boosting its Defense stat. | ||
Acupressure | 30 | -- | 101 | The user applies pressure to stress points, sharply boosting one of its or its allies' stats. | ||
After You | 15 | -- | 101 | The user helps the target and makes it use its move right after the user. | ||
Agility | 30 | -- | 101 | The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. | ||
Ally Switch | 15 | -- | 101 | The user teleports using a strange power and switches places with one of its allies. This move's chance of failing rises if it is used in succession. | ||
Amnesia | 20 | -- | 101 | The user temporarily empties its mind to forget its concerns. This sharply boosts the user's Sp. Def stat. | ||
Aqua Ring | 20 | -- | 101 | The user envelops itself in a veil made of water. It regains some HP every turn. | ||
Aromatherapy | 5 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Aromatic Mist | 20 | -- | 101 | The user boosts the Sp. Def stat of an ally Pokémon by using a mysterious aroma. | ||
Assist | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Attract | 15 | -- | 100 | If the target is of the opposite gender to the user, it becomes infatuated with the user and will sometimes be unable to use its moves. | ||
Aurora Veil | 20 | -- | 101 | This move reduces damage from physical and special moves for five turns. This can be used only when it is snowing. | ||
Autotomize | 15 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Baby-Doll Eyes | 30 | -- | 100 | The user stares at the target with its baby-doll eyes, which lowers the target's Attack stat. This move always goes first. | ||
Baneful Bunker | 10 | -- | 101 | In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact. | ||
Barrier | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Baton Pass | 40 | -- | 101 | The user switches places with a party Pokémon in waiting and passes along any stat changes. | ||
Belly Drum | 10 | -- | 101 | The user maximizes its Attack stat but loses HP equal to half its max HP. | ||
Bestow | 15 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Block | 5 | -- | 101 | The user blocks the target's way with arms spread wide to prevent the target from fleeing. | ||
Bulk Up | 20 | -- | 101 | The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats. | ||
Burning Bulwark | 10 | -- | 101 | The user's intensely hot fur protects it from attacks and also burns any attacker that makes direct contact with it. | ||
Calm Mind | 20 | -- | 101 | The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. | ||
Camouflage | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Captivate | 20 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Celebrate | 40 | -- | 101 | The Pokémon congratulates you on your special day! | ||
Charge | 20 | -- | 101 | The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. | ||
Charm | 20 | -- | 100 | The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target's Attack stat. | ||
Chilly Reception | 10 | -- | 101 | The user tells a chillingly bad joke before switching places with a party Pokémon in waiting. This summons a snowstorm lasting five turns. | ||
Clangorous Soul | 5 | -- | 101 | The user boosts all its stats by using some of its own HP. | ||
Coaching | 10 | -- | 101 | The user properly coaches its ally Pokémon, boosting their Attack and Defense stats. | ||
Coil | 20 | -- | 101 | The user coils up and concentrates. This boosts its Attack and Defense stats as well as its accuracy. | ||
Confide | 20 | -- | 101 | The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. | ||
Confuse Ray | 10 | -- | 100 | The target is exposed to a sinister ray that causes confusion. | ||
Conversion | 30 | -- | 101 | The user changes its type to become the same type as the move at the top of the list of moves it knows. | ||
Conversion 2 | 30 | -- | 101 | The user changes its type to make itself resistant to the type of the move the target used last. | ||
Copycat | 20 | -- | 101 | The user mimics the move used immediately before it. This move fails if no other move has been used yet. | ||
Corrosive Gas | 40 | -- | 100 | The user surrounds everything around it with highly acidic gas and melts away items held by other Pokémon. | ||
Cosmic Power | 20 | -- | 101 | The user absorbs a mystical power from space to boost its Defense and Sp. Def stats. | ||
Cotton Guard | 10 | -- | 101 | The user protects itself by wrapping its body in soft cotton, drastically boosting its Defense stat. | ||
Cotton Spore | 40 | -- | 100 | The user releases cotton-like spores that cling to opposing Pokémon. This harshly lowers their Speed stats. | ||
Court Change | 10 | -- | 100 | With its mysterious power, the user swaps the effects on either side of the field. | ||
Crafty Shield | 10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Curse | 10 | -- | 101 | A move that has different effects depending on whether the user is a Ghost type or not. | ||
Dark Void | 10 | -- | 50 | Opposing Pokémon are dragged into a world of total darkness that puts them to sleep. | ||
Decorate | 15 | -- | 101 | The user sharply boosts the target's Attack and Sp. Atk stats by decorating the target. | ||
Defend Order | 10 | -- | 101 | The user calls out its underlings to shield its body, boosting its Defense and Sp. Def stats. | ||
Defense Curl | 40 | -- | 101 | The user curls up and boosts its Defense stat. | ||
Defog | 15 | -- | 101 | A strong wind blows away the target's barriers such as Reflect or Light Screen. This also lowers the target's evasiveness. | ||
Destiny Bond | 5 | -- | 101 | If the user is knocked out after using this move, the Pokémon that knocked it out will also faint. This move's chance of failing rises if it is used in succession. | ||
Detect | 5 | -- | 101 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | ||
Disable | 20 | -- | 100 | For four turns, the target will be unable to use whichever move it last used. | ||
Doodle | 10 | -- | 100 | The user captures the very essence of the target in a sketch. This changes the Abilities of the user and its ally Pokémon to that of the target. | ||
Double Team | 15 | -- | 101 | By moving rapidly, the user makes illusory copies of itself to boost its evasiveness. | ||
Dragon Cheer | 15 | -- | 101 | The user raises its allies' morale with a draconic cry so that their future attacks have a heightened chance of landing critical hits. This rouses Dragon types more. | ||
Dragon Dance | 20 | -- | 101 | The user vigorously performs a mystic, powerful dance that boosts its Attack and Speed stats. | ||
Eerie Impulse | 15 | -- | 100 | The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. | ||
Electric Terrain | 10 | -- | 101 | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. | ||
Electrify | 20 | -- | 101 | If the target is electrified before it uses a move, the target's move becomes Electric type for that turn. | ||
Embargo | 15 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Encore | 5 | -- | 100 | The user compels the target to keep using the move it encored for three turns. | ||
Endure | 10 | -- | 101 | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. | ||
Entrainment | 15 | -- | 100 | The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's. | ||
Extreme Evoboost | 1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Fairy Lock | 10 | -- | 101 | By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn. | ||
Fake Tears | 20 | -- | 100 | The user feigns crying to fluster the target. This harshly lowers the target's Sp. Def stat. | ||
Feather Dance | 15 | -- | 100 | The user covers the target's body with a mass of down that harshly lowers its Attack stat. | ||
Fillet Away | 10 | -- | 101 | The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP. | ||
Flash | 20 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Flatter | 15 | -- | 100 | Flattery is used to confuse the target. However, this also boosts the target's Sp. Atk stat. | ||
Floral Healing | 10 | -- | 101 | The user restores the target's HP by up to half its max HP. More HP is restored when the ground is Grassy Terrain. | ||
Flower Shield | 10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Focus Energy | 30 | -- | 101 | The user takes a deep breath and focuses so that its future attacks have a heightened chance of landing critical hits. | ||
Follow Me | 20 | -- | 101 | The user draws attention to itself, making all opposing Pokémon take aim only at the user. | ||
Foresight | 40 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Forest's Curse | 20 | -- | 100 | The user puts a forest curse on the target. This adds Grass type to the target's type. | ||
Gastro Acid | 10 | -- | 100 | The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability. | ||
Gear Up | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Geomancy | 10 | -- | 101 | The user absorbs energy on the first turn, then sharply boosts its Sp. Atk, Sp. Def, and Speed stats on the next turn. | ||
Glare | 30 | -- | 100 | The user intimidates the target with the pattern on its belly to cause paralysis. | ||
Grass Whistle | 15 | -- | 55 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Grassy Terrain | 10 | -- | 101 | The user turns the ground into Grassy Terrain for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass-type moves. | ||
Gravity | 5 | -- | 101 | Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used. | ||
Growl | 40 | -- | 100 | The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. | ||
Growth | 20 | -- | 101 | The user's body grows all at once, boosting the Attack and Sp. Atk stats. | ||
Grudge | 5 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Guard Split | 10 | -- | 101 | The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. | ||
Guard Swap | 10 | -- | 101 | The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. | ||
Hail | 10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Happy Hour | 30 | -- | 101 | Using Happy Hour doubles the amount of prize money received after battle. | ||
Harden | 30 | -- | 101 | The user stiffens all the muscles in its body to boost its Defense stat. | ||
Haze | 30 | -- | 101 | The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. | ||
Heal Bell | 5 | -- | 101 | The user makes a soothing bell chime to cure the status conditions of all its fellow party Pokémon and allies. | ||
Heal Block | 15 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Heal Order | 10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Heal Pulse | 10 | -- | 101 | The user emits a healing pulse that restores the target's HP by up to half its max HP. | ||
Healing Wish | 10 | -- | 101 | The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. | ||
Heart Swap | 10 | -- | 101 | The user employs its psychic power to switch stat changes with the target. | ||
Helping Hand | 20 | -- | 101 | The user assists an ally by boosting the power of that ally's attack. | ||
Hold Hands | 40 | -- | 101 | The user and an ally hold hands. This makes them very happy. | ||
Hone Claws | 15 | -- | 101 | The user sharpens its claws to boost its Attack stat and accuracy. | ||
Howl | 40 | -- | 101 | The user howls loudly to rouse itself and its allies. This boosts their Attack stats. | ||
Hypnosis | 20 | -- | 60 | The user employs hypnotic suggestion to make the target fall asleep. | ||
Imprison | 10 | -- | 101 | If opposing Pokémon know any move also known by the user, they are prevented from using it. | ||
Ingrain | 20 | -- | 101 | The user lays roots that restore its own HP every turn. Because the user is now rooted, it can't switch out. | ||
Instruct | 15 | -- | 101 | The user instructs the target to reuse the move last used by the target. | ||
Ion Deluge | 25 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Iron Defense | 15 | -- | 101 | The user hardens its body's surface like iron, sharply boosting its Defense stat. | ||
Jungle Healing | 10 | -- | 101 | The user becomes one with the jungle, restoring HP and curing status conditions for itself and its ally Pokémon currently in the battle. | ||
Kinesis | 15 | -- | 80 | The user distracts the target by bending a spoon. This lowers the target's accuracy. | ||
King's Shield | 10 | -- | 101 | The user takes a defensive stance while it protects itself from damage. This also lowers the Attack stat of any attacker that makes direct contact. | ||
Laser Focus | 30 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Leech Seed | 10 | -- | 90 | A seed is planted on the target. It steals some HP from the target every turn. | ||
Leer | 30 | -- | 100 | The user gives opposing Pokémon an intimidating leer that lowers their Defense stats. | ||
Life Dew | 10 | -- | 101 | The user scatters mysterious water around and restores the HP of itself and its ally Pokémon currently in the battle. | ||
Light Screen | 30 | -- | 101 | A wondrous wall of light is put up to reduce damage from special moves for five turns. | ||
Lock-On | 5 | -- | 101 | The user takes sure aim at the target. This ensures the user's next move does not miss that target. | ||
Lovely Kiss | 10 | -- | 75 | With a scary face, the user tries to kiss the target. If it succeeds, the target falls asleep. | ||
Lucky Chant | 30 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Lunar Blessing | 5 | -- | 101 | The user receives a blessing from the crescent moon, restoring HP and curing status conditions for itself and its ally Pokémon currently in the battle. | ||
Lunar Dance | 10 | -- | 101 | The user faints. In return, the Pokémon taking its place will have its HP and PP restored and its status conditions cured. | ||
Magic Coat | 15 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Magic Powder | 20 | -- | 100 | The user scatters a cloud of magic powder that changes the target's type to Psychic. | ||
Magic Room | 10 | -- | 101 | The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | ||
Magnet Rise | 10 | -- | 101 | The user levitates using electrically generated magnetism for five turns. | ||
Magnetic Flux | 20 | -- | 101 | The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability. | ||
Mat Block | 10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Max Guard | 10 | -- | 101 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | ||
Me First | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Mean Look | 5 | -- | 101 | The user pins the target with a dark, arresting look. The target becomes unable to flee. | ||
Meditate | 40 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Memento | 10 | -- | 100 | The user faints. In return, the target's Attack and Sp. Atk stats are harshly lowered. | ||
Metal Sound | 40 | -- | 85 | A horrible sound like scraping metal harshly lowers the target's Sp. Def stat. | ||
Metronome | 10 | -- | 101 | The user waggles a finger and stimulates its brain into randomly using nearly any move. | ||
Milk Drink | 5 | -- | 101 | The user restores its own HP by up to half its max HP. | ||
Mimic | 10 | -- | 101 | The user copies the move last used by the target. The copied move can be used until the user of Mimic leaves the battle. | ||
Mind Reader | 5 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Minimize | 10 | -- | 101 | The user compresses its body to make itself look smaller, which sharply boosts its evasiveness. | ||
Miracle Eye | 40 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Mirror Move | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Mist | 30 | -- | 101 | The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns. | ||
Misty Terrain | 10 | -- | 101 | This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns. | ||
Moonlight | 5 | -- | 101 | The user restores its own HP. The amount of HP regained varies with the weather. | ||
Morning Sun | 5 | -- | 101 | The user restores its own HP. The amount of HP regained varies with the weather. | ||
Mud Sport | 15 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Nasty Plot | 20 | -- | 101 | The user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat. | ||
Nature Power | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Nightmare | 15 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
No Retreat | 5 | -- | 101 | This move boosts all the user's stats but prevents the user from switching out or fleeing. | ||
Noble Roar | 30 | -- | 100 | Letting out a noble roar, the user intimidates the target and lowers the target's Attack and Sp. Atk stats. | ||
Obstruct | 10 | -- | 100 | This move enables the user to protect itself from all attacks. Its chance of failing rises if used in succession. Direct contact harshly lowers the attacker's Defense stat. | ||
Octolock | 15 | -- | 100 | The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn. | ||
Odor Sleuth | 40 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Pain Split | 20 | -- | 101 | The user adds its HP to the target's HP, then equally splits the combined HP between the target and itself. | ||
Parting Shot | 20 | -- | 100 | With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches places with a party Pokémon in waiting. | ||
Perish Song | 5 | -- | 101 | Any Pokémon that hears this song faints in three turns, unless it switches out of battle. | ||
Play Nice | 20 | -- | 101 | The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat. | ||
Poison Gas | 40 | -- | 90 | A cloud of poison gas is sprayed in the faces of opposing Pokémon, poisoning those it hits. | ||
Poison Powder | 35 | -- | 75 | The user scatters a cloud of poisonous dust that poisons the target. | ||
Powder | 20 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Power Shift | 10 | -- | 101 | The user swaps its Attack and Defense stats. | ||
Power Split | 10 | -- | 101 | The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. | ||
Power Swap | 10 | -- | 101 | The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. | ||
Power Trick | 10 | -- | 101 | The user employs its psychic power to switch its Attack stat with its Defense stat. | ||
Protect | 10 | -- | 101 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | ||
Psych Up | 10 | -- | 101 | The user hypnotizes itself into copying any stat change made by the target. | ||
Psychic Terrain | 10 | -- | 101 | This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. | ||
Psycho Shift | 10 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Purify | 20 | -- | 101 | The user cures the target's status condition. If the move succeeds, it also restores the user's own HP. | ||
Quash | 15 | -- | 100 | The user suppresses the target and makes its move go last. | ||
Quick Guard | 15 | -- | 101 | The user protects itself and its allies from priority moves. | ||
Quiver Dance | 20 | -- | 101 | The user lightly performs a beautiful, mystic dance. This boosts the user's Sp. Atk, Sp. Def, and Speed stats. | ||
Rage Powder | 20 | -- | 101 | The user scatters a cloud of irritating powder to draw attention to itself. Opposing Pokémon aim only at the user. | ||
Rain Dance | 5 | -- | 101 | The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks. | ||
Recover | 5 | -- | 101 | The user regenerates its cells, restoring its own HP by up to half its max HP. | ||
Recycle | 10 | -- | 101 | The user recycles a held item that has been used in battle so it can be used again. | ||
Reflect | 20 | -- | 101 | A wondrous wall of light is put up to reduce damage from physical moves for five turns. | ||
Reflect Type | 15 | -- | 101 | The user reflects the target's type to become the same type as the target. | ||
Refresh | 20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Rest | 5 | -- | 101 | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. | ||
Revival Blessing | 1 | -- | 101 | The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP. | ||
Roar | 20 | -- | 101 | The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | ||
Rock Polish | 20 | -- | 101 | The user polishes its body to reduce drag. This sharply boosts the user's Speed stat. | ||
Role Play | 10 | -- | 101 | The user mimics the target completely, copying the target's Ability. | ||
Roost | 5 | -- | 101 | The user lands and rests its body. This move restores the user's HP by up to half its max HP. | ||
Rototiller | 10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Safeguard | 25 | -- | 101 | The user creates a protective field that prevents status conditions for five turns. | ||
Sand Attack | 15 | -- | 100 | Sand is hurled in the target's face, lowering the target's accuracy. | ||
Sandstorm | 10 | -- | 101 | A five-turn sandstorm is summoned to damage all Pokémon except Rock, Ground, and Steel types. The sandstorm also boosts the Sp. Def stats of Rock types. | ||
Scary Face | 10 | -- | 100 | The user frightens the target with a scary face to harshly lower its Speed stat. | ||
Screech | 40 | -- | 85 | An earsplitting screech harshly lowers the target's Defense stat. | ||
Sharpen | 30 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Shed Tail | 10 | -- | 101 | The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting. | ||
Shell Smash | 15 | -- | 101 | The user breaks its shell, which lowers its Defense and Sp. Def stats but sharply boosts its Attack, Sp. Atk, and Speed stats. | ||
Shelter | 10 | -- | 101 | The user makes its skin as hard as an iron shield, sharply boosting its Defense stat. | ||
Shift Gear | 10 | -- | 101 | The user rotates its gears, boosting its Attack stat and sharply boosting its Speed stat. | ||
Shore Up | 5 | -- | 101 | The user restores its own HP by up to half its max HP. It regains more HP in a sandstorm. | ||
Silk Trap | 10 | -- | 101 | The user spins a silken trap, protecting itself from damage while lowering the Speed stat of any attacker that makes direct contact. | ||
Simple Beam | 15 | -- | 100 | The user emits a mysterious psychic wave that changes the target's Ability to Simple. | ||
Sing | 15 | -- | 55 | A soothing lullaby is sung in a beautiful voice that puts the target to sleep. | ||
Sketch | 1 | -- | 101 | This move enables the user to permanently learn the move last used by the target. Once used, Sketch disappears. | ||
Skill Swap | 10 | -- | 101 | The user employs its psychic power to exchange Abilities with the target. | ||
Slack Off | 5 | -- | 101 | The user slacks off, restoring its own HP by up to half its max HP. | ||
Sleep Powder | 15 | -- | 75 | The user scatters a cloud of soporific dust that puts the target to sleep. | ||
Sleep Talk | 10 | -- | 101 | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. | ||
Smokescreen | 20 | -- | 100 | The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy. | ||
Snatch | 10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Snowscape | 10 | -- | 101 | The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types. | ||
Soak | 20 | -- | 100 | The user shoots a torrent of water that changes the target's type to Water. | ||
Soft-Boiled | 5 | -- | 101 | The user restores its own HP by up to half its max HP. | ||
Speed Swap | 10 | -- | 101 | The user exchanges Speed stats with the target. | ||
Spicy Extract | 15 | -- | 101 | The user emits an incredibly spicy extract, sharply boosting the target's Attack stat and harshly lowering the target's Defense stat. | ||
Spider Web | 10 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Spikes | 20 | -- | 101 | The user lays a trap of spikes at the feet of the opposing team. The spikes will damage opposing Pokémon that switch into battle. | ||
Spiky Shield | 10 | -- | 101 | In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact. | ||
Spite | 10 | -- | 100 | The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. | ||
Splash | 40 | -- | 101 | The user just flops and splashes around to no effect at all... | ||
Spore | 15 | -- | 100 | The user scatters bursts of spores that induce sleep. | ||
Spotlight | 15 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Stealth Rock | 20 | -- | 101 | The user lays a trap of levitating stones around the opposing team. The trap damages opposing Pokémon that switch into battle. | ||
Sticky Web | 20 | -- | 101 | The user weaves a sticky net around the opposing team, which lowers their Speed stats upon switching into battle. | ||
Stockpile | 20 | -- | 101 | The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times. | ||
Strength Sap | 10 | -- | 100 | The user restores its own HP by the same amount as the target's Attack stat. It then lowers the target's Attack stat. | ||
String Shot | 40 | -- | 95 | The user blows silk from its mouth that binds opposing Pokémon and harshly lowers their Speed stats. | ||
Stuff Cheeks | 10 | -- | 101 | The user eats its held Berry, then sharply boosts its Defense stat. | ||
Stun Spore | 30 | -- | 75 | The user scatters a cloud of numbing powder that paralyzes the target. | ||
Substitute | 10 | -- | 101 | The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. | ||
Sunny Day | 5 | -- | 101 | The user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks. | ||
Supersonic | 20 | -- | 55 | The user generates odd sound waves from its body that confuse the target. | ||
Swagger | 15 | -- | 85 | The user enrages and confuses the target. However, this also sharply boosts the target's Attack stat. | ||
Swallow | 10 | -- | 101 | The power stored using the move Stockpile is absorbed by the user to restore its own HP. The more power is stored, the more HP is restored. | ||
Sweet Kiss | 10 | -- | 75 | The user kisses the target with a sweet, angelic cuteness that causes confusion. | ||
Sweet Scent | 20 | -- | 100 | The user releases a scent that harshly lowers opposing Pokémon's evasiveness. | ||
Switcheroo | 10 | -- | 100 | The user trades held items with the target faster than the eye can follow. | ||
Swords Dance | 20 | -- | 101 | A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat. | ||
Synthesis | 5 | -- | 101 | The user restores its own HP. The amount of HP regained varies with the weather. | ||
Tail Glow | 20 | -- | 101 | The user stares at flashing lights to focus its mind, drastically boosting its Sp. Atk stat. | ||
Tail Whip | 30 | -- | 100 | The user wags its tail cutely, making opposing Pokémon less wary. This lowers their Defense stats. | ||
Tailwind | 15 | -- | 101 | The user whips up a turbulent whirlwind that boosts the Speed stats of itself and its allies for four turns. | ||
Take Heart | 15 | -- | 101 | The user lifts its spirits, curing its own status conditions and boosting its Sp. Atk and Sp. Def stats. | ||
Tar Shot | 15 | -- | 100 | The user pours sticky tar over the target, lowering the target's Speed stat. The target becomes weaker to Fire-type moves. | ||
Taunt | 20 | -- | 100 | The target is taunted into a rage that allows it to use only attack moves for three turns. | ||
Tearful Look | 20 | -- | 101 | The user gets teary-eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Atk stats. | ||
Teatime | 10 | -- | 101 | The user has teatime with all the Pokémon currently in the battle. Each Pokémon eats its held Berry. | ||
Teeter Dance | 20 | -- | 100 | The user performs a wobbly dance that confuses every Pokémon around it. | ||
Telekinesis | 15 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Teleport | 20 | -- | 101 | The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees. | ||
Thunder Wave | 20 | -- | 90 | The user launches a weak jolt of electricity that paralyzes the target. | ||
Tickle | 20 | -- | 100 | The user tickles the target into laughing, lowering its Attack and Defense stats. | ||
Tidy Up | 10 | -- | 101 | The user tidies up and removes the effects of Spikes, Stealth Rock, Sticky Web, Toxic Spikes, and Substitute. This also boosts the user's Attack and Speed stats. | ||
Topsy-Turvy | 20 | -- | 101 | All stat changes affecting the target turn topsy-turvy and become the opposite of what they were. | ||
Torment | 15 | -- | 100 | The user torments and enrages the target, making it incapable of using the same move twice in a row. | ||
Toxic | 10 | -- | 90 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. | ||
Toxic Spikes | 20 | -- | 101 | The user lays a trap of poison spikes at the feet of the opposing team. The spikes will poison opposing Pokémon that switch into battle. | ||
Toxic Thread | 20 | -- | 100 | The user shoots poisonous threads to poison the target and lower the target's Speed stat. | ||
Transform | 10 | -- | 101 | The user transforms into a copy of the target, right down to having the same move set. | ||
Trick | 10 | -- | 100 | The user catches the target off guard and swaps the target's held item with its own. | ||
Trick Room | 5 | -- | 101 | The user creates a bizarre area in which slower Pokémon get to move first for five turns. | ||
Trick-or-Treat | 20 | -- | 100 | The user takes the target trick-or-treating. This adds Ghost type to the target's type. | ||
Venom Drench | 20 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Victory Dance | 10 | -- | 101 | The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats. | ||
Water Sport | 15 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Whirlwind | 20 | -- | 101 | The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | ||
Wide Guard | 10 | -- | 101 | The user and its allies are protected from wide-ranging attacks for one turn. | ||
Will-O-Wisp | 15 | -- | 85 | The user shoots a sinister flame at the target to inflict a burn. | ||
Wish | 10 | -- | 101 | One turn after this move is used, the user's or its replacement's HP is restored by up to half the user's max HP. | ||
Withdraw | 40 | -- | 101 | The user withdraws its body into its hard shell, boosting its Defense stat. | ||
Wonder Room | 10 | -- | 101 | The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. | ||
Work Up | 30 | -- | 101 | The user is roused, and its Attack and Sp. Atk stats are boosted. | ||
Worry Seed | 10 | -- | 100 | A seed that causes worry is planted on the target. It prevents sleep by making the target's Ability Insomnia. | ||
Yawn | 10 | -- | 101 | The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. |