Name | Type | Cat. | PP | Att. | Acc. | Effect |
Acid Armor |
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20 | -- | 101 | The user alters its cellular structure to liquefy itself, sharply boosting its Defense stat. |
Acupressure |
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30 | -- | 101 | The user applies pressure to stress points, sharply boosting one of its or its allies' stats. |
After You |
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15 | -- | 101 | The user helps the target and makes it use its move right after the user. |
Agility |
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30 | -- | 101 | The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. |
Ally Switch |
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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 |
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20 | -- | 101 | The user temporarily empties its mind to forget its concerns. This sharply boosts the user's Sp. Def stat. |
Aqua Ring |
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20 | -- | 101 | The user envelops itself in a veil made of water. It regains some HP every turn. |
Aromatherapy |
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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 |
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20 | -- | 101 | The user boosts the Sp. Def stat of an ally Pokémon by using a mysterious aroma. |
Assist |
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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 |
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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 |
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20 | -- | 101 | This move reduces damage from physical and special moves for five turns. This can be used only when it is snowing. |
Autotomize |
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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 |
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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 |
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10 | -- | 101 | In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact. |
Barrier |
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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 |
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40 | -- | 101 | The user switches places with a party Pokémon in waiting and passes along any stat changes. |
Belly Drum |
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10 | -- | 101 | The user maximizes its Attack stat but loses HP equal to half its max HP. |
Bestow |
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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 |
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5 | -- | 101 | The user blocks the target's way with arms spread wide to prevent the target from fleeing. |
Bulk Up |
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20 | -- | 101 | The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats. |
Burning Bulwark |
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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 |
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20 | -- | 101 | The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. |
Camouflage |
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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 |
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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 |
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40 | -- | 101 | The Pokémon congratulates you on your special day! |
Charge |
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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 |
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20 | -- | 100 | The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target's Attack stat. |
Chilly Reception |
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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 |
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5 | -- | 101 | The user boosts all its stats by using some of its own HP. |
Coaching |
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10 | -- | 101 | The user properly coaches its ally Pokémon, boosting their Attack and Defense stats. |
Coil |
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20 | -- | 101 | The user coils up and concentrates. This boosts its Attack and Defense stats as well as its accuracy. |
Confide |
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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 |
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10 | -- | 100 | The target is exposed to a sinister ray that causes confusion. |
Conversion |
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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 |
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30 | -- | 101 | The user changes its type to make itself resistant to the type of the move the target used last. |
Copycat |
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20 | -- | 101 | The user mimics the move used immediately before it. This move fails if no other move has been used yet. |
Corrosive Gas |
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40 | -- | 100 | The user surrounds everything around it with highly acidic gas and melts away items held by other Pokémon. |
Cosmic Power |
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20 | -- | 101 | The user absorbs a mystical power from space to boost its Defense and Sp. Def stats. |
Cotton Guard |
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10 | -- | 101 | The user protects itself by wrapping its body in soft cotton, drastically boosting its Defense stat. |
Cotton Spore |
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40 | -- | 100 | The user releases cotton-like spores that cling to opposing Pokémon. This harshly lowers their Speed stats. |
Court Change |
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10 | -- | 100 | With its mysterious power, the user swaps the effects on either side of the field. |
Crafty Shield |
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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 |
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10 | -- | 101 | A move that has different effects depending on whether the user is a Ghost type or not. |
Dark Void |
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10 | -- | 50 | Opposing Pokémon are dragged into a world of total darkness that puts them to sleep. |
Decorate |
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15 | -- | 101 | The user sharply boosts the target's Attack and Sp. Atk stats by decorating the target. |
Defend Order |
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10 | -- | 101 | The user calls out its underlings to shield its body, boosting its Defense and Sp. Def stats. |
Defense Curl |
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40 | -- | 101 | The user curls up and boosts its Defense stat. |
Defog |
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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 |
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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 |
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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 |
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20 | -- | 100 | For four turns, the target will be unable to use whichever move it last used. |
Doodle |
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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 |
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15 | -- | 101 | By moving rapidly, the user makes illusory copies of itself to boost its evasiveness. |
Dragon Cheer |
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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 |
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20 | -- | 101 | The user vigorously performs a mystic, powerful dance that boosts its Attack and Speed stats. |
Eerie Impulse |
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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 |
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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 |
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20 | -- | 101 | If the target is electrified before it uses a move, the target's move becomes Electric type for that turn. |
Embargo |
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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 |
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5 | -- | 100 | The user compels the target to keep using the move it encored for three turns. |
Endure |
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10 | -- | 101 | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. |
Entrainment |
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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 |
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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 |
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10 | -- | 101 | By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn. |
Fake Tears |
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20 | -- | 100 | The user feigns crying to fluster the target. This harshly lowers the target's Sp. Def stat. |
Feather Dance |
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15 | -- | 100 | The user covers the target's body with a mass of down that harshly lowers its Attack stat. |
Fillet Away |
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10 | -- | 101 | The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP. |
Flash |
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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 |
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15 | -- | 100 | Flattery is used to confuse the target. However, this also boosts the target's Sp. Atk stat. |
Floral Healing |
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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 |
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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 |
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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 |
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20 | -- | 101 | The user draws attention to itself, making all opposing Pokémon take aim only at the user. |
Foresight |
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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 |
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20 | -- | 100 | The user puts a forest curse on the target. This adds Grass type to the target's type. |
Gastro Acid |
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10 | -- | 100 | The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability. |
Gear Up |
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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 |
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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 |
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30 | -- | 100 | The user intimidates the target with the pattern on its belly to cause paralysis. |
Grass Whistle |
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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 |
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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 |
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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 |
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40 | -- | 100 | The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. |
Growth |
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20 | -- | 101 | The user's body grows all at once, boosting the Attack and Sp. Atk stats. |
Grudge |
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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 |
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10 | -- | 101 | The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. |
Guard Swap |
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10 | -- | 101 | The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. |
Hail |
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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 |
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30 | -- | 101 | Using Happy Hour doubles the amount of prize money received after battle. |
Harden |
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30 | -- | 101 | The user stiffens all the muscles in its body to boost its Defense stat. |
Haze |
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30 | -- | 101 | The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. |
Heal Bell |
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5 | -- | 101 | The user makes a soothing bell chime to cure the status conditions of all its fellow party Pokémon and allies. |
Heal Block |
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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 |
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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 |
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10 | -- | 101 | The user emits a healing pulse that restores the target's HP by up to half its max HP. |
Healing Wish |
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10 | -- | 101 | The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. |
Heart Swap |
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10 | -- | 101 | The user employs its psychic power to switch stat changes with the target. |
Helping Hand |
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20 | -- | 101 | The user assists an ally by boosting the power of that ally's attack. |
Hold Hands |
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40 | -- | 101 | The user and an ally hold hands. This makes them very happy. |
Hone Claws |
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15 | -- | 101 | The user sharpens its claws to boost its Attack stat and accuracy. |
Howl |
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40 | -- | 101 | The user howls loudly to rouse itself and its allies. This boosts their Attack stats. |
Hypnosis |
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20 | -- | 60 | The user employs hypnotic suggestion to make the target fall asleep. |
Imprison |
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10 | -- | 101 | If opposing Pokémon know any move also known by the user, they are prevented from using it. |
Ingrain |
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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 |
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15 | -- | 101 | The user instructs the target to reuse the move last used by the target. |
Ion Deluge |
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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 |
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15 | -- | 101 | The user hardens its body's surface like iron, sharply boosting its Defense stat. |
Jungle Healing |
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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 |
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15 | -- | 80 | The user distracts the target by bending a spoon. This lowers the target's accuracy. |
King's Shield |
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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 |
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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 |
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10 | -- | 90 | A seed is planted on the target. It steals some HP from the target every turn. |
Leer |
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30 | -- | 100 | The user gives opposing Pokémon an intimidating leer that lowers their Defense stats. |
Life Dew |
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10 | -- | 101 | The user scatters mysterious water around and restores the HP of itself and its ally Pokémon currently in the battle. |
Light Screen |
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30 | -- | 101 | A wondrous wall of light is put up to reduce damage from special moves for five turns. |
Lock-On |
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5 | -- | 101 | The user takes sure aim at the target. This ensures the user's next move does not miss that target. |
Lovely Kiss |
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10 | -- | 75 | With a scary face, the user tries to kiss the target. If it succeeds, the target falls asleep. |
Lucky Chant |
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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 |
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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 |
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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 |
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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 |
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20 | -- | 100 | The user scatters a cloud of magic powder that changes the target's type to Psychic. |
Magic Room |
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10 | -- | 101 | The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. |
Magnet Rise |
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10 | -- | 101 | The user levitates using electrically generated magnetism for five turns. |
Magnetic Flux |
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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 |
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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 |
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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 |
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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 |
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5 | -- | 101 | The user pins the target with a dark, arresting look. The target becomes unable to flee. |
Meditate |
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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 |
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10 | -- | 100 | The user faints. In return, the target's Attack and Sp. Atk stats are harshly lowered. |
Metal Sound |
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40 | -- | 85 | A horrible sound like scraping metal harshly lowers the target's Sp. Def stat. |
Metronome |
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10 | -- | 101 | The user waggles a finger and stimulates its brain into randomly using nearly any move. |
Milk Drink |
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5 | -- | 101 | The user restores its own HP by up to half its max HP. |
Mimic |
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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 |
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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 |
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10 | -- | 101 | The user compresses its body to make itself look smaller, which sharply boosts its evasiveness. |
Miracle Eye |
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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 |
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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 |
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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 |
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10 | -- | 101 | This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns. |
Moonlight |
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5 | -- | 101 | The user restores its own HP. The amount of HP regained varies with the weather. |
Morning Sun |
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5 | -- | 101 | The user restores its own HP. The amount of HP regained varies with the weather. |
Mud Sport |
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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 |
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20 | -- | 101 | The user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat. |
Nature Power |
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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 |
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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 |
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5 | -- | 101 | This move boosts all the user's stats but prevents the user from switching out or fleeing. |
Noble Roar |
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30 | -- | 100 | Letting out a noble roar, the user intimidates the target and lowers the target's Attack and Sp. Atk stats. |
Obstruct |
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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 |
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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 |
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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 |
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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 |
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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 |
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5 | -- | 101 | Any Pokémon that hears this song faints in three turns, unless it switches out of battle. |
Play Nice |
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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 |
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40 | -- | 90 | A cloud of poison gas is sprayed in the faces of opposing Pokémon, poisoning those it hits. |
Poison Powder |
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35 | -- | 75 | The user scatters a cloud of poisonous dust that poisons the target. |
Powder |
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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 |
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10 | -- | 101 | The user swaps its Attack and Defense stats. |
Power Split |
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10 | -- | 101 | The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. |
Power Swap |
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10 | -- | 101 | The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. |
Power Trick |
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10 | -- | 101 | The user employs its psychic power to switch its Attack stat with its Defense stat. |
Protect |
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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 |
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10 | -- | 101 | The user hypnotizes itself into copying any stat change made by the target. |
Psychic Terrain |
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10 | -- | 101 | This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. |
Psycho Shift |
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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 |
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20 | -- | 101 | The user cures the target's status condition. If the move succeeds, it also restores the user's own HP. |
Quash |
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15 | -- | 100 | The user suppresses the target and makes its move go last. |
Quick Guard |
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15 | -- | 101 | The user protects itself and its allies from priority moves. |
Quiver Dance |
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20 | -- | 101 | The user lightly performs a beautiful, mystic dance. This boosts the user's Sp. Atk, Sp. Def, and Speed stats. |
Rage Powder |
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20 | -- | 101 | The user scatters a cloud of irritating powder to draw attention to itself. Opposing Pokémon aim only at the user. |
Rain Dance |
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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 |
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5 | -- | 101 | The user regenerates its cells, restoring its own HP by up to half its max HP. |
Recycle |
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10 | -- | 101 | The user recycles a held item that has been used in battle so it can be used again. |
Reflect |
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20 | -- | 101 | A wondrous wall of light is put up to reduce damage from physical moves for five turns. |
Reflect Type |
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15 | -- | 101 | The user reflects the target's type to become the same type as the target. |
Refresh |
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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 |
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5 | -- | 101 | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
Revival Blessing |
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1 | -- | 101 | The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP. |
Roar |
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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 |
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20 | -- | 101 | The user polishes its body to reduce drag. This sharply boosts the user's Speed stat. |
Role Play |
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10 | -- | 101 | The user mimics the target completely, copying the target's Ability. |
Roost |
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5 | -- | 101 | The user lands and rests its body. This move restores the user's HP by up to half its max HP. |
Rototiller |
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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 |
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25 | -- | 101 | The user creates a protective field that prevents status conditions for five turns. |
Sand Attack |
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15 | -- | 100 | Sand is hurled in the target's face, lowering the target's accuracy. |
Sandstorm |
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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 |
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10 | -- | 100 | The user frightens the target with a scary face to harshly lower its Speed stat. |
Screech |
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40 | -- | 85 | An earsplitting screech harshly lowers the target's Defense stat. |
Sharpen |
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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 |
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10 | -- | 101 | The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting. |
Shell Smash |
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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 |
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10 | -- | 101 | The user makes its skin as hard as an iron shield, sharply boosting its Defense stat. |
Shift Gear |
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10 | -- | 101 | The user rotates its gears, boosting its Attack stat and sharply boosting its Speed stat. |
Shore Up |
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5 | -- | 101 | The user restores its own HP by up to half its max HP. It regains more HP in a sandstorm. |
Silk Trap |
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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 |
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15 | -- | 100 | The user emits a mysterious psychic wave that changes the target's Ability to Simple. |
Sing |
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15 | -- | 55 | A soothing lullaby is sung in a beautiful voice that puts the target to sleep. |
Sketch |
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1 | -- | 101 | This move enables the user to permanently learn the move last used by the target. Once used, Sketch disappears. |
Skill Swap |
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10 | -- | 101 | The user employs its psychic power to exchange Abilities with the target. |
Slack Off |
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5 | -- | 101 | The user slacks off, restoring its own HP by up to half its max HP. |
Sleep Powder |
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15 | -- | 75 | The user scatters a cloud of soporific dust that puts the target to sleep. |
Sleep Talk |
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10 | -- | 101 | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
Smokescreen |
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20 | -- | 100 | The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy. |
Snatch |
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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 |
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10 | -- | 101 | The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types. |
Soak |
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20 | -- | 100 | The user shoots a torrent of water that changes the target's type to Water. |
Soft-Boiled |
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5 | -- | 101 | The user restores its own HP by up to half its max HP. |
Speed Swap |
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10 | -- | 101 | The user exchanges Speed stats with the target. |
Spicy Extract |
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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 |
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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 |
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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 |
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10 | -- | 101 | In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact. |
Spite |
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10 | -- | 100 | The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. |
Splash |
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40 | -- | 101 | The user just flops and splashes around to no effect at all... |
Spore |
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15 | -- | 100 | The user scatters bursts of spores that induce sleep. |
Spotlight |
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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 |
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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 |
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20 | -- | 101 | The user weaves a sticky net around the opposing team, which lowers their Speed stats upon switching into battle. |
Stockpile |
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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 |
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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 |
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40 | -- | 95 | The user blows silk from its mouth that binds opposing Pokémon and harshly lowers their Speed stats. |
Stuff Cheeks |
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10 | -- | 101 | The user eats its held Berry, then sharply boosts its Defense stat. |
Stun Spore |
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30 | -- | 75 | The user scatters a cloud of numbing powder that paralyzes the target. |
Substitute |
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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 |
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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 |
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20 | -- | 55 | The user generates odd sound waves from its body that confuse the target. |
Swagger |
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15 | -- | 85 | The user enrages and confuses the target. However, this also sharply boosts the target's Attack stat. |
Swallow |
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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 |
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10 | -- | 75 | The user kisses the target with a sweet, angelic cuteness that causes confusion. |
Sweet Scent |
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20 | -- | 100 | The user releases a scent that harshly lowers opposing Pokémon's evasiveness. |
Switcheroo |
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10 | -- | 100 | The user trades held items with the target faster than the eye can follow. |
Swords Dance |
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20 | -- | 101 | A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat. |
Synthesis |
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5 | -- | 101 | The user restores its own HP. The amount of HP regained varies with the weather. |
Tail Glow |
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20 | -- | 101 | The user stares at flashing lights to focus its mind, drastically boosting its Sp. Atk stat. |
Tail Whip |
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30 | -- | 100 | The user wags its tail cutely, making opposing Pokémon less wary. This lowers their Defense stats. |
Tailwind |
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15 | -- | 101 | The user whips up a turbulent whirlwind that boosts the Speed stats of itself and its allies for four turns. |
Take Heart |
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15 | -- | 101 | The user lifts its spirits, curing its own status conditions and boosting its Sp. Atk and Sp. Def stats. |
Tar Shot |
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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 |
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20 | -- | 100 | The target is taunted into a rage that allows it to use only attack moves for three turns. |
Tearful Look |
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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 |
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10 | -- | 101 | The user has teatime with all the Pokémon currently in the battle. Each Pokémon eats its held Berry. |
Teeter Dance |
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20 | -- | 100 | The user performs a wobbly dance that confuses every Pokémon around it. |
Telekinesis |
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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 |
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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 |
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20 | -- | 90 | The user launches a weak jolt of electricity that paralyzes the target. |
Tickle |
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20 | -- | 100 | The user tickles the target into laughing, lowering its Attack and Defense stats. |
Tidy Up |
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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 |
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20 | -- | 101 | All stat changes affecting the target turn topsy-turvy and become the opposite of what they were. |
Torment |
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15 | -- | 100 | The user torments and enrages the target, making it incapable of using the same move twice in a row. |
Toxic |
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10 | -- | 90 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
Toxic Spikes |
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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 |
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20 | -- | 100 | The user shoots poisonous threads to poison the target and lower the target's Speed stat. |
Transform |
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10 | -- | 101 | The user transforms into a copy of the target, right down to having the same move set. |
Trick |
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10 | -- | 100 | The user catches the target off guard and swaps the target's held item with its own. |
Trick Room |
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5 | -- | 101 | The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
Trick-or-Treat |
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20 | -- | 100 | The user takes the target trick-or-treating. This adds Ghost type to the target's type. |
Venom Drench |
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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 |
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10 | -- | 101 | The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats. |
Water Sport |
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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 |
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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 |
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10 | -- | 101 | The user and its allies are protected from wide-ranging attacks for one turn. |
Will-O-Wisp |
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15 | -- | 85 | The user shoots a sinister flame at the target to inflict a burn. |
Wish |
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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 |
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40 | -- | 101 | The user withdraws its body into its hard shell, boosting its Defense stat. |
Wonder Room |
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10 | -- | 101 | The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. |
Work Up |
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30 | -- | 101 | The user is roused, and its Attack and Sp. Atk stats are boosted. |
Worry Seed |
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10 | -- | 100 | A seed that causes worry is planted on the target. It prevents sleep by making the target's Ability Insomnia. |
Yawn |
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10 | -- | 101 | The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. |