Name | Type | Cat. | PP | Att. | Acc. | Effect |
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. |
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. |
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. |
Confusion |
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25 | 50 | 100 | The target is hit with a weak telekinetic force to inflict damage. This may also confuse the target. |
Cosmic Power |
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20 | -- | 101 | The user absorbs a mystical power from space to boost its Defense and Sp. Def stats. |
Dream Eater |
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15 | 100 | 100 | The user eats the dreams of a sleeping target. The user's HP is restored by up to half the damage taken by the target. |
Eerie Spell |
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5 | 80 | 100 | The user attacks with its tremendous psychic power. This also drains 3 PP from the move last used by the target. |
Esper Wing |
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10 | 80 | 100 | The user slashes the target with aura-enriched wings. This also boosts the user's Speed stat. This move has a heightened chance of landing a critical hit. |
Expanding Force |
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10 | 80 | 100 | The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon. |
Extrasensory |
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20 | 80 | 100 | The user attacks with an odd, unseeable power. This may also make the target flinch. |
Freezing Glare |
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10 | 90 | 100 | The user shoots its psychic power from its eyes to attack. This may also leave the target frozen. |
Future Sight |
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10 | 120 | 100 | Two turns after this move is used, a hunk of psychic energy attacks the target. |
Genesis Supernova |
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1 | 185 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Glitzy Glow |
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15 | 80 | 95 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
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. |
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. |
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 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 Stamp |
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25 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Heart Swap |
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10 | -- | 101 | The user employs its psychic power to switch stat changes with the target. |
Hyperspace Hole |
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5 | 80 | 101 | Using a hyperspace hole, the user appears right next to the target and strikes. This attack can hit a target using a move such as Protect or Detect. |
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. |
Instruct |
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15 | -- | 101 | The user instructs the target to reuse the move last used by the target. |
Kinesis |
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15 | -- | 80 | The user distracts the target by bending a spoon. This lowers the target's accuracy. |
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. |
Light That Burns the Sky |
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1 | 200 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Lumina Crash |
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10 | 80 | 100 | The user attacks by unleashing a peculiar light that even affects the mind. This also harshly lowers the target's Sp. Def stat. |
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. |
Luster Purge |
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5 | 95 | 100 | The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat. |
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. |
Max Mindstorm |
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10 | 10 | 101 | This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. |
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. |
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 Coat |
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20 | -- | 100 | A retaliatory attack that counters any special move, inflicting double the damage taken. |
Mist Ball |
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5 | 95 | 100 | A mist-like flurry of down envelops and damages the target. This may also lower the target's Sp. Atk stat. |
Mystical Power |
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10 | 70 | 90 | The user attacks by emitting a mysterious power. This also boosts the user's Sp. Atk stat. |
Photon Geyser |
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5 | 100 | 100 | The user attacks the target with a pillar of light. This move inflicts damage using the Attack or Sp. Atk stat- whichever is higher for the user. |
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. |
Prismatic Laser |
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10 | 160 | 100 | The user shoots powerful lasers using the power of a prism. The user can't move on the next turn. |
Psybeam |
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20 | 65 | 100 | The target is attacked with a peculiar ray. This may also confuse the target. |
Psyblade |
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15 | 80 | 100 | The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain. |
Psychic |
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10 | 90 | 100 | The target is hit with a strong telekinetic force to inflict damage. This may also lower the target's Sp. Def stat. |
Psychic Fangs |
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10 | 85 | 100 | The user attacks by biting the target with its psychic capabilities. This move can also break barriers, such as Light Screen and Reflect. |
Psychic Noise |
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10 | 75 | 100 | The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items. |
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 Boost |
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5 | 140 | 90 | The user attacks the target with all its might. The recoil from this move harshly lowers the user's Sp. Atk stat. |
Psycho Cut |
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20 | 70 | 100 | The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit. |
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. |
Psyshield Bash |
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10 | 70 | 90 | Cloaking itself in psychic energy, the user slams into the target. This also boosts the user's Defense stat. |
Psyshock |
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10 | 80 | 100 | The user materializes an odd psychic wave to attack the target. This move deals physical damage. |
Psystrike |
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10 | 100 | 100 | The user materializes an odd psychic wave to attack the target. This move deals physical damage. |
Psywave |
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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. |
Reflect |
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20 | -- | 101 | A wondrous wall of light is put up to reduce damage from physical moves for five turns. |
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. |
Role Play |
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10 | -- | 101 | The user mimics the target completely, copying the target's Ability. |
Shattered Psyche |
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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. |
Shattered Psyche |
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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. |
Skill Swap |
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10 | -- | 101 | The user employs its psychic power to exchange Abilities with the target. |
Speed Swap |
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10 | -- | 101 | The user exchanges Speed stats with the target. |
Stored Power |
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10 | 20 | 100 | The user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power. |
Synchronoise |
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10 | 120 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
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. |
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. |
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. |
Twin Beam |
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10 | 40 | 100 | The user shoots mystical beams from its eyes to inflict damage. The target is hit twice in a row. |
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. |
Zen Headbutt |
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15 | 80 | 90 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |