Name | Type | Cat. | PP | Att. | Acc. | Effect |
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. | ||
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. | ||
Calm Mind | 20 | -- | 101 | The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. | ||
Confusion | 25 | 50 | 100 | The target is hit with a weak telekinetic force to inflict damage. This may also confuse the target. | ||
Cosmic Power | 20 | -- | 101 | The user absorbs a mystical power from space to boost its Defense and Sp. Def stats. | ||
Dream Eater | 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 | 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 | 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 | 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 | 20 | 80 | 100 | The user attacks with an odd, unseeable power. This may also make the target flinch. | ||
Freezing Glare | 10 | 90 | 100 | The user shoots its psychic power from its eyes to attack. This may also leave the target frozen. | ||
Future Sight | 10 | 120 | 100 | Two turns after this move is used, a hunk of psychic energy attacks the target. | ||
Genesis Supernova | 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 | 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 | 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 | 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. | ||
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 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 Stamp | 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 | 10 | -- | 101 | The user employs its psychic power to switch stat changes with the target. | ||
Hyperspace Hole | 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 | 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. | ||
Instruct | 15 | -- | 101 | The user instructs the target to reuse the move last used by the target. | ||
Kinesis | 15 | -- | 80 | The user distracts the target by bending a spoon. This lowers the target's accuracy. | ||
Light Screen | 30 | -- | 101 | A wondrous wall of light is put up to reduce damage from special moves for five turns. | ||
Light That Burns the Sky | 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 | 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 | 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. | ||
Luster Purge | 5 | 95 | 100 | The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat. | ||
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. | ||
Max Mindstorm | 10 | 10 | 101 | This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. | ||
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. | ||
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 Coat | 20 | -- | 100 | A retaliatory attack that counters any special move, inflicting double the damage taken. | ||
Mist Ball | 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 | 10 | 70 | 90 | The user attacks by emitting a mysterious power. This also boosts the user's Sp. Atk stat. | ||
Photon Geyser | 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 | 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. | ||
Prismatic Laser | 10 | 160 | 100 | The user shoots powerful lasers using the power of a prism. The user can't move on the next turn. | ||
Psybeam | 20 | 65 | 100 | The target is attacked with a peculiar ray. This may also confuse the target. | ||
Psyblade | 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 | 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 | 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 | 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 | 10 | -- | 101 | This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. | ||
Psycho Boost | 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 | 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 | 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 | 10 | 70 | 90 | Cloaking itself in psychic energy, the user slams into the target. This also boosts the user's Defense stat. | ||
Psyshock | 10 | 80 | 100 | The user materializes an odd psychic wave to attack the target. This move deals physical damage. | ||
Psystrike | 10 | 100 | 100 | The user materializes an odd psychic wave to attack the target. This move deals physical damage. | ||
Psywave | 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 | 20 | -- | 101 | A wondrous wall of light is put up to reduce damage from physical moves for five turns. | ||
Rest | 5 | -- | 101 | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. | ||
Role Play | 10 | -- | 101 | The user mimics the target completely, copying the target's Ability. | ||
Shattered Psyche | 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 | 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 | 10 | -- | 101 | The user employs its psychic power to exchange Abilities with the target. | ||
Speed Swap | 10 | -- | 101 | The user exchanges Speed stats with the target. | ||
Stored Power | 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 | 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 | 15 | -- | 101 | The user lifts its spirits, curing its own status conditions and boosting its Sp. Atk and Sp. Def stats. | ||
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. | ||
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. | ||
Twin Beam | 10 | 40 | 100 | The user shoots mystical beams from its eyes to inflict damage. The target is hit twice in a row. | ||
Wonder Room | 10 | -- | 101 | The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. | ||
Zen Headbutt | 15 | 80 | 90 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |