Name | Type | Cat. | PP | Att. | Acc. | Effect |
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. |
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 it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
Barrage |
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20 | 15 | 85 | 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 in exchange for 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. |
Bide |
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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. |
Bind |
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20 | 15 | 85 | Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. |
Block |
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5 | -- | 101 | The user blocks the target's way with arms spread wide to prevent escape. |
Body Slam |
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15 | 85 | 100 | The user drops onto the target with its full body weight. This may also leave the target with paralysis. |
Boomburst |
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10 | 140 | 100 | The user attacks everything around it with the destructive power of a terrible, explosive sound. |
Breakneck Blitz |
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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. |
Breakneck Blitz |
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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. |
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! |
Chip Away |
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20 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Comet Punch |
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15 | 18 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
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. |
Constrict |
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35 | 10 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
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 attack the target used last. |
Copycat |
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20 | -- | 101 | The user mimics the move used immediately before it. The move fails if no other move has been used yet. |
Court Change |
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10 | -- | 100 | With its mysterious power, the user swaps the effects on either side of the field. |
Covet |
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25 | 60 | 100 | The user endearingly approaches the target, then steals the target's held item. |
Crush Claw |
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10 | 75 | 95 | The user slashes the target with hard and sharp claws. This may also lower the target's Defense stat. |
Crush Grip |
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5 | -- | 100 | The target is crushed with great force. The more HP the target has left, the greater this move's power. |
Cut |
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30 | 50 | 95 | The target is cut with a scythe or claw. |
Defense Curl |
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40 | -- | 101 | The user curls up to conceal weak spots and raise its Defense stat. |
Disable |
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20 | -- | 100 | For four turns, this move prevents the target from using the move it last used. |
Dizzy Punch |
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10 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Double Hit |
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10 | 35 | 90 | The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row. |
Double Slap |
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10 | 15 | 85 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Double Team |
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15 | -- | 101 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Double-Edge |
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15 | 120 | 100 | A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
Echoed Voice |
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15 | 40 | 100 | The user attacks the target with an echoing voice. If this move is used every turn, its power is increased. |
Egg Bomb |
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10 | 100 | 75 | 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. |
Endeavor |
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5 | -- | 100 | This attack move cuts down the target's HP to equal the user's HP. |
Endure |
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10 | -- | 101 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is 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. |
Explosion |
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5 | 250 | 100 | The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. |
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. |
Extreme Speed |
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5 | 80 | 100 | The user charges the target at blinding speed. This move always goes first. |
Facade |
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20 | 70 | 100 | This attack move doubles its power if the user is poisoned, burned, or paralyzed. |
Fake Out |
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10 | 40 | 100 | This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle. |
False Swipe |
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40 | 40 | 100 | A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. |
Feint |
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10 | 30 | 100 | This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves. |
Flail |
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15 | -- | 100 | The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. |
Flash |
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20 | -- | 100 | The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves. |
Focus Energy |
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30 | -- | 101 | The user takes a deep breath and focuses so that critical hits land more easily. |
Follow Me |
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20 | -- | 101 | The user draws attention to itself, making all targets 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. |
Frustration |
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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. |
Fury Attack |
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20 | 15 | 85 | The target is jabbed repeatedly with a horn or beak two to five times in a row. |
Fury Swipes |
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15 | 18 | 80 | The target is raked with sharp claws or scythes quickly two to five times in a row. |
G-Max Cuddle |
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10 | -- | 101 | A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents. |
G-Max Gold Rush |
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10 | -- | 101 | A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money. |
G-Max Replenish |
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10 | -- | 101 | A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten. |
Giga Impact |
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5 | 150 | 90 | The user charges at the target using every bit of its power. The user can't move 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. |
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, raising the Attack and Sp. Atk stats. |
Guillotine |
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5 | -- | 30 | A vicious, tearing attack with big pincers. The target faints instantly if this attack hits. |
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 raise its Defense stat. |
Head Charge |
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15 | 120 | 100 | The user charges its head into its target, using its powerful guard hair. This also damages the user a little. |
Headbutt |
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15 | 70 | 100 | The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. |
Heal Bell |
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5 | -- | 101 | The user makes a soothing bell chime to heal the status conditions of all the party Pokémon. |
Helping Hand |
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20 | -- | 101 | The user assists an ally by boosting the power of that ally's attack. |
Hidden Power |
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15 | 60 | 100 | A unique attack that varies in type depending on the Pokémon using it. |
Hold Back |
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40 | 40 | 100 | The user holds back when it attacks, and the target is left with at least 1 HP. |
Hold Hands |
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40 | -- | 101 | The user and an ally hold hands. This makes them very happy. |
Horn Attack |
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25 | 65 | 100 | The target is jabbed with a sharply pointed horn to inflict damage. |
Horn Drill |
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5 | -- | 30 | The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits. |
Howl |
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40 | -- | 101 | The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats. |
Hyper Beam |
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5 | 150 | 90 | The target is attacked with a powerful beam. The user can't move on the next turn. |
Hyper Fang |
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15 | 80 | 90 | The user bites hard on the target with its sharp front fangs. This may also make the target flinch. |
Hyper Voice |
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10 | 90 | 100 | The user lets loose a horribly echoing shout with the power to inflict damage. |
Judgment |
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10 | 100 | 100 | The user releases countless shots of light at the target. This move's type varies depending on the kind of Plate the user is holding. |
Laser Focus |
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30 | -- | 101 | The user concentrates intensely. The attack on the next turn always results in a critical hit. |
Last Resort |
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5 | 140 | 100 | This move can be used only after the user has used all the other moves it knows in the battle. |
Leer |
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30 | -- | 100 | The user gives opposing Pokémon an intimidating leer that lowers the Defense stat. |
Lock-On |
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5 | -- | 101 | The user takes sure aim at the target. This ensures the next attack does not miss the target. |
Lovely Kiss |
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10 | -- | 75 | With a scary face, the user tries to force a kiss on 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. |
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. |
Max Strike |
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10 | -- | 101 | This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat. |
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. |
Mega Kick |
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5 | 120 | 75 | The target is attacked by a kick launched with muscle-packed power. |
Mega Punch |
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20 | 80 | 85 | The target is slugged by a punch thrown with muscle-packed power. |
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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10 | -- | 101 | The user restores its own HP by up to half of its max HP. |
Mimic |
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10 | -- | 101 | The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
Mind Reader |
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5 | -- | 101 | The user senses the target's movements with its mind to ensure its next attack does not miss the target. |
Minimize |
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10 | -- | 101 | The user compresses its body to make itself look smaller, which sharply raises its evasiveness. |
Morning Sun |
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5 | -- | 101 | The user restores its own HP. The amount of HP regained varies with the weather. |
Multi-Attack |
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10 | 120 | 100 | Cloaking itself in high energy, the user slams into the target. The memory held determines the move's type. |
Natural Gift |
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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. |
Nature Power |
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20 | -- | 101 | This attack makes use of nature's power. Its effects vary depending on the user's environment. |
Noble Roar |
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30 | -- | 100 | Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats. |
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 shares the combined HP with the target. |
Pay Day |
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20 | 40 | 100 | Numerous coins are hurled at the target to inflict damage. Money is earned after the battle. |
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. |
Pound |
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35 | 40 | 100 | The target is physically pounded with a long tail, a foreleg, or the like. |
Power Shift |
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10 | -- | 101 | The user swaps its offensive and defensive stats. |
Present |
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15 | -- | 90 | The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. |
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. |
Pulverizing Pancake |
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1 | 210 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Quick Attack |
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30 | 40 | 100 | The user lunges at the target at a speed that makes it almost invisible. This move always goes first. |
Rage |
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20 | 20 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Rapid Spin |
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40 | 50 | 100 | A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user's Speed stat. |
Razor Wind |
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10 | 80 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Recover |
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10 | -- | 101 | Restoring its own cells, the user restores its own HP by half of 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 Type |
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15 | -- | 101 | The user reflects the target's type, making the user 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. |
Relic Song |
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10 | 75 | 100 | The user sings an ancient song and attacks by appealing to the hearts of the listening opposing Pokémon. This may also induce sleep. |
Retaliate |
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5 | 70 | 100 | The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move's power is increased. |
Return |
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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. |
Revelation Dance |
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15 | 90 | 100 | The user attacks the target by dancing very hard. The user's type determines the type of this move. |
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 Climb |
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20 | 90 | 85 | A charging attack that may also leave the foe confused. It's also one of the Pokétch's hidden moves. |
Round |
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15 | 60 | 100 | The user attacks the target with a song. Others can join in the Round to increase the power of the attack. |
Safeguard |
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25 | -- | 101 | The user creates a protective field that prevents status conditions for five turns. |
Scary Face |
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10 | -- | 100 | The user frightens the target with a scary face to harshly lower its Speed stat. |
Scratch |
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35 | 40 | 100 | Hard, pointed, sharp claws rake the target to inflict damage. |
Screech |
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40 | -- | 85 | An earsplitting screech harshly lowers the target's Defense stat. |
Secret Power |
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20 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Self-Destruct |
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5 | 200 | 100 | The user attacks everything around it by causing an explosion. The user faints upon using this move. |
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. |
Shell Smash |
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15 | -- | 101 | The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats. |
Simple Beam |
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15 | -- | 100 | The user's mysterious psychic wave changes the target's Ability to Simple. |
Sing |
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15 | -- | 55 | A soothing lullaby is sung in a calming voice that puts the target into a deep slumber. |
Sketch |
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1 | -- | 101 | It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears. |
Skull Bash |
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10 | 130 | 100 | The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn. |
Slack Off |
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10 | -- | 101 | The user slacks off, restoring its own HP by up to half of its max HP. |
Slam |
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20 | 80 | 75 | The target is slammed with a long tail, vines, or the like to inflict damage. |
Slash |
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20 | 70 | 100 | The target is attacked with a slash of claws or blades. Critical hits land more easily. |
Sleep Talk |
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10 | -- | 101 | While it is asleep, the user randomly uses one of the moves it knows. |
Smelling Salts |
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10 | 70 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Smokescreen |
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20 | -- | 100 | The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy. |
Snore |
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15 | 50 | 100 | This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Soft-Boiled |
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10 | -- | 101 | The user restores its own HP by up to half of its max HP. |
Sonic Boom |
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20 | -- | 90 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Spike Cannon |
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15 | 20 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Spit Up |
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10 | -- | 100 | The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the move's power. |
Splash |
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40 | -- | 101 | The user just flops and splashes around to no effect at all... |
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. |
Stockpile |
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20 | -- | 101 | The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times. |
Stomp |
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20 | 65 | 100 | The target is stomped with a big foot. This may also make the target flinch. |
Strength |
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15 | 80 | 100 | The target is slugged with a punch thrown at maximum power. |
Struggle |
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1 | 50 | 101 | This attack is used in desperation only if the user has no PP. It also damages the user a little. |
Stuff Cheeks |
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10 | -- | 101 | The user eats its held Berry, then sharply raises its Defense stat. |
Substitute |
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10 | -- | 101 | The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |
Super Fang |
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10 | -- | 90 | The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half. |
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 raises 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 heal its HP. Storing more power heals more HP. |
Sweet Scent |
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20 | -- | 100 | A sweet scent that harshly lowers opposing Pokémon's evasiveness. |
Swift |
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20 | 60 | 101 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
Swords Dance |
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20 | -- | 101 | A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat. |
Tackle |
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35 | 40 | 100 | A physical attack in which the user charges and slams into the target with its whole body. |
Tail Slap |
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10 | 25 | 85 | The user attacks by striking the target with its hard tail. It hits the target two to five times in a row. |
Tail Whip |
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30 | -- | 100 | The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stats. |
Take Down |
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20 | 90 | 85 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
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 in the battle. Each Pokémon eats its held Berry. |
Techno Blast |
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5 | 120 | 100 | The user fires a beam of light at its target. The move's type changes depending on the Drive the user holds. |
Teeter Dance |
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20 | -- | 100 | The user performs a wobbly dance that confuses the Pokémon around it. |
Terrain Pulse |
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10 | 50 | 100 | The user utilizes the power of the terrain to attack. This move's type and power changes depending on the terrain when it's used. |
Thrash |
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10 | 120 | 100 | The user rampages and attacks for two to three turns. The user then becomes confused. |
Tickle |
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20 | -- | 100 | The user tickles the target into laughing, reducing its Attack and Defense stats. |
Transform |
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10 | -- | 101 | The user transforms into a copy of the target right down to having the same move set. |
Tri Attack |
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10 | 80 | 100 | The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target. |
Trump Card |
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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. |
Uproar |
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10 | 90 | 100 | The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep. |
Veevee Volley |
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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. |
Vise Grip |
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30 | 55 | 100 | The target is gripped and squeezed from both sides to inflict damage. |
Weather Ball |
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10 | 50 | 100 | This attack move varies in power and type depending on the weather. |
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. |
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 half the user's max HP. |
Work Up |
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30 | -- | 101 | The user is roused, and its Attack and Sp. Atk stats increase. |
Wrap |
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20 | 15 | 90 | A long body, vines, or the like are used to wrap and squeeze the target for four to five turns. |
Wring Out |
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5 | -- | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
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. |