Name | Type | Cat. | PP | Att. | Acc. | Effect |
Agility | 30 | -- | 101 | The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. | ||
Ally Switch | 15 | -- | 101 | The user teleports using a strange power and switches places with one of its allies. | ||
Amnesia | 20 | -- | 101 | The user temporarily empties its mind to forget its concerns. This sharply raises 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 raise its Sp. Atk and Sp. Def stats. | ||
Confusion | 25 | 50 | 100 | The target is hit by a weak telekinetic force. This may also confuse the target. | ||
Cosmic Power | 20 | -- | 101 | The user absorbs a mystical power from space to raise 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 half the damage taken by the target. | ||
Eerie Spell | 5 | 80 | 100 | The user attacks with its tremendous psychic power. This also removes 3 PP from the target's last move. | ||
Esper Wing | 10 | 75 | 90 | The user slashes the target with aura-enriched wings. This also raises the user’s action speed. 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. This move's power goes up and damages all opposing Pokémon on Psychic Terrain. | ||
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. | ||
G-Max Gravitas | 10 | -- | 101 | A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns. | ||
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 | This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. 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 of 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 also hits a target using a move such as Protect or Detect. | ||
Hypnosis | 20 | -- | 60 | The user employs hypnotic suggestion to make the target fall into a deep sleep. | ||
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 use the target's last move again. | ||
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 attacks 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. | ||
Lunar Blessing | 10 | -- | 101 | The user heals its own status conditions and restores its HP. Incoming moves also become more likely to miss. | ||
Lunar Dance | 10 | -- | 101 | The user faints. In return, the Pokémon taking its place will have its status and HP fully restored. | ||
Luster Purge | 5 | 70 | 100 | The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat. | ||
Magic Coat | 15 | -- | 101 | Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves. | ||
Magic Powder | 20 | -- | 100 | The user scatters a cloud of magic powder that changes the target to Psychic type. | ||
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 | -- | 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 retaliation move that counters any special attack, inflicting double the damage taken. | ||
Mist Ball | 5 | 70 | 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 strengthens itself with a mysterious power. If it excels in offense, its offensive stats are raised. If it excels in defense, its defensive stats are raised. | ||
Photon Geyser | 5 | 100 | 100 | The user attacks a target with a pillar of light. This move inflicts Attack or Sp. Atk damage—whichever stat 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 leave the target confused. | ||
Psychic | 10 | 90 | 100 | The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. | ||
Psychic Fangs | 10 | 85 | 100 | The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect. | ||
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 at full power. The attack's recoil 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. Critical hits land more easily. | ||
Psycho Shift | 10 | -- | 100 | Using its psychic power of suggestion, the user transfers its status conditions to the target. | ||
Psyshield Bash | 10 | 70 | 90 | Cloaking itself in psychic energy, the user slams into the target. This may also raise the user’s defensive stats. | ||
Psyshock | 10 | 80 | 100 | The user materializes an odd psychic wave to attack the target. This attack does physical damage. | ||
Psystrike | 10 | 100 | 100 | The user materializes an odd psychic wave to attack the target. This attack does 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 attacks for five turns. | ||
Rest | 10 | -- | 101 | The user goes to sleep for two turns. This fully restores the user's HP and heals 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 raised, 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 | 10 | -- | 101 | The user lifts its spirits, healing its own status conditions and raising its offensive and defensive 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 its 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. | ||
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. |