Black/White Level Up |
|
— |
Water Sport |
 |
 |
-- |
-- |
15 |
-- |
The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. |
— |
Scratch |
 |
 |
40 |
100 |
35 |
-- |
Hard, pointed, and sharp claws rake the target to inflict damage. |
5 |
Tail Whip |
 |
 |
-- |
100 |
30 |
-- |
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. |
9 |
Water Gun |
 |
 |
40 |
100 |
25 |
-- |
The target is blasted with a forceful shot of water. |
14 |
Disable |
 |
 |
-- |
100 |
20 |
-- |
For four turns, this move prevents the target from using the move it last used. |
18 |
Confusion |
 |
 |
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
22 |
Water Pulse |
 |
 |
60 |
100 |
20 |
20 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
27 |
Fury Swipes |
 |
 |
18 |
80 |
15 |
-- |
The target is raked with sharp claws or scythes for two to five times in quick succession. |
31 |
Screech |
 |
 |
-- |
85 |
40 |
-- |
An earsplitting screech harshly reduces the target's Defense stat. |
35 |
Soak |
 |
 |
-- |
100 |
20 |
-- |
The user shoots a torrent of water at the target and changes the target's type to Water. |
40 |
Psych Up |
 |
 |
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
44 |
Zen Headbutt |
 |
 |
80 |
90 |
15 |
-- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
48 |
Amnesia |
 |
 |
-- |
-- |
20 |
-- |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
53 |
Hydro Pump |
 |
 |
120 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
57 |
Wonder Room |
 |
 |
-- |
-- |
10 |
-- |
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. |
Black 2/White 2 Level Up |
|
— |
Water Sport |
 |
 |
-- |
-- |
15 |
-- |
The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. |
— |
Scratch |
 |
 |
40 |
100 |
35 |
-- |
Hard, pointed, and sharp claws rake the target to inflict damage. |
4 |
Tail Whip |
 |
 |
-- |
100 |
30 |
-- |
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. |
8 |
Water Gun |
 |
 |
40 |
100 |
25 |
-- |
The target is blasted with a forceful shot of water. |
11 |
Disable |
 |
 |
-- |
100 |
20 |
-- |
For four turns, this move prevents the target from using the move it last used. |
15 |
Confusion |
 |
 |
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
18 |
Water Pulse |
 |
 |
60 |
100 |
20 |
20 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
22 |
Fury Swipes |
 |
 |
18 |
80 |
15 |
-- |
The target is raked with sharp claws or scythes for two to five times in quick succession. |
25 |
Screech |
 |
 |
-- |
85 |
40 |
-- |
An earsplitting screech harshly reduces the target's Defense stat. |
29 |
Zen Headbutt |
 |
 |
80 |
90 |
15 |
-- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
32 |
Aqua Tail |
 |
 |
90 |
90 |
10 |
-- |
The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
36 |
Soak |
 |
 |
-- |
100 |
20 |
-- |
The user shoots a torrent of water at the target and changes the target's type to Water. |
39 |
Psych Up |
 |
 |
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
43 |
Amnesia |
 |
 |
-- |
-- |
20 |
-- |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
46 |
Hydro Pump |
 |
 |
120 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
50 |
Wonder Room |
 |
 |
-- |
-- |
10 |
-- |
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. |
TM & HM Attacks |
|
TM01 |
Hone Claws |
 |
 |
-- |
-- |
15 |
-- |
The user sharpens its claws to boost its Attack stat and accuracy. |
TM03 |
Psyshock |
 |
 |
80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
TM04 |
Calm Mind |
 |
 |
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM06 |
Toxic |
 |
 |
-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM07 |
Hail |
 |
 |
-- |
-- |
10 |
-- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
TM10 |
Hidden Power |
 |
 |
?? |
100 |
15 |
-- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM13 |
Ice Beam |
 |
 |
95 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM14 |
Blizzard |
 |
 |
120 |
70 |
5 |
10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
TM16 |
Light Screen |
 |
 |
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
TM17 |
Protect |
 |
 |
-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
 |
 |
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM19 |
Telekinesis |
 |
 |
-- |
-- |
15 |
-- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
TM21 |
Frustration |
 |
 |
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM27 |
Return |
 |
 |
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM28 |
Dig |
 |
 |
80 |
100 |
10 |
-- |
The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
TM29 |
Psychic |
 |
 |
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM31 |
Brick Break |
 |
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75 |
100 |
15 |
-- |
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. |
TM32 |
Double Team |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM40 |
Aerial Ace |
 |
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60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
TM42 |
Facade |
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70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
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-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
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-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM48 |
Round |
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60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM55 |
Scald |
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80 |
100 |
15 |
30 |
The user shoots boiling hot water at its target. It may also leave the target with a burn. |
TM56 |
Fling |
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?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM65 |
Shadow Claw |
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70 |
100 |
15 |
-- |
The user slashes with a sharp claw made from shadows. Critical hits land more easily. |
TM70 |
Flash |
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-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM87 |
Swagger |
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-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM90 |
Substitute |
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-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM94 |
Rock Smash |
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40 |
100 |
15 |
-- |
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. |
HM03 |
Surf |
 |
 |
95 |
100 |
15 |
-- |
It swamps the area around the user with a giant wave. It can also be used for crossing water. |
HM04 |
Strength |
 |
 |
80 |
100 |
15 |
-- |
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders. |
HM05 |
Waterfall |
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80 |
100 |
15 |
-- |
The user charges at the target and may make it flinch. It can also be used to climb a waterfall. |
HM06 |
Dive |
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80 |
100 |
10 |
-- |
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
Egg Moves (Details) |
Hypnosis |
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 |
-- |
60 |
20 |
-- |
Details |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
Psybeam |
 |
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65 |
100 |
20 |
10 |
Details |
The target is attacked with a peculiar ray. It may also cause confusion. |
Foresight |
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-- |
-- |
40 |
-- |
Details |
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit. |
Future Sight |
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100 |
100 |
10 |
-- |
Details |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
Cross Chop |
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100 |
80 |
5 |
-- |
Details |
The user delivers a double chop with its forearms crossed. Critical hits land more easily. |
Refresh |
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 |
-- |
-- |
20 |
-- |
Details |
The user rests to cure itself of a poisoning, burn, or paralysis. |
Confuse Ray |
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 |
-- |
100 |
10 |
-- |
Details |
The target is exposed to a sinister ray that triggers confusion. |
Yawn |
 |
 |
-- |
-- |
10 |
-- |
Details |
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. |
Mud Bomb |
 |
 |
65 |
85 |
10 |
-- |
Details |
The user launches a hard-packed mud ball to attack. It may also lower the target's accuracy. |
Encore |
 |
 |
-- |
100 |
5 |
-- |
Details |
The user compels the target to keep using only the move it last used for three turns. |
Secret Power |
 |
 |
70 |
100 |
20 |
30 |
Details |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
Sleep Talk |
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 |
-- |
-- |
10 |
-- |
Details |
While it is asleep, the user randomly uses one of the moves it knows. |
Synchronoise |
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70 |
100 |
15 |
-- |
Details |
Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it. |
Gen III & IV Only Moves (Details) |
|
Focus Punch |
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 |
150 |
100 |
20 |
-- |
Gen IV TM01 |
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. |
Brine |
 |
 |
65 |
100 |
10 |
-- |
Gen IV TM55 |
If the target's HP is down to about half, this attack will hit with double the power. |
Endure |
 |
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-- |
-- |
10 |
-- |
Gen IV TM58 |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Captivate |
 |
 |
-- |
100 |
20 |
-- |
Gen IV TM78 |
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. |
Natural Gift |
 |
 |
?? |
100 |
15 |
-- |
Gen IV TM83 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Whirlpool |
 |
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35 |
85 |
15 |
100 |
Gen IV HM05 HGSS |
Traps foes in a violent swirling whirlpool for four to five turns. |
Swift |
 |
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60 |
-- |
20 |
-- |
Move Tutor - PtHGSS |
Star-shaped rays are shot at the opposing team. This attack never misses. |
Mud-slap |
 |
 |
20 |
100 |
10 |
-- |
Move Tutor - PtHGSS |
The user hurls mud in the target's face to inflict damage and lower its accuracy. |
Headbutt |
 |
 |
70 |
100 |
15 |
-- |
Move Tutor - HGSS |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
Dynamicpunch |
 |
 |
100 |
50 |
5 |
100 |
Move Tutor - Emerald |
The user punches the target with full, concentrated power. It confuses the target if it hits. |
Mega Punch |
 |
 |
80 |
85 |
20 |
-- |
Move Tutor - FRLG |
The target is slugged by a punch thrown with muscle-packed power. |
Mega Kick |
 |
 |
120 |
75 |
5 |
-- |
Move Tutor - FRLG |
The target is attacked by a kick launched with muscle-packed power. |
Body Slam |
 |
 |
85 |
100 |
15 |
30 |
Move Tutor - FRLG |
The user drops onto the target with its full body weight. It may also leave the target with paralysis. |
Double-edge |
 |
 |
120 |
100 |
15 |
-- |
Move Tutor - FRLG |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Counter |
 |
 |
?? |
100 |
20 |
-- |
Move Tutor - FRLG |
A retaliation move that counters any physical attack, inflicting double the damage taken. |
Seismic Toss |
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?? |
100 |
20 |
-- |
Move Tutor - FRLG |
The target is thrown using the power of gravity. It inflicts damage equal to the user's level. |
Mimic |
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-- |
-- |
10 |
-- |
Move Tutor - FRLG |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |