Black/White/Black 2/White 2 Level Up |
|
— |
Headbutt |
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70 |
100 |
15 |
-- |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
— |
Growl |
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-- |
100 |
40 |
-- |
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
— |
Signal Beam |
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75 |
100 |
15 |
10 |
The user attacks with a sinister beam of light. It may also confuse the target. |
— |
Icy Wind |
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55 |
95 |
15 |
-- |
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. |
3 |
Growl |
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-- |
100 |
40 |
-- |
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
7 |
Signal Beam |
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75 |
100 |
15 |
10 |
The user attacks with a sinister beam of light. It may also confuse the target. |
11 |
Icy Wind |
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55 |
95 |
15 |
-- |
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. |
13 |
Encore |
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-- |
100 |
5 |
-- |
The user compels the target to keep using only the move it last used for three turns. |
17 |
Ice Shard |
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40 |
100 |
30 |
-- |
The user flash freezes chunks of ice and hurls them at the target. This move always goes first. |
21 |
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. |
23 |
Aqua Ring |
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-- |
-- |
20 |
-- |
The user envelops itself in a veil made of water. It regains some HP on every turn. |
27 |
Aurora Beam |
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65 |
100 |
20 |
-- |
The target is hit with a rainbow-colored beam. This may also lower the target's Attack stat. |
31 |
Aqua Jet |
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40 |
100 |
20 |
-- |
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
33 |
Brine |
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65 |
100 |
10 |
-- |
If the target's HP is down to about half, this attack will hit with double the power. |
34 |
Sheer Cold |
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?? |
30 |
5 |
-- |
The target is attacked with a blast of absolute-zero cold. The target instantly faints if it hits. |
39 |
Take Down |
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90 |
85 |
20 |
-- |
A reckless, full-body charge attack for slamming into the target. It also damages the user a little. |
45 |
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. |
49 |
Aqua Tail |
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90 |
90 |
10 |
-- |
The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
55 |
Ice Beam |
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95 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
61 |
Safeguard |
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-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
65 |
Hail |
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-- |
-- |
10 |
-- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
TM & HM Attacks |
|
TM06 |
Toxic |
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-- |
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 |
 |
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?? |
100 |
15 |
-- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM13 |
Ice Beam |
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95 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM14 |
Blizzard |
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120 |
70 |
5 |
10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
TM15 |
Hyper Beam |
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150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM17 |
Protect |
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 |
-- |
-- |
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. |
TM20 |
Safeguard |
 |
 |
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
TM21 |
Frustration |
 |
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?? |
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. |
TM32 |
Double Team |
 |
 |
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM42 |
Facade |
 |
 |
70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
 |
 |
-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
 |
 |
-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM46 |
Thief |
 |
 |
40 |
100 |
10 |
-- |
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
TM48 |
Round |
 |
 |
60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM49 |
Echoed Voice |
 |
 |
40 |
100 |
15 |
-- |
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
TM56 |
Fling |
 |
 |
?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM68 |
Giga Impact |
 |
 |
150 |
90 |
5 |
-- |
The user charges at the target using every bit of its power. The user must rest on the next turn. |
TM79 |
Frost Breath |
 |
 |
40 |
90 |
10 |
100 |
The user blows a cold breath on the target. This attack always results in a critical hit. |
TM87 |
Swagger |
 |
 |
-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM90 |
Substitute |
 |
 |
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
HM03 |
Surf |
 |
 |
95 |
100 |
15 |
-- |
It swamps the area around the user with a giant wave. It can also be used for crossing water. |
HM05 |
Waterfall |
 |
 |
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 |
 |
 |
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) |
Lick |
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20 |
100 |
30 |
30 |
Details |
The target is licked with a long tongue, causing damage. It may also leave the target with paralysis. |
Perish Song |
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-- |
-- |
5 |
-- |
Details |
Any Pokémon that hears this song faints in three turns, unless it switches out of battle. |
Disable |
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-- |
100 |
20 |
-- |
Details |
For four turns, this move prevents the target from using the move it last used. |
Horn Drill |
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?? |
30 |
5 |
-- |
Details |
The user stabs the target with a horn that rotates like a drill. If it hits, the target faints instantly. |
Slam |
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80 |
75 |
20 |
-- |
Details |
The target is slammed with a long tail, vines, etc., to inflict damage. |
Encore |
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-- |
100 |
5 |
-- |
Details |
The user compels the target to keep using only the move it last used for three turns. |
Fake Out |
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40 |
100 |
10 |
-- |
Details |
An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. |
Icicle Spear |
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25 |
100 |
30 |
-- |
Details |
The user launches sharp icicles at the target. It strikes two to five times in a row. |
Signal Beam |
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75 |
100 |
15 |
10 |
Details |
The user attacks with a sinister beam of light. It may also confuse the target. |
Stockpile |
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-- |
-- |
20 |
-- |
Details |
The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. |
Swallow |
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-- |
-- |
10 |
-- |
Details |
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. |
Spit Up |
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?? |
100 |
10 |
-- |
Details |
The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage. |
Water Pulse |
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60 |
100 |
20 |
20 |
Details |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
Iron Tail |
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100 |
75 |
15 |
-- |
Details |
The target is slammed with a steel-hard tail. It may also lower the target's Defense stat. |
Sleep Talk |
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-- |
-- |
10 |
-- |
Details |
While it is asleep, the user randomly uses one of the moves it knows. |
Gen III & IV Only Moves (Details) |
|
Secret Power |
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70 |
100 |
20 |
30 |
Gen IV TM43 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
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. |
Avalanche |
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60 |
100 |
10 |
-- |
Gen IV TM72 |
An attack move that inflicts double the damage if the user has been hurt by the target in the same turn. |
Captivate |
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-- |
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 |
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?? |
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. |
Body Slam |
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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 |
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120 |
100 |
15 |
-- |
Move Tutor - FRLG |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
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. |