Black/White Level Up |
|
— |
Tackle |
|
|
50 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
10 |
Water Gun |
|
|
40 |
100 |
25 |
-- |
The target is blasted with a forceful shot of water. |
10 |
Ember |
|
|
40 |
100 |
25 |
10 |
The target is attacked with small flames. It may also leave the target with a burn. |
10 |
Powder Snow |
|
|
40 |
100 |
25 |
10 |
The user attacks with a chilling gust of powdery snow. It may also freeze the targets. |
20 |
Headbutt |
|
|
70 |
100 |
15 |
-- |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
30 |
Rain Dance |
|
|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
30 |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
30 |
Hail |
|
|
-- |
-- |
10 |
-- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
40 |
Weather Ball |
|
|
50 |
100 |
10 |
-- |
An attack move that varies in power and type depending on the weather. |
50 |
Hydro Pump |
|
|
120 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
50 |
Fire Blast |
|
|
120 |
85 |
5 |
10 |
The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
50 |
Blizzard |
|
|
120 |
70 |
5 |
10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
Black 2/White 2 Level Up |
|
— |
Tackle |
|
|
50 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
10 |
Water Gun |
|
|
40 |
100 |
25 |
-- |
The target is blasted with a forceful shot of water. |
10 |
Ember |
|
|
40 |
100 |
25 |
10 |
The target is attacked with small flames. It may also leave the target with a burn. |
10 |
Powder Snow |
|
|
40 |
100 |
25 |
10 |
The user attacks with a chilling gust of powdery snow. It may also freeze the targets. |
15 |
Headbutt |
|
|
70 |
100 |
15 |
-- |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
20 |
Rain Dance |
|
|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
20 |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
20 |
Hail |
|
|
-- |
-- |
10 |
-- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
30 |
Weather Ball |
|
|
50 |
100 |
10 |
-- |
An attack move that varies in power and type depending on the weather. |
40 |
Hydro Pump |
|
|
120 |
80 |
5 |
-- |
The target is blasted by a huge volume of water launched under great pressure. |
40 |
Fire Blast |
|
|
120 |
85 |
5 |
10 |
The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
40 |
Blizzard |
|
|
120 |
70 |
5 |
10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
TM & HM Attacks |
|
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. |
TM11 |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
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. |
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. |
TM21 |
Frustration |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM22 |
Solarbeam |
|
|
120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
TM24 |
Thunderbolt |
|
|
95 |
100 |
15 |
10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM25 |
Thunder |
|
|
120 |
70 |
10 |
30 |
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
TM27 |
Return |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM30 |
Shadow Ball |
|
|
80 |
100 |
15 |
-- |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
TM32 |
Double Team |
|
|
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM35 |
Flamethrower |
|
|
95 |
100 |
15 |
10 |
The target is scorched with an intense blast of fire. It may also leave the target with a burn. |
TM37 |
Sandstorm |
|
|
-- |
-- |
10 |
-- |
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. |
TM38 |
Fire Blast |
|
|
120 |
85 |
5 |
10 |
The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
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. |
TM53 |
Energy Ball |
|
|
80 |
100 |
10 |
-- |
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
TM55 |
Scald |
|
|
80 |
100 |
15 |
30 |
The user shoots boiling hot water at its target. It may also leave the target with a burn. |
TM59 |
Incinerate |
|
|
30 |
100 |
15 |
-- |
The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable. |
TM67 |
Retaliate |
|
|
70 |
100 |
5 |
-- |
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. |
TM70 |
Flash |
|
|
-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM73 |
Thunder Wave |
|
|
-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM77 |
Psych Up |
|
|
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM83 |
Work Up |
|
|
-- |
-- |
30 |
-- |
The user is roused, and its Attack and Sp. Atk stats increase. |
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. |
Gen III & IV Only Moves (Details) |
|
Water Pulse |
|
|
60 |
100 |
20 |
20 |
Gen IV TM03 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
Shock Wave |
|
|
60 |
-- |
20 |
-- |
Gen IV TM34 |
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. |
Secret Power |
|
|
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 |
|
|
-- |
-- |
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 |
|
|
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 |
|
|
-- |
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. |
Swift |
|
|
60 |
-- |
20 |
-- |
Move Tutor - PtHGSS |
Star-shaped rays are shot at the opposing team. This attack never misses. |
Defense Curl |
|
|
-- |
-- |
40 |
-- |
Move Tutor - Emerald |
The user curls up to conceal weak spots and raise its Defense stat. |
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. |
Mimic |
|
|
-- |
-- |
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. |