Black/White/Black 2/White 2 Level Up |
|
— |
Leer |
 |
 |
-- |
100 |
30 |
-- |
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. |
— |
Wrap |
 |
 |
15 |
90 |
20 |
100 |
A long body or vines are used to wrap and squeeze the target for four to five turns. |
9 |
Night Shade |
 |
 |
?? |
100 |
15 |
-- |
The user makes the target see a frightening mirage. It inflicts damage matching the user's level. |
17 |
Teleport |
 |
 |
-- |
-- |
20 |
-- |
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. |
25 |
Knock Off |
 |
 |
20 |
100 |
20 |
-- |
The user slaps down the target's held item, preventing that item from being used in the battle. |
33 |
Pursuit |
 |
 |
40 |
100 |
20 |
-- |
An attack move that inflicts double damage if used on a target that is switching out of battle. |
41 |
Psychic |
 |
 |
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
49 |
Snatch |
 |
 |
-- |
-- |
10 |
-- |
The user steals the effects of any healing or stat-changing move the opponent attempts to use. |
57 |
Psycho Shift |
 |
 |
-- |
90 |
10 |
-- |
Using its psychic power of suggestion, the user transfers its status problems to the target. |
65 |
Zen Headbutt |
 |
 |
80 |
90 |
15 |
-- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
73 |
Cosmic Power |
 |
 |
-- |
-- |
20 |
-- |
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats. |
81 |
Recover |
 |
 |
-- |
-- |
10 |
-- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
89 |
Psycho Boost |
 |
 |
140 |
90 |
5 |
-- |
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat. |
97 |
Hyper Beam |
 |
 |
150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
Black/White Level Up - Attack Forme |
|
— |
Leer |
 |
 |
-- |
100 |
30 |
-- |
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. |
— |
Wrap |
 |
 |
15 |
90 |
20 |
100 |
A long body or vines are used to wrap and squeeze the target for four to five turns. |
9 |
Night Shade |
 |
 |
?? |
100 |
15 |
-- |
The user makes the target see a frightening mirage. It inflicts damage matching the user's level. |
17 |
Teleport |
 |
 |
-- |
-- |
20 |
-- |
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. |
25 |
Taunt |
 |
 |
-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
33 |
Pursuit |
 |
 |
40 |
100 |
20 |
-- |
An attack move that inflicts double damage if used on a target that is switching out of battle. |
41 |
Psychic |
 |
 |
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
49 |
Superpower |
 |
 |
120 |
100 |
5 |
-- |
The user attacks the target with great power. However, it also lowers the user's Attack and Defense. |
57 |
Psycho Shift |
 |
 |
-- |
90 |
10 |
-- |
Using its psychic power of suggestion, the user transfers its status problems to the target. |
65 |
Zen Headbutt |
 |
 |
80 |
90 |
15 |
-- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
73 |
Cosmic Power |
 |
 |
-- |
-- |
20 |
-- |
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats. |
81 |
Zap Cannon |
 |
 |
120 |
50 |
5 |
100 |
The user fires an electric blast like a cannon to inflict damage and cause paralysis. |
89 |
Psycho Boost |
 |
 |
140 |
90 |
5 |
-- |
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat. |
97 |
Hyper Beam |
 |
 |
150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
Black/White Level Up - Defense Forme |
|
— |
Leer |
 |
 |
-- |
100 |
30 |
-- |
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. |
— |
Wrap |
 |
 |
15 |
90 |
20 |
100 |
A long body or vines are used to wrap and squeeze the target for four to five turns. |
9 |
Night Shade |
 |
 |
?? |
100 |
15 |
-- |
The user makes the target see a frightening mirage. It inflicts damage matching the user's level. |
17 |
Teleport |
 |
 |
-- |
-- |
20 |
-- |
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. |
25 |
Knock Off |
 |
 |
20 |
100 |
20 |
-- |
The user slaps down the target's held item, preventing that item from being used in the battle. |
33 |
Spikes |
 |
 |
-- |
-- |
20 |
-- |
The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle. |
41 |
Psychic |
 |
 |
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
49 |
Snatch |
 |
 |
-- |
-- |
10 |
-- |
The user steals the effects of any healing or stat-changing move the opponent attempts to use. |
57 |
Psycho Shift |
 |
 |
-- |
90 |
10 |
-- |
Using its psychic power of suggestion, the user transfers its status problems to the target. |
65 |
Zen Headbutt |
 |
 |
80 |
90 |
15 |
-- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
73 |
Iron Defense |
 |
 |
-- |
-- |
15 |
-- |
The user hardens its body's surface like iron, sharply raising its Defense stat. |
73 |
Amnesia |
 |
 |
-- |
-- |
20 |
-- |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
81 |
Recover |
 |
 |
-- |
-- |
10 |
-- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
89 |
Psycho Boost |
 |
 |
140 |
90 |
5 |
-- |
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat. |
97 |
Counter |
 |
 |
?? |
100 |
20 |
-- |
A retaliation move that counters any physical attack, inflicting double the damage taken. |
97 |
Mirror Coat |
 |
 |
?? |
100 |
20 |
-- |
A retaliation move that counters any special attack, inflicting double the damage taken. |
Black/White Level Up - Speed Forme |
|
— |
Leer |
 |
 |
-- |
100 |
30 |
-- |
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. |
— |
Wrap |
 |
 |
15 |
90 |
20 |
100 |
A long body or vines are used to wrap and squeeze the target for four to five turns. |
9 |
Night Shade |
 |
 |
?? |
100 |
15 |
-- |
The user makes the target see a frightening mirage. It inflicts damage matching the user's level. |
17 |
Double Team |
 |
 |
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
25 |
Knock Off |
 |
 |
20 |
100 |
20 |
-- |
The user slaps down the target's held item, preventing that item from being used in the battle. |
33 |
Pursuit |
 |
 |
40 |
100 |
20 |
-- |
An attack move that inflicts double damage if used on a target that is switching out of battle. |
41 |
Psychic |
 |
 |
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
49 |
Swift |
 |
 |
60 |
-- |
20 |
-- |
Star-shaped rays are shot at the opposing team. This attack never misses. |
57 |
Psycho Shift |
 |
 |
-- |
90 |
10 |
-- |
Using its psychic power of suggestion, the user transfers its status problems to the target. |
65 |
Zen Headbutt |
 |
 |
80 |
90 |
15 |
-- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
73 |
Agility |
 |
 |
-- |
-- |
30 |
-- |
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat. |
81 |
Recover |
 |
 |
-- |
-- |
10 |
-- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
89 |
Psycho Boost |
 |
 |
140 |
90 |
5 |
-- |
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat. |
97 |
Extremespeed |
 |
 |
80 |
100 |
5 |
-- |
The user charges the target at blinding speed. This attack always goes before any other move. |
TM & HM Attacks |
|
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. |
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. |
TM12 |
Taunt |
 |
 |
-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
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. |
TM15 |
Hyper Beam |
 |
 |
150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
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. |
TM20 |
Safeguard |
 |
 |
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
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. |
TM29 |
Psychic |
 |
 |
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
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. |
TM31 |
Brick Break |
 |
 |
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 |
 |
 |
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
 |
 |
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
TM39 |
Rock Tomb |
 |
 |
50 |
80 |
10 |
-- |
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. |
TM40 |
Aerial Ace |
 |
 |
60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
TM41 |
Torment |
 |
 |
-- |
100 |
15 |
-- |
The user torments and enrages the target, making it incapable of using the same move twice in a row. |
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. |
TM47 |
Low Sweep |
 |
 |
60 |
100 |
20 |
-- |
The user attacks the target's legs swiftly, reducing the target's Speed stat. |
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. |
TM51 |
Ally Switch |
 |
 |
-- |
-- |
15 |
-- |
The user teleports using a strange power and switches its place with one of its allies. |
TM52 |
Focus Blast |
 |
 |
120 |
70 |
5 |
-- |
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. |
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. |
TM56 |
Fling |
 |
 |
?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM57 |
Charge Beam |
 |
 |
50 |
90 |
10 |
-- |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
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. |
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. |
TM80 |
Rock Slide |
 |
 |
75 |
90 |
10 |
-- |
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
TM84 |
Poison Jab |
 |
 |
80 |
100 |
20 |
30 |
The target is stabbed with a tentacle or arm steeped in poison. It may also poison the target. |
TM85 |
Dream Eater |
 |
 |
100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
TM86 |
Grass Knot |
 |
 |
?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
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. |
TM91 |
Flash Cannon |
 |
 |
80 |
100 |
10 |
-- |
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. |
TM92 |
Trick Room |
 |
 |
-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
TM94 |
Rock Smash |
 |
 |
40 |
100 |
15 |
-- |
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. |
HM01 |
Cut |
 |
 |
50 |
95 |
30 |
-- |
The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |
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. |
Gen 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. |
Water Pulse |
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 |
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. |
Skill Swap |
 |
 |
-- |
-- |
10 |
-- |
Gen IV TM48
    |
The user employs its psychic power to exchange Abilities with the target. |
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. |
Drain Punch |
 |
 |
75 |
100 |
10 |
-- |
Gen IV TM60
    |
An energy-draining punch. The user's HP is restored by half the damage taken by the target. |
Recycle |
 |
 |
-- |
-- |
10 |
-- |
Gen IV TM67
    |
The user recycles a held item that has been used in battle so it can be used again. |
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. |
Stealth Rock |
 |
 |
-- |
-- |
20 |
-- |
Gen IV TM76
    |
The user lays a trap of levitating stones around the opponent's team. The trap hurts opponents that switch into battle. |
Sleep Talk |
 |
 |
-- |
-- |
10 |
-- |
Gen IV TM82
    |
While it is asleep, the user randomly uses one of the moves it knows. |
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. |
Fire Punch |
 |
 |
75 |
100 |
15 |
10 |
Move Tutor PtHGSS
 |
The target is punched with a fiery fist. It may also leave the target with a burn. |
Ice Punch |
 |
 |
75 |
100 |
15 |
10 |
Move Tutor PtHGSS
 |
The target is punched with an icy fist. It may also leave the target frozen. |
Icy Wind |
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55 |
95 |
15 |
-- |
Move Tutor PtHGSS
 |
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. |
Trick |
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-- |
100 |
10 |
-- |
Move Tutor PtHGSS
    |
The user catches the target off guard and swaps its held item with its own. |
Thunderpunch |
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75 |
100 |
15 |
10 |
Move Tutor PtHGSS
 |
The target is punched with an electrified fist. It may also leave the target with paralysis. |
Snore |
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40 |
100 |
15 |
-- |
Move Tutor PtHGSS
    |
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Mud-slap |
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20 |
100 |
10 |
-- |
Move Tutor PtHGSS
    |
The user hurls mud in the target's face to inflict damage and lower its accuracy. |
Signal Beam |
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75 |
100 |
15 |
10 |
Move Tutor PtHGSS
    |
The user attacks with a sinister beam of light. It may also confuse the target. |
Gravity |
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-- |
-- |
5 |
-- |
Move Tutor HGSS
    |
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate. |
Role Play |
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-- |
-- |
10 |
-- |
Move Tutor HGSS
   |
The user mimics the target completely, copying the target's natural Ability. |
Magic Coat |
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-- |
-- |
15 |
-- |
Move Tutor HGSS
    |
A barrier reflects back to the target moves like Leech Seed and moves that damage status. |
Low Kick |
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?? |
100 |
20 |
-- |
Move Tutor HGSS
    |
A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets. |
Headbutt |
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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. |