Black/White/Black 2/White 2 Level Up |
|
— |
Morning Sun |
|
|
-- |
-- |
5 |
-- |
The user restores its own HP. The amount of HP regained varies with the weather. |
— |
Tackle |
|
|
50 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
7 |
Growth |
|
|
-- |
-- |
40 |
-- |
The user's body grows all at once, raising the Attack and Sp. Atk stats. |
10 |
Leech Seed |
|
|
-- |
90 |
10 |
-- |
A seed is planted on the target. It steals some HP from the target every turn. |
13 |
Helping Hand |
|
|
-- |
-- |
20 |
-- |
The user assists an ally by boosting the power of its attack. |
19 |
Magical Leaf |
|
|
60 |
-- |
20 |
-- |
The user scatters curious leaves that chase the target. This attack will not miss. |
22 |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
28 |
Worry Seed |
|
|
-- |
100 |
10 |
-- |
A seed that causes worry is planted on the target. It prevents sleep by making its Ability Insomnia. |
31 |
Take Down |
|
|
90 |
85 |
20 |
-- |
A reckless, full-body charge attack for slamming into the target. It also damages the user a little. |
37 |
Solarbeam |
|
|
120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
40 |
Lucky Chant |
|
|
-- |
-- |
30 |
-- |
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits. |
TM & HM Attacks |
|
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. |
TM17 |
Protect |
|
|
-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
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. |
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. |
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. |
TM70 |
Flash |
|
|
-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM75 |
Swords Dance |
|
|
-- |
-- |
30 |
-- |
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. |
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. |
Egg Moves (Details) |
Razor Leaf |
|
|
55 |
95 |
25 |
-- |
Details |
Sharp-edged leaves are launched to slash at the opposing team. Critical hits land more easily. |
Sweet Scent |
|
|
-- |
100 |
20 |
-- |
Details |
A sweet scent that lowers the opposing team's evasiveness. It also lures wild Pokémon if used in grass, etc. |
Tickle |
|
|
-- |
100 |
20 |
-- |
Details |
The user tickles the target into laughing, reducing its Attack and Defense stats. |
Nature Power |
|
|
-- |
-- |
20 |
-- |
Details |
An attack that makes use of nature's power. Its effects vary depending on the user's environment. |
Grasswhistle |
|
|
-- |
55 |
15 |
-- |
Details |
The user plays a pleasant melody that lulls the target into a deep sleep. |
Aromatherapy |
|
|
-- |
-- |
5 |
-- |
Details |
The user releases a soothing scent that heals all status problems affecting the user's party. |
Weather Ball |
|
|
50 |
100 |
10 |
-- |
Details |
An attack move that varies in power and type depending on the weather. |
Heal Pulse |
|
|
-- |
-- |
10 |
-- |
Details |
The user emits a healing pulse which restores the target's HP by up to half of its max HP. |
Healing Wish |
|
|
-- |
-- |
10 |
-- |
Details |
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
Seed Bomb |
|
|
80 |
100 |
15 |
-- |
Details |
The user slams a barrage of hard-shelled seeds down on the target from above. |
Natural Gift |
|
|
?? |
100 |
15 |
-- |
Details |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Defense Curl |
|
|
-- |
-- |
40 |
-- |
Details |
The user curls up to conceal weak spots and raise its Defense stat. |
Rollout |
|
|
30 |
90 |
20 |
-- |
Details |
The user continually rolls into the target over five turns. It becomes stronger each time it hits. |