Black/White Level Up |
|
— |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
— |
Rain Dance |
|
|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
— |
Tackle |
|
|
50 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
— |
Confusion |
|
|
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
— |
Hypnosis |
|
|
-- |
60 |
20 |
-- |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
— |
Imprison |
|
|
-- |
-- |
10 |
-- |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
7 |
Hypnosis |
|
|
-- |
60 |
20 |
-- |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
12 |
Imprison |
|
|
-- |
-- |
10 |
-- |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
14 |
Confuse Ray |
|
|
-- |
100 |
10 |
-- |
The target is exposed to a sinister ray that triggers confusion. |
19 |
Extrasensory |
|
|
80 |
100 |
30 |
-- |
The user attacks with an odd, unseeable power. It may also make the target flinch. |
26 |
Iron Defense |
|
|
-- |
-- |
15 |
-- |
The user hardens its body's surface like iron, sharply raising its Defense stat. |
30 |
Safeguard |
|
|
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
33 |
Block |
|
|
-- |
-- |
5 |
-- |
The user blocks the target's way with arms spread wide to prevent escape. |
38 |
Gyro Ball |
|
|
?? |
100 |
5 |
-- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
43 |
Future Sight |
|
|
100 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
50 |
Faint Attack |
|
|
60 |
-- |
20 |
-- |
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. |
61 |
Payback |
|
|
50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
67 |
Heal Block |
|
|
-- |
100 |
15 |
-- |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
72 |
Heavy Slam |
|
|
?? |
100 |
10 |
-- |
The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage. |
Black 2/White 2 Level Up |
|
— |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
— |
Rain Dance |
|
|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
— |
Tackle |
|
|
50 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
— |
Confusion |
|
|
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
— |
Hypnosis |
|
|
-- |
60 |
20 |
-- |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
— |
Imprison |
|
|
-- |
-- |
10 |
-- |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
5 |
Hypnosis |
|
|
-- |
60 |
20 |
-- |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
9 |
Imprison |
|
|
-- |
-- |
10 |
-- |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
11 |
Confuse Ray |
|
|
-- |
100 |
10 |
-- |
The target is exposed to a sinister ray that triggers confusion. |
15 |
Psywave |
|
|
?? |
80 |
15 |
-- |
The target is attacked with an odd psychic wave. The attack varies in intensity. |
19 |
Iron Defense |
|
|
-- |
-- |
15 |
-- |
The user hardens its body's surface like iron, sharply raising its Defense stat. |
21 |
Faint Attack |
|
|
60 |
-- |
20 |
-- |
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. |
25 |
Safeguard |
|
|
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
29 |
Future Sight |
|
|
100 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
31 |
Metal Sound |
|
|
-- |
85 |
40 |
-- |
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat. |
33 |
Block |
|
|
-- |
-- |
5 |
-- |
The user blocks the target's way with arms spread wide to prevent escape. |
36 |
Gyro Ball |
|
|
?? |
100 |
5 |
-- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
42 |
Extrasensory |
|
|
80 |
100 |
30 |
-- |
The user attacks with an odd, unseeable power. It may also make the target flinch. |
46 |
Payback |
|
|
50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
52 |
Heal Block |
|
|
-- |
100 |
15 |
-- |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
58 |
Heavy Slam |
|
|
?? |
100 |
10 |
-- |
The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage. |
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. |
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. |
TM26 |
Earthquake |
|
|
100 |
100 |
10 |
-- |
The user sets off an earthquake that strikes those around it. |
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. |
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. |
TM37 |
Sandstorm |
|
|
-- |
-- |
10 |
-- |
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. |
TM39 |
Rock Tomb |
|
|
50 |
80 |
10 |
-- |
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. |
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. |
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. |
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. |
TM64 |
Explosion |
|
|
250 |
100 |
5 |
-- |
The user explodes to inflict damage on those around it. The user faints upon using this move. |
TM66 |
Payback |
|
|
50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
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. |
TM69 |
Rock Polish |
|
|
-- |
-- |
20 |
-- |
The user polishes its body to reduce drag. It can sharply raise the Speed stat. |
TM70 |
Flash |
|
|
-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM74 |
Gyro Ball |
|
|
?? |
100 |
5 |
-- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
TM77 |
Psych Up |
|
|
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM78 |
Bulldoze |
|
|
60 |
100 |
20 |
-- |
The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced. |
TM80 |
Rock Slide |
|
|
75 |
90 |
10 |
-- |
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
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. |
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. |