Black/White/Black 2/White 2 Level Up |
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Trick Room |
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-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
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Conversion 2 |
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-- |
-- |
30 |
-- |
The user changes its type to make itself resistant to the type of the attack the opponent used last. |
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Tackle |
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50 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
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Conversion |
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-- |
-- |
30 |
-- |
The user changes its type to become the same type as one of its moves. |
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Nasty Plot |
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-- |
-- |
20 |
-- |
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk. |
7 |
Psybeam |
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65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
12 |
Agility |
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-- |
-- |
30 |
-- |
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat. |
18 |
Recover |
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-- |
-- |
10 |
-- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
23 |
Magnet Rise |
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-- |
-- |
10 |
-- |
The user levitates using electrically generated magnetism for five turns. |
29 |
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. |
34 |
Embargo |
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-- |
100 |
15 |
-- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
40 |
Discharge |
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80 |
100 |
15 |
30 |
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
45 |
Lock-on |
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-- |
-- |
5 |
-- |
The user takes sure aim at the target. It ensures the next attack does not fail to hit the target. |
51 |
Tri Attack |
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80 |
100 |
10 |
20 |
The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis. |
56 |
Magic Coat |
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-- |
-- |
15 |
-- |
A barrier reflects back to the target moves like Leech Seed and moves that damage status. |
62 |
Zap Cannon |
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120 |
50 |
5 |
100 |
The user fires an electric blast like a cannon to inflict damage and cause paralysis. |
67 |
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. |
TM & HM Attacks |
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TM03 |
Psyshock |
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80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
TM06 |
Toxic |
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-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
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?? |
100 |
15 |
-- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM11 |
Sunny Day |
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-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
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 |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
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-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM21 |
Frustration |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM22 |
Solarbeam |
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120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
TM24 |
Thunderbolt |
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95 |
100 |
15 |
10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM25 |
Thunder |
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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 |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
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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 |
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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 |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM40 |
Aerial Ace |
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60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
TM42 |
Facade |
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70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
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-- |
-- |
10 |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM46 |
Thief |
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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 |
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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 |
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50 |
90 |
10 |
-- |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM63 |
Embargo |
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-- |
100 |
15 |
-- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
TM68 |
Giga Impact |
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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 |
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-- |
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 |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM85 |
Dream Eater |
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100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
TM87 |
Swagger |
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-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM90 |
Substitute |
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-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 |
Trick Room |
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-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |