Black/White/Black 2/White 2 Level Up |
|
— |
Psywave |
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?? |
80 |
15 |
-- |
The target is attacked with an odd psychic wave. The attack varies in intensity. |
— |
Defense Curl |
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-- |
-- |
40 |
-- |
The user curls up to conceal weak spots and raise its Defense stat. |
5 |
Lucky Chant |
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 |
-- |
-- |
30 |
-- |
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits. |
7 |
Yawn |
 |
 |
-- |
-- |
10 |
-- |
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. |
11 |
Psybeam |
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65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
13 |
Imprison |
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 |
-- |
-- |
10 |
-- |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
17 |
Moonlight |
 |
 |
-- |
-- |
5 |
-- |
The user restores its own HP. The amount of HP regained varies with the weather. |
19 |
Hypnosis |
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 |
-- |
60 |
20 |
-- |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
23 |
Zen Headbutt |
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 |
80 |
90 |
15 |
-- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
25 |
Synchronoise |
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 |
70 |
100 |
15 |
-- |
Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it. |
29 |
Nightmare |
 |
 |
-- |
100 |
15 |
-- |
A sleeping target sees a nightmare that inflicts some damage every turn. |
31 |
Future Sight |
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100 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
35 |
Calm Mind |
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 |
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
37 |
Psychic |
 |
 |
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
41 |
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. |
43 |
Telekinesis |
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 |
-- |
-- |
15 |
-- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
47 |
Stored Power |
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20 |
100 |
10 |
-- |
The user attacks the target with stored power. The more the user's stats are raised, the greater the 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. |
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. |
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. |
TM39 |
Rock Tomb |
 |
 |
50 |
80 |
10 |
-- |
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. |
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. |
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. |
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. |
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. |
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. |
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. |
TM87 |
Swagger |
 |
 |
-- |
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. |
Egg Moves (Details) |
Sleep Talk |
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-- |
-- |
10 |
-- |
Details |
While it is asleep, the user randomly uses one of the moves it knows. |
Secret Power |
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70 |
100 |
20 |
30 |
Details |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
Barrier |
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-- |
-- |
30 |
-- |
Details |
The user throws up a sturdy wall that sharply raises its Defense stat. |
Magic Coat |
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-- |
-- |
15 |
-- |
Details |
A barrier reflects back to the target moves like Leech Seed and moves that damage status. |
Helping Hand |
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-- |
-- |
20 |
-- |
Details |
The user assists an ally by boosting the power of its attack. |
Baton Pass |
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-- |
-- |
40 |
-- |
Details |
The user switches places with a party Pokémon in waiting, passing along any stat changes. |
Swift |
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60 |
-- |
20 |
-- |
Details |
Star-shaped rays are shot at the opposing team. This attack never misses. |
Curse |
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-- |
-- |
10 |
-- |
Details |
A move that works differently for the Ghost type than for all other types. |
Sonicboom |
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?? |
90 |
20 |
-- |
Details |
The target is hit with a destructive shock wave that always inflicts 20 HP damage. |