Black/White/Black 2/White 2 Level Up |
|
— |
Pound |
|
|
40 |
100 |
35 |
-- |
The target is physically pounded with a long tail or a foreleg, etc. |
3 |
Confusion |
|
|
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
7 |
Tickle |
|
|
-- |
100 |
20 |
-- |
The user tickles the target into laughing, reducing its Attack and Defense stats. |
10 |
Fake Tears |
|
|
-- |
100 |
20 |
-- |
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. |
14 |
Doubleslap |
|
|
15 |
85 |
10 |
-- |
The target is slapped repeatedly, back and forth, two to five times in a row. |
16 |
Psybeam |
|
|
65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
19 |
Embargo |
|
|
-- |
100 |
15 |
-- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
24 |
Faint Attack |
|
|
60 |
-- |
20 |
-- |
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. |
25 |
Psyshock |
|
|
80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
28 |
Flatter |
|
|
-- |
100 |
15 |
-- |
Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat. |
31 |
Future Sight |
|
|
100 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
33 |
Heal Block |
|
|
-- |
100 |
15 |
-- |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
37 |
Psychic |
|
|
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
40 |
Telekinesis |
|
|
-- |
-- |
15 |
-- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
46 |
Charm |
|
|
-- |
100 |
20 |
-- |
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. |
48 |
Magic Room |
|
|
-- |
-- |
10 |
-- |
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. |
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. |
TM12 |
Taunt |
|
|
-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
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. |
TM24 |
Thunderbolt |
|
|
95 |
100 |
15 |
10 |
A strong electric blast is loosed at the target. 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. |
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. |
TM46 |
Thief |
|
|
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 |
|
|
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. |
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. |
TM63 |
Embargo |
|
|
-- |
100 |
15 |
-- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
TM66 |
Payback |
|
|
50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
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. |
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. |
TM92 |
Trick Room |
|
|
-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |