Generation VII Level Up |
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— |
Knock Off |
|
|
65 |
100 |
20 |
-- |
The user slaps down the target's held item, and that item can't be used in that battle. The move does more damage if the target has a held item. |
4 |
Screech |
|
|
-- |
85 |
40 |
-- |
An earsplitting screech harshly lowers the target's Defense stat. |
7 |
Night Shade |
|
|
?? |
100 |
15 |
-- |
The user makes the target see a frightening mirage. It inflicts damage equal to the user's level. |
10 |
Spite |
|
|
-- |
100 |
10 |
-- |
The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. |
13 |
Shadow Sneak |
|
|
40 |
100 |
30 |
-- |
The user extends its shadow and attacks the target from behind. This move always goes first. |
16 |
Will-O-Wisp |
|
|
-- |
85 |
15 |
-- |
The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
19 |
Feint Attack |
|
|
60 |
-- |
20 |
-- |
The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. |
22 |
Hex |
|
|
65 |
100 |
10 |
-- |
This relentless attack does massive damage to a target affected by status conditions. |
26 |
Curse |
|
|
-- |
-- |
10 |
-- |
A move that works differently for the Ghost type than for all other types. |
30 |
Shadow Ball |
|
|
80 |
100 |
15 |
20 |
The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat. |
34 |
Embargo |
|
|
-- |
100 |
15 |
-- |
This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it. |
38 |
Sucker Punch |
|
|
70 |
100 |
5 |
-- |
This move enables the user to attack first. This move fails if the target is not readying an attack. |
42 |
Snatch |
|
|
-- |
-- |
10 |
-- |
The user steals the effects of any attempts to use a healing or stat-changing move. |
46 |
Grudge |
|
|
-- |
-- |
5 |
-- |
If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out. |
50 |
Trick |
|
|
-- |
100 |
10 |
-- |
The user catches the target off guard and swaps its held item with its own. |
54 |
Phantom Force |
|
|
90 |
100 |
10 |
-- |
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. |
TM & HM Attacks |
|
TM04 |
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. |
TM06 |
Toxic |
|
|
-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
|
|
60 |
100 |
15 |
-- |
A unique attack that varies in type depending on the Pokémon using it. |
TM11 |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. |
TM12 |
Taunt |
|
|
-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM17 |
Protect |
|
|
-- |
-- |
10 |
-- |
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. It lowers the power of Fire-type moves. |
TM21 |
Frustration |
|
|
?? |
100 |
20 |
-- |
This full-power attack grows more powerful the less the user likes its Trainer. |
TM24 |
Thunderbolt |
|
|
90 |
100 |
15 |
10 |
A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
TM25 |
Thunder |
|
|
110 |
70 |
10 |
30 |
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
TM27 |
Return |
|
|
?? |
100 |
20 |
-- |
This full-power attack grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
|
|
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. |
TM30 |
Shadow Ball |
|
|
80 |
100 |
15 |
20 |
The user hurls a shadowy blob at the target. This 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. |
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 |
-- |
This attack move doubles its power if the user is poisoned, burned, or paralyzed. |
TM44 |
Rest |
|
|
-- |
-- |
10 |
-- |
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
TM45 |
Attract |
|
|
-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM46 |
Thief |
|
|
60 |
100 |
25 |
-- |
The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. |
TM48 |
Round |
|
|
60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round to increase the power of the attack. |
TM57 |
Charge Beam |
|
|
50 |
90 |
10 |
70 |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM61 |
Will-O-Wisp |
|
|
-- |
85 |
15 |
-- |
The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
TM63 |
Embargo |
|
|
-- |
100 |
15 |
-- |
This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it. |
TM66 |
Payback |
|
|
50 |
100 |
10 |
-- |
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. |
TM73 |
Thunder Wave |
|
|
-- |
90 |
20 |
-- |
The user launches a weak jolt of electricity that paralyzes the target. |
TM77 |
Psych Up |
|
|
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM85 |
Dream Eater |
|
|
100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. |
TM87 |
Swagger |
|
|
-- |
85 |
15 |
-- |
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. |
TM88 |
Sleep Talk |
|
|
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
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. |
TM97 |
Dark Pulse |
|
|
80 |
100 |
15 |
20 |
The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. |
TM99 |
Dazzling Gleam |
|
|
80 |
100 |
10 |
-- |
The user damages opposing Pokémon by emitting a powerful flash. |
TM100 |
Confide |
|
|
-- |
-- |
20 |
100 |
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
|
Disable |
|
|
-- |
100 |
20 |
-- |
Details |
For four turns, this move prevents the target from using the move it last used. |
Destiny Bond |
|
|
-- |
-- |
5 |
-- |
Details |
After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession. |
Foresight |
|
|
-- |
-- |
40 |
-- |
Details |
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit. |
Astonish |
|
|
30 |
100 |
15 |
30 |
Details |
The user attacks the target while shouting in a startling fashion. This may also make the target flinch. |
Imprison |
|
|
-- |
-- |
10 |
-- |
Details |
If opposing Pokémon know any move also known by the user, they are prevented from using it. |
Pursuit |
|
|
40 |
100 |
20 |
-- |
Details |
The power of this attack move is doubled if it's used on a target that's switching out of battle. |
Shadow Sneak |
|
|
40 |
100 |
30 |
-- |
Details |
The user extends its shadow and attacks the target from behind. This move always goes first. |
Confuse Ray |
|
|
-- |
100 |
10 |
-- |
Details |
The target is exposed to a sinister ray that triggers confusion. |
Ominous Wind |
|
|
60 |
100 |
5 |
10 |
Details |
The user blasts the target with a gust of repulsive wind. This may also raise all the user's stats at once. |
Gunk Shot |
|
|
120 |
80 |
5 |
30 |
Details |
The user shoots filthy garbage at the target to attack. This may also poison the target. |
Phantom Force |
|
|
90 |
100 |
10 |
-- |
Details |
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. |
Usable Z Moves |
|
Breakneck Blitz |
|
|
160(Phy)/120(Spe) |
-- |
1 |
-- |
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move. |
Acid Downpour |
|
|
190 |
-- |
1 |
-- |
The user creates a poisonous swamp using its Z-Power and sinks the target into it at full force. The power varies, depending on the original move. |
Never-Ending Nightmare |
|
|
175(Phy)/160(Spe) |
-- |
1 |
-- |
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move. |
Gigavolt Havoc |
|
|
185 |
-- |
1 |
-- |
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. |
Shattered Psyche |
|
|
180 |
-- |
1 |
-- |
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move. |
Subzero Slammer |
|
|
100 |
-- |
1 |
-- |
The user dramatically drops the temperature using its Z-Power and freezes the target with full force. The power varies, depending on the original move. |
Black Hole Eclipse |
|
|
175(Phy)/160(Spe) |
-- |
1 |
-- |
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move. |
Twinkle Tackle |
|
|
160 |
-- |
1 |
-- |
The user creates a very charming space using its Z-Power and totally toys with the target. The power varies, depending on the original move. |
Transfer Only Moves (Details) |
|
Flash |
|
|
-- |
100 |
20 |
-- |
Gen VI TM70 |
The user flashes a bright light that cuts the target's accuracy. |
Secret Power |
|
|
70 |
100 |
20 |
30 |
Gen VI TM94 (ΩRαS) |
The additional effects of this attack depend upon where it was used. |
Secret Power |
|
|
70 |
100 |
20 |
30 |
Gen IV TM43 |
The additional effects of this attack depend upon where it was used. |
Endure |
|
|
-- |
-- |
10 |
-- |
Gen IV TM58 |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Captivate |
|
|
-- |
100 |
20 |
-- |
Gen IV TM78 |
If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. |
Natural Gift |
|
|
?? |
100 |
15 |
-- |
Gen IV TM83 |
The user draws power to attack by using its held Berry. The Berry determines the move's type and power. |
Headbutt |
|
|
70 |
100 |
15 |
30 |
Move Tutor - HGSS |
The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. |
Body Slam |
|
|
85 |
100 |
15 |
30 |
Move Tutor - FRLG |
The user drops onto the target with its full body weight. This may also leave the target with paralysis. |
Double-edge |
|
|
120 |
100 |
15 |
-- |
Move Tutor - FRLG |
A reckless, life-risking tackle. This also damages the user quite a lot. |
Mimic |
|
|
-- |
-- |
10 |
-- |
Move Tutor - FRLG |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
Nightmare |
|
|
-- |
100 |
15 |
-- |
Move Tutor - XD |
A sleeping target sees a nightmare that inflicts some damage every turn. |