Sun/Moon Level Up |
|
— |
Tickle |
|
|
-- |
100 |
20 |
-- |
The user tickles the target into laughing, reducing its Attack and Defense stats. |
— |
Barrier |
|
|
-- |
-- |
20 |
-- |
The user throws up a sturdy wall that sharply raises its Defense stat. |
— |
Confusion |
|
|
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. This may also confuse the target. |
4 |
Copycat |
|
|
-- |
-- |
20 |
-- |
The user mimics the move used immediately before it. The move fails if no other move has been used yet. |
8 |
Meditate |
|
|
-- |
-- |
40 |
-- |
The user meditates to awaken the power deep within its body and raise its Attack stat. |
11 |
Double Slap |
|
|
15 |
85 |
10 |
-- |
The target is slapped repeatedly, back and forth, two to five times in a row. |
15 |
Mimic |
|
|
-- |
-- |
10 |
-- |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
18 |
Encore |
|
|
-- |
100 |
5 |
-- |
The user compels the target to keep using the move it encored for three turns. |
22 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
22 |
Reflect |
|
|
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
25 |
Psybeam |
|
|
65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. This may also leave the target confused. |
29 |
Substitute |
|
|
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
32 |
Recycle |
|
|
-- |
-- |
10 |
-- |
The user recycles a held item that has been used in battle so it can be used again. |
36 |
Trick |
|
|
-- |
100 |
10 |
-- |
The user catches the target off guard and swaps its held item with its own. |
39 |
Psychic |
|
|
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. |
43 |
Role Play |
|
|
-- |
-- |
10 |
-- |
The user mimics the target completely, copying the target's natural Ability. |
46 |
Baton Pass |
|
|
-- |
-- |
40 |
-- |
The user switches places with a party Pokémon in waiting and passes along any stat changes. |
50 |
Safeguard |
|
|
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status conditions for five turns. |
Ultra Sun/Ultra Moon Level Up |
|
— |
Tickle |
|
|
-- |
100 |
20 |
-- |
The user tickles the target into laughing, reducing its Attack and Defense stats. |
— |
Barrier |
|
|
-- |
-- |
20 |
-- |
The user throws up a sturdy wall that sharply raises its Defense stat. |
— |
Pound |
|
|
40 |
100 |
35 |
-- |
The target is physically pounded with a long tail, a foreleg, or the like. |
— |
Confusion |
|
|
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. This may also confuse the target. |
4 |
Copycat |
|
|
-- |
-- |
20 |
-- |
The user mimics the move used immediately before it. The move fails if no other move has been used yet. |
8 |
Meditate |
|
|
-- |
-- |
40 |
-- |
The user meditates to awaken the power deep within its body and raise its Attack stat. |
11 |
Double Slap |
|
|
15 |
85 |
10 |
-- |
The target is slapped repeatedly, back and forth, two to five times in a row. |
15 |
Mimic |
|
|
-- |
-- |
10 |
-- |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
18 |
Encore |
|
|
-- |
100 |
5 |
-- |
The user compels the target to keep using the move it encored for three turns. |
22 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
22 |
Reflect |
|
|
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
25 |
Psybeam |
|
|
65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. This may also leave the target confused. |
29 |
Substitute |
|
|
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
32 |
Recycle |
|
|
-- |
-- |
10 |
-- |
The user recycles a held item that has been used in battle so it can be used again. |
36 |
Trick |
|
|
-- |
100 |
10 |
-- |
The user catches the target off guard and swaps its held item with its own. |
39 |
Psychic |
|
|
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. |
43 |
Role Play |
|
|
-- |
-- |
10 |
-- |
The user mimics the target completely, copying the target's natural Ability. |
46 |
Baton Pass |
|
|
-- |
-- |
40 |
-- |
The user switches places with a party Pokémon in waiting and passes along any stat changes. |
50 |
Safeguard |
|
|
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status conditions 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 |
|
|
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. |
TM16 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five 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 |
|
|
-- |
-- |
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. |
TM20 |
Safeguard |
|
|
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status conditions for five turns. |
TM21 |
Frustration |
|
|
?? |
100 |
20 |
-- |
This full-power attack grows more powerful the less the user likes its Trainer. |
TM22 |
Solar Beam |
|
|
120 |
100 |
10 |
-- |
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. |
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. |
TM31 |
Brick Break |
|
|
75 |
100 |
15 |
-- |
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. |
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 reduce damage from physical attacks for five turns. |
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. |
TM56 |
Fling |
|
|
?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. This move's power and effects depend on the item. |
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. |
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. |
TM83 |
Infestation |
|
|
20 |
100 |
20 |
100 |
The target is infested and attacked for four to five turns. The target can't flee during this time. |
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. |
TM86 |
Grass Knot |
|
|
?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the move's power. |
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. |
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. |
|
Future Sight |
|
|
120 |
100 |
10 |
-- |
Details |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
Hypnosis |
|
|
-- |
60 |
20 |
-- |
Details |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
Mimic |
|
|
-- |
-- |
10 |
-- |
Details |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
Fake Out |
|
|
40 |
100 |
10 |
100 |
Details |
This attack hits first and makes the target flinch. It only works the first turn the user is in battle. |
Trick |
|
|
-- |
100 |
10 |
-- |
Details |
The user catches the target off guard and swaps its held item with its own. |
Confuse Ray |
|
|
-- |
100 |
10 |
-- |
Details |
The target is exposed to a sinister ray that triggers confusion. |
Wake-Up Slap |
|
|
70 |
100 |
10 |
-- |
Details |
This attack inflicts big damage on a sleeping target. This also wakes the target up, however. |
Teeter Dance |
|
|
-- |
100 |
20 |
-- |
Details |
The user performs a wobbly dance that confuses the Pokémon around it. |
Healing Wish |
|
|
-- |
-- |
10 |
-- |
Details |
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. |
Charm |
|
|
-- |
100 |
20 |
-- |
Details |
The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. |
Nasty Plot |
|
|
-- |
-- |
20 |
-- |
Details |
The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat. |
Power Split |
|
|
-- |
-- |
10 |
-- |
Details |
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. |
Magic Room |
|
|
-- |
-- |
10 |
-- |
Details |
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. |
Icy Wind |
|
|
55 |
95 |
15 |
100 |
Details |
The user attacks with a gust of chilled air. This also lowers the opposing Pokémon's Speed stats. |
Psychic Terrain USUM Only |
|
|
-- |
-- |
10 |
-- |
Details |
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. |
Usable Z Moves |
|
Breakneck Blitz |
|
|
160(Phy)/175(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. |
All-Out Pummeling |
|
|
200 |
-- |
1 |
-- |
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move. |
Savage Spin-Out |
|
|
140 |
-- |
1 |
-- |
The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move. |
Never-Ending Nightmare |
|
|
160 |
-- |
1 |
-- |
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move. |
Bloom Doom |
|
|
190 |
-- |
1 |
-- |
The user collects energy from plants using its Z-Power and attacks the target with full force. 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 |
|
|
190 |
-- |
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 |
|
|
120 |
-- |
1 |
-- |
The user gathers dark energy using its Z-Power and sucks the target into it. 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. |
Mud-slap |
|
|
20 |
100 |
10 |
100 |
Move Tutor - PtHGSS |
The user hurls mud in the target's face to inflict damage and lower its accuracy. |
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. |