Generation VII Level Up |
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— |
Quick Guard |
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-- |
-- |
15 |
-- |
The user protects itself and its allies from priority moves. |
— |
Mean Look |
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-- |
-- |
5 |
-- |
The user pins the target with a dark, arresting look. The target becomes unable to flee. |
— |
Helping Hand |
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-- |
-- |
20 |
-- |
The user assists an ally by boosting the power of that ally's attack. |
— |
Scratch |
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40 |
100 |
35 |
-- |
Hard, pointed, sharp claws rake the target to inflict damage. |
— |
Leer |
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-- |
100 |
30 |
100 |
The user gives opposing Pokémon an intimidating leer that lowers the Defense stat. |
— |
Covet |
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60 |
100 |
25 |
-- |
The user endearingly approaches the target, then steals the target's held item. |
— |
Confusion |
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50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. This may also confuse the target. |
5 |
Covet |
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60 |
100 |
25 |
-- |
The user endearingly approaches the target, then steals the target's held item. |
9 |
Confusion |
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50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. This may also confuse the target. |
13 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
17 |
Psybeam |
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65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. This may also leave the target confused. |
19 |
Fake Out |
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40 |
100 |
10 |
100 |
This attack hits first and makes the target flinch. It only works the first turn the user is in battle. |
22 |
Disarming Voice |
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40 |
-- |
15 |
-- |
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
25 |
Psyshock |
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80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
28 |
Charm |
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-- |
100 |
20 |
-- |
The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. |
31 |
Miracle Eye |
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-- |
-- |
40 |
-- |
Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit. |
35 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
40 |
Psychic |
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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 |
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-- |
-- |
10 |
-- |
The user mimics the target completely, copying the target's natural Ability. |
45 |
Imprison |
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-- |
-- |
10 |
-- |
If opposing Pokémon know any move also known by the user, they are prevented from using it. |
48 |
Sucker Punch |
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|
70 |
100 |
5 |
-- |
This move enables the user to attack first. This move fails if the target is not readying an attack. |
50 |
Misty Terrain |
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-- |
-- |
10 |
-- |
This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns. |
53 |
Quick Guard |
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-- |
-- |
15 |
-- |
The user protects itself and its allies from priority moves. |
Sun / Moon Level Up - Female |
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— |
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 move's power. |
— |
Me First |
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?? |
-- |
20 |
-- |
The user cuts ahead of the target to copy and use the target's intended move with greater power. This move fails if it isn't used first. |
— |
Magical Leaf |
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60 |
-- |
20 |
-- |
The user scatters curious leaves that chase the target. This attack never misses. |
— |
Scratch |
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40 |
100 |
35 |
-- |
Hard, pointed, sharp claws rake the target to inflict damage. |
— |
Leer |
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|
-- |
100 |
30 |
100 |
The user gives opposing Pokémon an intimidating leer that lowers the Defense stat. |
— |
Covet |
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|
60 |
100 |
25 |
-- |
The user endearingly approaches the target, then steals the target's held item. |
— |
Confusion |
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|
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. This may also confuse the target. |
5 |
Covet |
|
|
60 |
100 |
25 |
-- |
The user endearingly approaches the target, then steals the target's held item. |
9 |
Confusion |
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50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. This may also confuse the target. |
13 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
17 |
Psybeam |
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65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. This may also leave the target confused. |
19 |
Fake Out |
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40 |
100 |
10 |
100 |
This attack hits first and makes the target flinch. It only works the first turn the user is in battle. |
22 |
Disarming Voice |
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|
40 |
-- |
15 |
-- |
Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
25 |
Psyshock |
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|
80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
28 |
Charge Beam |
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50 |
90 |
10 |
70 |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
31 |
Shadow Ball |
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80 |
100 |
15 |
20 |
The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat. |
35 |
Extrasensory |
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80 |
100 |
20 |
10 |
The user attacks with an odd, unseeable power. This may also make the target flinch. |
40 |
Psychic |
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|
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 |
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|
-- |
-- |
10 |
-- |
The user mimics the target completely, copying the target's natural Ability. |
45 |
Signal Beam |
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|
75 |
100 |
15 |
10 |
The user attacks with a sinister beam of light. This may also confuse the target. |
48 |
Sucker Punch |
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|
70 |
100 |
5 |
-- |
This move enables the user to attack first. This move fails if the target is not readying an attack. |
50 |
Future Sight |
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120 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
53 |
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 move's power. |
TM & HM Attacks |
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TM01 |
Work Up |
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-- |
-- |
30 |
-- |
The user is roused, and its Attack and Sp. Atk stats increase. |
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. |
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 |
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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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60 |
100 |
15 |
-- |
A unique attack that varies in type 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. It lowers the power of Water-type moves. |
TM15 |
Hyper Beam |
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150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user can't move on the next turn. |
TM16 |
Light Screen |
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-- |
-- |
30 |
-- |
A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
TM17 |
Protect |
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-- |
-- |
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. |
TM20 |
Safeguard |
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-- |
-- |
25 |
-- |
The user creates a protective field that prevents status conditions for five turns. |
TM21 |
Frustration |
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?? |
100 |
20 |
-- |
This full-power attack grows more powerful the less the user likes its Trainer. |
TM24 |
Thunderbolt |
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90 |
100 |
15 |
10 |
A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
TM27 |
Return |
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|
?? |
100 |
20 |
-- |
This full-power attack grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
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|
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 |
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|
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 |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
TM41 |
Torment |
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-- |
100 |
15 |
-- |
The user torments and enrages the target, making it incapable of using the same move twice in a row. |
TM42 |
Facade |
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|
70 |
100 |
20 |
-- |
This attack move doubles its power if the user is poisoned, burned, or paralyzed. |
TM44 |
Rest |
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-- |
-- |
10 |
-- |
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
TM45 |
Attract |
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-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM48 |
Round |
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|
60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round to increase the power of the attack. |
TM49 |
Echoed Voice |
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|
40 |
100 |
15 |
-- |
The user attacks the target with an echoing voice. If this move is used every turn, its power is increased. |
TM53 |
Energy Ball |
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|
90 |
100 |
10 |
10 |
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat. |
TM57 |
Charge Beam |
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|
50 |
90 |
10 |
70 |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM66 |
Payback |
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|
50 |
100 |
10 |
-- |
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. |
TM68 |
Giga Impact |
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|
150 |
90 |
5 |
-- |
The user charges at the target using every bit of its power. The user can't move on the next turn. |
TM73 |
Thunder Wave |
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|
-- |
90 |
20 |
-- |
The user launches a weak jolt of electricity that paralyzes the target. |
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 its own HP. |
TM87 |
Swagger |
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|
-- |
85 |
15 |
-- |
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. |
TM88 |
Sleep Talk |
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|
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
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. |
TM97 |
Dark Pulse |
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|
80 |
100 |
15 |
20 |
The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. |
TM100 |
Confide |
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|
-- |
-- |
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. |
Usable Z Moves |
|
Breakneck Blitz |
|
|
200(Phy)/200(Spe) 200(Phy)/200(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. |
Savage Spin-Out |
|
|
140 140 |
-- |
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 |
|
|
160 160 |
-- |
1 |
-- |
|
Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move. |
Corkscrew Crash |
|
|
180 180 |
-- |
1 |
-- |
|
The user spins very fast and rams into the target with the full force of its Z-Power. The power varies, depending on the original move. |
Bloom Doom |
|
|
175 175 |
-- |
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 |
|
|
175 175 |
-- |
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 |
|
|
160(Phy)/180(Spe) 160(Phy)/190(Spe) |
-- |
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. |
Black Hole Eclipse |
|
|
140(Phy)/160(Spe) 140(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 |
|
|
100 100 |
-- |
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. |