X & Y Level Up |
|
— |
Teleport |
 |
 |
-- |
-- |
20 |
-- |
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. |
— |
Kinesis |
 |
 |
-- |
80 |
15 |
-- |
The user distracts the target by bending a spoon. It lowers the target's accuracy. |
— |
Confusion |
 |
 |
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
16 |
Confusion |
 |
 |
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
18 |
Disable |
 |
 |
-- |
100 |
20 |
-- |
For four turns, this move prevents the target from using the move it last used. |
22 |
Miracle Eye |
 |
 |
-- |
-- |
40 |
-- |
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit. |
24 |
Ally Switch |
 |
 |
-- |
-- |
15 |
-- |
The user teleports using a strange power and switches its place with one of its allies. |
28 |
Psybeam |
 |
 |
65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
30 |
Reflect |
 |
 |
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
34 |
Telekinesis |
 |
 |
-- |
-- |
15 |
-- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
36 |
Recover |
 |
 |
-- |
-- |
10 |
-- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
40 |
Psycho Cut |
 |
 |
70 |
100 |
20 |
-- |
The user tears at the target with blades formed by psychic power. Critical hits land more easily. |
42 |
Calm Mind |
 |
 |
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
46 |
Psychic |
 |
 |
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
48 |
Future Sight |
 |
 |
120 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
50 |
Trick |
 |
 |
-- |
100 |
10 |
-- |
The user catches the target off guard and swaps its held item with its own. |
ΩRαS Level Up |
|
— |
Teleport |
 |
 |
-- |
-- |
20 |
-- |
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. |
— |
Kinesis |
 |
 |
-- |
80 |
15 |
-- |
The user distracts the target by bending a spoon. It lowers the target's accuracy. |
— |
Confusion |
 |
 |
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
16 |
Confusion |
 |
 |
50 |
100 |
25 |
10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
18 |
Disable |
 |
 |
-- |
100 |
20 |
-- |
For four turns, this move prevents the target from using the move it last used. |
21 |
Psybeam |
 |
 |
65 |
100 |
20 |
10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
23 |
Miracle Eye |
 |
 |
-- |
-- |
40 |
-- |
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit. |
26 |
Reflect |
 |
 |
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
28 |
Psycho Cut |
 |
 |
70 |
100 |
20 |
-- |
The user tears at the target with blades formed by psychic power. Critical hits land more easily. |
31 |
Recover |
 |
 |
-- |
-- |
10 |
-- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
33 |
Telekinesis |
 |
 |
-- |
-- |
15 |
-- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
36 |
Ally Switch |
 |
 |
-- |
-- |
15 |
-- |
The user teleports using a strange power and switches its place with one of its allies. |
38 |
Psychic |
 |
 |
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
41 |
Calm Mind |
 |
 |
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
43 |
Future Sight |
 |
 |
120 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
46 |
Trick |
 |
 |
-- |
100 |
10 |
-- |
The user catches the target off guard and swaps its held item with its own. |
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. |
TM12 |
Taunt |
 |
 |
-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM15 |
Hyper Beam |
 |
 |
150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
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. |
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 |
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 |
20 |
The user hurls a shadowy blob at the target. It 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 suppress 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 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
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-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
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. |
TM46 |
Thief |
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60 |
100 |
25 |
-- |
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
TM48 |
Round |
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60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM52 |
Focus Blast |
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120 |
70 |
5 |
10 |
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. |
TM53 |
Energy Ball |
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90 |
100 |
10 |
10 |
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
TM56 |
Fling |
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?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
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. |
TM63 |
Embargo |
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-- |
100 |
15 |
-- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
TM68 |
Giga Impact |
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150 |
90 |
5 |
-- |
The user charges at the target using every bit of its power. The user must rest on the next turn. |
TM70 |
Flash |
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-- |
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 |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
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 the user's HP. |
TM86 |
Grass Knot |
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?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
TM87 |
Swagger |
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-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it 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. |
TM94 (ORAS) |
Secret Power |
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70 |
100 |
20 |
30 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
TM99 |
Dazzling Gleam |
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80 |
100 |
10 |
-- |
The user damages opposing Pokémon by emitting a powerful flash. |
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. |
Egg Moves (Details) |
Ally Switch |
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-- |
-- |
15 |
-- |
Details |
The user teleports using a strange power and switches its place with one of its allies. |
Barrier |
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-- |
-- |
20 |
-- |
Details |
The user throws up a sturdy wall that sharply raises its Defense stat. |
Encore |
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-- |
100 |
5 |
-- |
Details |
The user compels the target to keep using only the move it last used for three turns. |
Fire Punch |
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75 |
100 |
15 |
10 |
Details |
The target is punched with a fiery fist. It may also leave the target with a burn. |
Guard Split |
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-- |
-- |
10 |
-- |
Details |
The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's. |
Guard Swap |
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-- |
-- |
10 |
-- |
Details |
The user employs its psychic power to switch changes to its Defense and Sp. Def with the target. |
Ice Punch |
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75 |
100 |
15 |
10 |
Details |
The target is punched with an icy fist. It may also leave the target frozen. |
Knock Off |
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65 |
100 |
25 |
-- |
Details |
The user slaps down the target's held item, preventing that item from being used in the battle. |
Power Trick |
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-- |
-- |
10 |
-- |
Details |
The user employs its psychic power to switch its Attack with its Defense stat. |
Psycho Shift |
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-- |
100 |
10 |
-- |
Details |
Using its psychic power of suggestion, the user transfers its status problems to the target. |
Skill Swap |
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-- |
-- |
10 |
-- |
Details |
The user employs its psychic power to exchange Abilities with the target. |
Thunder Punch |
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75 |
100 |
15 |
10 |
Details |
The target is punched with an electrified fist. It may also leave the target with paralysis. |
Transfer Only Moves (Details) |
|
Endure |
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-- |
-- |
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 |
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 |
-- |
100 |
20 |
-- |
Gen IV TM78 |
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. |
Natural Gift |
 |
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?? |
100 |
15 |
-- |
Gen IV TM83 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Headbutt |
 |
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70 |
100 |
15 |
30 |
Move Tutor - HGSS |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
Mega Punch |
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 |
80 |
85 |
20 |
-- |
Move Tutor - FRLG |
The target is slugged by a punch thrown with muscle-packed power. |
Mega Kick |
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120 |
75 |
5 |
-- |
Move Tutor - FRLG |
The target is attacked by a kick launched with muscle-packed power. |
Body Slam |
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 |
85 |
100 |
15 |
30 |
Move Tutor - FRLG |
The user drops onto the target with its full body weight. It may also leave the target with paralysis. |
Double-edge |
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 |
120 |
100 |
15 |
-- |
Move Tutor - FRLG |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Counter |
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?? |
100 |
20 |
-- |
Move Tutor - FRLG |
A retaliation move that counters any physical attack, inflicting double the damage taken. |
Seismic Toss |
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?? |
100 |
20 |
-- |
Move Tutor - FRLG |
The target is thrown using the power of gravity. It inflicts damage equal to the user's level. |
Mimic |
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-- |
-- |
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. |
Metronome |
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-- |
-- |
10 |
-- |
Move Tutor - FRLG |
The user waggles a finger and stimulates its brain into randomly using nearly any move. |
Dynamic Punch |
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100 |
50 |
5 |
100 |
Move Tutor - Emerald |
The user punches the target with full, concentrated power. It confuses the target if it hits. |
Endure |
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-- |
-- |
10 |
-- |
Move Tutor - Emerald |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Nightmare |
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-- |
100 |
15 |
-- |
Move Tutor - XD |
A sleeping target sees a nightmare that inflicts some damage every turn. |