Generation VI Level Up |
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— |
Growth |
|
|
-- |
-- |
20 |
-- |
The user's body grows all at once, raising the Attack and Sp. Atk stats. |
— |
Leech Seed |
|
|
-- |
90 |
10 |
-- |
A seed is planted on the target. It steals some HP from the target every turn. |
— |
Mega Drain |
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|
40 |
100 |
15 |
-- |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
— |
Cotton Spore |
|
|
-- |
100 |
40 |
-- |
The user releases cotton-like spores that cling to the target, harshly reducing its Speed stat. |
10 |
Gust |
|
|
40 |
100 |
35 |
-- |
A gust of wind is whipped up by wings and launched at the target to inflict damage. |
28 |
Tailwind |
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|
-- |
-- |
15 |
-- |
The user whips up a turbulent whirlwind that ups the Speed of all party Pokémon for four turns. |
46 |
Hurricane |
|
|
110 |
70 |
10 |
30 |
The user attacks by wrapping its opponent in a fierce wind that flies up into the sky. It may also confuse the target. |
50 |
Moonblast |
|
|
95 |
100 |
15 |
30 |
Borrowing the power of the moon, the user attacks the target. This may also lower the target's Sp. Atk stat. |
TM & HM Attacks |
|
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. |
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. |
TM20 |
Safeguard |
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|
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
TM21 |
Frustration |
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|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM22 |
Solar Beam |
|
|
120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
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 |
|
|
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM42 |
Facade |
|
|
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 |
|
|
-- |
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. 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 |
|
|
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 |
|
|
?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM68 |
Giga Impact |
|
|
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 |
|
|
-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
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. |
TM88 |
Sleep Talk |
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|
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM89 |
U-turn |
|
|
70 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
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 |
|
|
-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
TM94 (ORAS) |
Secret Power |
|
|
70 |
100 |
20 |
30 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
TM96 |
Nature Power |
|
|
-- |
-- |
20 |
-- |
An attack that makes use of nature's power. Its effects vary depending on the user's environment. |
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. |
Egg Moves (Details) |
Beat Up |
|
|
?? |
100 |
10 |
-- |
Details |
The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks. |
Captivate |
|
|
-- |
100 |
20 |
-- |
Details |
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. |
Encore |
|
|
-- |
100 |
5 |
-- |
Details |
The user compels the target to keep using only the move it last used for three turns. |
Fake Tears |
|
|
-- |
100 |
20 |
-- |
Details |
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. |
Grass Whistle |
|
|
-- |
55 |
15 |
-- |
Details |
The user plays a pleasant melody that lulls the target into a deep sleep. |
Memento |
|
|
-- |
100 |
10 |
-- |
Details |
The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk. |
Natural Gift |
|
|
?? |
100 |
15 |
-- |
Details |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Switcheroo |
|
|
-- |
100 |
10 |
-- |
Details |
The user trades held items with the target faster than the eye can follow. |
Tickle |
|
|
-- |
100 |
20 |
-- |
Details |
The user tickles the target into laughing, reducing its Attack and Defense stats. |
Worry Seed |
|
|
-- |
100 |
10 |
-- |
Details |
A seed that causes worry is planted on the target. It prevents sleep by making its Ability Insomnia. |
Pre-Evolution Only Moves |
Absorb |
|
|
20 |
100 |
25 |
-- |
| Lv. 1 | |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
Fairy Wind |
|
|
40 |
100 |
30 |
-- |
| Lv. 1 | |
The user stirs up a fairy wind and strikes the target with it. |
Stun Spore |
|
|
-- |
75 |
30 |
-- |
| Lv. 10 | |
The user scatters a cloud of paralyzing powder. It may leave the target with paralysis. |
Razor Leaf |
|
|
55 |
95 |
25 |
-- |
| Lv. 19 | |
Sharp-edged leaves are launched to slash at the opposing team. Critical hits land more easily. |
Poison Powder |
|
|
-- |
75 |
35 |
-- |
| Lv. 22 | |
The user scatters a cloud of poisonous dust on the target. It may poison the target. |
Giga Drain |
|
|
75 |
100 |
10 |
-- |
| Lv. 26 | |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
Charm |
|
|
-- |
100 |
20 |
-- |
| Lv. 28 | |
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. |
Helping Hand |
|
|
-- |
-- |
20 |
-- |
| Lv. 31 | |
The user assists an ally by boosting the power of its attack. |
Energy Ball |
|
|
90 |
100 |
10 |
10 |
| Lv. 35 | |
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
Cotton Guard |
|
|
-- |
-- |
10 |
-- |
| Lv. 37 | |
The user protects itself by wrapping its body in soft cotton, drastically raising the user's Defense stat. |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
| Lv. 40 | |
The user intensifies the sun for five turns, powering up Fire-type moves. |
Endeavor |
|
|
?? |
100 |
5 |
-- |
| Lv. 44 | |
An attack move that cuts down the target's HP to equal the user's HP. |
Solar Beam |
|
|
120 |
100 |
10 |
-- |
| Lv. 46 | |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |