Calm Mind
Psychic
Focuses its mind to raise special attack and special defense one level.
20/---/---
Camouflage
Normal
Alters the POKéMON type depending on the location.
20/---/100
Charge
Electric
Depending on the amount of electricity stored, next electric attack’s attack rises.
20/---/100
Charm
Normal
Charms the enemy into dropping their attack 2 levels.
20/---/100
Confuse Ray
Ghost
Confuses the enemy with a suspicious light.
10/---/100
Confusion
Psychic
Attacks with its psychic ability. Has a 10% chance of causing confusion.
22/50/100
Constrict
Normal
Coils around the enemy to attack. Has a 10% chance of lowering speed one level.
35/10/100
Cosmic Power
Psychic
Uses a mysterious power to raise defense and special defense one level each.
20/---/---
Cotton Spore
Grass
Spores cling to the foe, sharply reducing speed.
40/---/85
Counter
Fighting
Damage received from a physical attack is sent back double. User always goes second.
20/---/100
Covet
Normal
Takes the enemy’s item while fawning cutely. Only works when user does not have an item.
40/40/100
Crabhammer
Water
Hammers with a pincer. Has a high critical-hit ratio.
10/90/85
Cross Chop
Fighting
Attacks with a double chop. Often gets critical hits.
5/100/80
Crunch
Dark
Bites down on the enemy with its sharp teeth. Has a 20% chance of lowering opponents Special Defence.
15/80/100
Crush Claw
Normal
Tears at the foe with sharp claws. May lower defense.
10/75/95
Curse
???
Effects of the attack are different for ghost types and other types. If Ghost, user will cut 1/2 of maximum and and 'curse' the opponent. The opponent will then lose 1/4 HP each turn until switched. If not a ghost, the user will increase Attack and Defence one level, then lose one level in Speed.
10/---/---
Cut
Normal
Cuts the foe with sharp scythes, claws, etc.
30/50/95
Defense Curl
Normal
Rolls up and raises its defense.
40/---/---
Destiny Bond
Ghost
If the user faints, the foe is also made to faint.
5/---/---
Detect
Fighting
Will avoid the enemy’s next attack. Chances of failure rise if used consecutively.
5/---/---
Dig
Ground
Goes underground on the first turn, and attacks on the next. Magnetude and Earthquake will deal double damage. Fissure can also hit while underground.
10/60/100
Disable
Normal
Stops the enemy’s attack with its psychic abilities, and makes it unable to use that attack.
20/---/55
Dive
Water
Dives underwater the first turn and strikes the next turn.
10/60/100
Dizzy Punch
Normal
A rhythmic punch that may confuse the foe.
10/70/100
Doom Desire
Steel
Light pours down unendingly. Attacks the enemy in 2 turns.
5/120/85
Double Edge
Normal
Tackles the enemy with alot of power. Hurts itself a little.
15/120/00
Double Kick
Fighting
Uses both legs to kick the enemy twice.
30/30/100
Double Slap
Normal
Slaps the enemy 2-5 times in a row.
10/15/85
Double Team
Normal
Confuses the enemy by making a copy of itself. Raises evasion one level.
15/---/---
Dragonbreath
Dragon
Blows extremely hard at the enemy. Has a 30% chance to paralyze.
20/60/100
Dragon Claw
Dragon
Attacks with its sharp claws.
15/80/100
Dragon Dance
Dragon
Dances a mysterious dance, which raises its attack and speed one level.
20/---/---
Dragon Rage
Dragon
Attacks with a shock wave, always inflicting 40 damage.
10/---/100
Dream Eater
Psychic
Restores its health with half the damage dealt to a sleeping enemy.
15/100/100
Drill Peck
Flying
Takes down the enemy while spinning its body around its beak.
20/80/100
Dynamic Punch
Fighting
Low accuracy but huge damage. Will always confuse the enemy if it connects.
5/100/50
Earthquake
Ground
Shakes the ground to attack. Inflicts huge amounts of damage to all but flying opponents in a Double Team match. Also deals double damage to an underground foe.
10/100/100
Ember
Fire
Attacks the enemy with a small flame. Sometimes causes burns.
25/40/100
Endeavor
Normal
Deals more damage the lower its own HP is.
5/---/100
Endure
Normal
No matter what attack it takes, there will always be at least 1 HP left over.
10/---/---
Eruption
Fire
The higher its own health, the more damage it deals. Hits both foes in a Double Team battle.
5/150/100
Encore
Normal
Makes the enemy use the same attack 2-6 times in a row
5/---/100
Explosion
Normal
Inflicts huge amounts of damage, but makes itself unable to battle. Hits everyone in a Double Team battle.
5/250/100
Extrasensory
Psychic
Attacks with a peculiar power. May cause flinching.
30/80/100
Extremespeed
Normal
An extremely fast and powerful attack.
5/80/100
Facade
Normal
Boosts attack when burned, paralyzed, or poisoned.
20/70/100
Fake Out
Normal
Attacks first and always causes the enemy to flinch. Can only be used on the first turn.
10/40/100
Fake Tears
Dark
Pretends to cry to worry the enemy. Lowers opponents Special Defense 2 levels.
20/---/100
Faint Attack
Dark
Puts the enemy at ease and gets so close so the attack will never miss.
20/60/---
False Swipe
Normal
Always leaves at least one HP
40/40/100
Fire Blast
Fire
Has a 10% chance to burn the enemy.
5/120/85
Fire Punch
Fire
Attacks with a punch filled with fire. Has a 10% chance to burn.
15/75/100
Fire Spin
Fire
Traps the enemy in a ring of fire and deals damage for 2-5 turns. Prevents the opponent from running away or switching until it is over.
15/15/70
Fissure
Ground
Creates fissures in the ground which swallow up the enemy and may cause a 1-hit KO.
5/---/30
Flail
Normal
Deals more damage the lower its own HP is.
15/---/100
Flamethrower
Fire
Attacks with a huge flame. Has a 10% chance to burn.
15/95/100
Flash
Normal
Looses a powerful blast of light that cuts accuracy.
20/---/70
Flatter
Dark
Flatters the enemy to confuse them, but their special attack goes up 2 levels.
15/---/100
Fly
Flying
Flies into the air on the first turn, and attacks on the next. User can still by hit by Gust, Twister or Thunder.
15/70/95
Focus Energy
Normal
Puts energy into the attack and makes it easier to get a critical hit.
30/---/---
Focus Punch
Fighting
Always causes the enemy to flinch. Takes 1 turn to charge. If hit while charging, the attack will always miss.
20/150/100
Foresight
Normal
Will make it possible to hit an enemy who has become hard to hit. Also allows physical attacks to hit ghosts.
40/---/100
Frustration
Normal
An attack that is stronger if the trainer is disliked.
20/---/100
Fury Attack
Normal
Uses its sharp horn to attack 2-5 times consecutively.
20/15/85
Fury Cutter
Bug
Attack doubles each time it hits.
20/10/95
Fury Swipes
Normal
Attacks 2-5 times with its sharp claws.
15/18/80
Future Sight
Psychic
Raises its spiritual power and attacks the enemy in 2 turns, even if user is switched/KOed.
15/80/90
Mach Punch
Fighting
Attacks first with a punch of incredible speed.
30/40/100
Magic Coat
Psychic
Magnitude
Ground
Shakes the ground to attack. Damage is random. Inflicts damage to all but flying opponents in a Double Team match. Can hit an underground foe.
30/---/100
Mean Look
Normal
Stares at the enemy and somehow makes them unable to run away or switch.
5/---/100
Meditate
Psychic
Draws out secret powers by doing yoga and raises attack one level.
40/---/---
Mega Drain
Grass
Restores HP with half of the damage dealt.
10/40/100
Reflects special effects back to the attacker.
15/---/100
Mega Horn
Bug
A brutal ramming attack using out-thrust horns.
10/120/85
Magical Leaf
Grass
Attacks the enemy with mysterious leaves that cannot be avoided.
20/60/---
Memento
Dark
User will faint, but the enemy’s stats will go down.
10/---/100
Metal Claw
Steel
Attacks with its hard claw. Has a 10% chance of raising attack one level.
35/50/95
Metal Sound
Steel
Makes a horrible noise and lowers the enemy’s special defense 2 levels.
40/---/85
Meteor Mash
Steel
A powerful punch that has a 20% chance of raising the users attack.
10/100/85
Metronome
Normal
The user can do almost any move at random.
10/---/---
Mimic
Normal
Copies a move used by the foe during one battle.
10/---/100
Mind Reader
Feels the enemy’s movement with its mind, making the next attack unavoidable.
5/---/100
Minimize
Normal
Shrinks to increase its Evasiveness one level. However Stomp will deal double damage.
20/---/---
Mirror Coat
Psychic
Sends any special attacks back to the sender at double the damage. User always goes second.
20/---/100
Mirror Move
Flying
Copies the enemy’s move and does it as well.
20/---/---
Mist
Ice
Envelops its body in a white mist, making it impossible to lower its abilities.
30/---/---
Mist Ball
Psychic
Attacks with mist-like feathers. Has a 50% chance of lowering opponents Special Defence one level.
5/70/100
Moonlight
Normal
Restores HP. Amount restored depends on the weather and time.
5/---/---
Morning Sun
Normal
Restores HP. Amount restored depends on the weather and time.
5/---/---
Muddy Water
Water
Attacks the enemy with muddy water. Has a 30% chance of lowering opponents accuracy. Hits both foes in a Double Team battle.
10/95/85
Mud Shot
Ground
Attacks by throwing mud. Lowers speed one level.
15/55/95
Mud-Slap
Ground
Throws mud in the enemy’s face to lower their accuracy.
10/20/100
Mud Sport
Ground
Becomes muddy and lowers damage received by electric attacks.
15/---/100
Rage
Normal
If user is attacked, users Attack will rise one level.
20/20/100
Rain Dance
Water
During a 5-turn interval, user will create rain in the battle. Water attacks deal double damage. Fire attacks deal half damage. Solarbeam takes 3 turns to use and Thunder will have 100% accuracy. Synthesis, Moonlight and Morning Sun are 50% effective.
5/---/---
Rapid Spin
Normal
User spins rapidly to get rid of any restraining attacks (Leech Seed, Bind, etc) and also removing Spikes from the field.
25/20/100
Razor Leaf
Grass
Cuts the enemy with leaves. Often gets critical hits. Hits both foes in a Double Team battle.
25/55/95
Razor Wind
Normal
Makes blades of wind during the first turn, then attacks on the next. Hits both foes in a Double Team battle.
10/80/100
Recover
Normal
Restores half of its HP.
20/---/---
Reflect
Psychic
Creates a wall to decrease the impact of physical attacks by 50%.
20/---/---
Refresh
Normal
Heals Paralyze, Burn, etc on the user.
20/---/100
Rest
Psychic
Sleeps for 2 turns to restore its health and condition.
10/---/---
Return
Normal
An attack that increases in power with friendship.
20/---/100
Reversal
Fighting
Deals more damage the lower its own HP is
15/---/100
Revenge
Fighting
Damage is doubled if it gets damage before it attacks.
10/60/100
Roar
Normal
Roars to scare the enemy away. Ends wild battles, forces opponent to switch. User always goes second.
20/---/100
Rock Blast
Rock
Throws rocks 2-5 times in a row.
10/25/80
Rock Slide
Rock
Throws large rocks at the enemy. Has a 30% chance of flinching. Hits both foes in a Double Team battle.
10/75/90
Rock Throw
Rock
Throws small rocks at the enemy.
15/50/90
Rock Tomb
Rock
Stops the foe from moving with rocks and cuts speed.
10/50/80
Role Play
Psychic
User "becomes the enemy" and copies their characteristic.
10/---/100
Rollout
Rock
Attacks the enemy for 5 turns. Damage doubles the more times it hits in a row.
20/30/90
Safeguard
Normal
Protected by a mysterious powers. Cannot be burned, paralyzed, etc while it is in effect.
25/---/---
Sand-Attack
Ground
Throws sand in the enemy’s face to lower their accuracy one level.
15/---/100
Sandstorm
Rock
Creates a sandstorm, inflicting damage after every turn. Has no effect on Rock, Steel or Ground Pokémon.
10/---/---
Sand Tomb
Ground
Traps and hurts the foe in quicksand for 2 to 5 turns.
15/15/70
Scary Face
Normal
Scares the enemy with a scary face and lowers their speed 2 levels.
10/---/90
Scratch
Normal
Uses its sharp claws to attack the enemy.
35/40/100
Screech
Normal
Makes a horrible noise and lowers the enemy’s defense 2 levels.
40/---/85
Seismic Toss
Fighting
Throws using gravity’s power. Inflicts damage equal to its level.
20/---/100
Selfdestruct
Normal
User KOs itself to deal massive damage. Hurts everyone in a Double Team battle.
5/200/100
Shadow Ball
Ghost
Throws a concentrated ball of darkness. Has a 20% chance of lowering Special Defence on level.
15/80/100
Sheer Cold
Ice
Will deliver a 1-Hit KO.
5/---/30
Shock Wave
Electric
A fast and unavoidable electric attack.
20/60/---
Signal Beam
Bug
Makes a mysterious light. Has a 10% chance of causing confusion.
15/75/100
Silver Wind
Bug
Scatters its scales into the wind as it attacks. Has a 10% chance of raising all stats one level.
5/60/100
Sing
Normal
Sings with feeling, putting the enemy into a deep sleep.
15/--/55
Sky Uppercut
Fighting
Sends out an “upper” with enough power to hit even opponents that are Flying.
15/85/90
Slack Off
Normal
Becomes lazy, restoring half of its HP.
10/---/100
Slam
Normal
Uses its tail or vines to slam the enemy.
20/80/75
Slash
Normal
Uses its sharp claws or scythes to attack. Often gets critical hits.
20/70/100
Sleep Powder
Grass
Scatters sleeping powder and lulls the enemy into sleep.
15/---/75
Sleep Talk
Normal
Can only be used when sleeping. Randomly uses one of its own attacks.
10/---/---
Sludge
Poison
Throws sludge to attack. Has a 30% chance of Poisoning.
20/65/100
Sludge Bomb
Poison
Throws sludge to attack. Has a 30% chance of poisoning.
10/90/100
Smellingsalt
Normal
Inflicts double damage to a paralyzed enemy, but the paralyzation will wear off.
10/60/100
Smog
Poison
Sends out exhaust gas to attack. Has a 40% chance of poisoning.
20/20/70
Smokescreen
Normal
Lowers the foe's accuracy using smoke, ink, etc.
20/---/100
Snatch
Dark
User and foe switch items.
10/---/100
Snore
Normal
A loud attack that can be used only while asleep.
15/40/100
Solarbeam
Grass
Absorbs sunlight during one turn, and attacks on the next. Hits in one turn during Sunny Day and takes three during Rain Dance.
10/120/100
Sonic Boom
Normal
Attacks with a sound wave. Always does 20 damage.
20/---/90
Spark
Electric
Surrounds itself in electricity and tackles. Has a 30% chance of causing paralyzation.
20/65/100
Spike Cannon
Normal
Launches sharp spikes that strike 2 to 5 times.
15/20/100
Spikes
Ground
Lays down spikes onto the arena that hurts the opponent's Pokemon when the switch. Flying types are immune. Can be used upto 3 times for a max of 25% damage per switch. Hits both foes in a Double Team battle.
20/---/---
Spit Up
Normal
Spits out the stores strength, damage varies on the number of times Stockpile was used.
10/100/100
Spite
Ghost
Lowers the PP of the last attack used by 2-5.
10/---/100
Splash
Normal
Just splashes and doesn’t really do anything…
40/---/---
Spore
Grass
Scatters powder with a hypnotic effect to make the enemy fall asleep.
15/---/100
Steel Wing
Steel
Strikes the foe with hard wings spread wide.
25/70/90
Stomp
Normal
Stomps the enemy with its huge feet. Sometimes causes flinching. Deals double damage if foe is minimized.
20/65/100
Stockpile
Normal
Stores strength up to 3 times.
10/---/---
Strength
Normal
Builds enormous power, then slams the foe.
15/80/100
String Shot
Bug
Wraps string around the enemy’s body. Reduces speed one level. Hits both foes in a Double Team battle.
40/---/95
Stun Spore
Grass
Scatters paralyzing powder around to paralyze the enemy.
30/---/75
Submission
Fighting
Throws both monsters to the ground. Damages itself a little.
25/80/80
Substitute
Normal
Creates a decoy using 1/4 of the user's maximum HP.
10/---/---
Sunny Day
Fire
Creates sunshine for 5 turns. Fire attacks deal double damage while water attacks deal half. Solarbeam does not need to charge, and Thunder is reduced to 50% accuracy. Moonlight, Synthesis and Morning Sun recover double HP.
5/---/---
Secret Power
Normal
Attacks the enemy with a mysterious power. Has a 30% chance of doing a random effect depending on location.
30/80/100
Superpower
Fighting
Uses amazing strength but user will drop one level in attack and defence.
5/120/100
Supersonic
Normal
Shoots sound waves from its body and confuses the enemy.
20/---/55
Surf
Water
Hits both foes in a Double Team battle.
15/95/100
Swagger
Normal
Maddens the enemy into confusion, but raises their attack 2 levels.
15/---/90
Swallow
Normal
Swallows the stored strength, restoring health.
10/---/---
Sweet Kiss
Normal
Demands a kiss with a cute look. May cause confusion.
10/---/75
Sweet Scent
Normal
Parts trees with a sweet scent, lowering the enemy’s evasion one level. Hits both foes in a Double Team battle.
20/---/100
Swift
Normal
Sends out many star-shaped objects that cannot be avoided. Hurts both foes in a Double Team match.
20/60/100
Swords Dance
Dances a fighting dance to raise its attack 2 levels.
30/---/---
Synthesis
Grass
Restores HP. Amount restored depends on the weather and time.
5/---/---
Tackle
Normal
Tackles the enemy with its whole body.
35/35/95
Take Down
Normal
Puts a lot of power into a tackle. Deals some damage to itself.
20/90/85
Tail Glow
Bug
Flickers light and raises its special attack 2 levels.
20/---/100
Tail Whip
Normal
Wags its tail to lower the enemy’s defense. Hits both foes in a Double Team battle.
30/---/100
Taunt
Dark
Angers the enemy. Makes them unable to do anything but damaging attacks.
20/---/100
Teeter Dance
Normal
Dances strangly to confuse the opponent. Effects everyone in a Double Team battle.
20/--/100
Teleport
Psychic
Uses its psychic ability to escape from battle. Also used out of battle to return to the last Pokemon Center.
20/--/---
Thief
Dark
Looks for an opening during its attack and steals any item the enemy might be holding. Does not work if user is holding an item.
10/40/100
Thrash
Normal
Struggles for 2-3 turns. Gets confused after.
20/90/100
Thunder
Electric
Drops lightning on the enemy. Has a 10% chance of paralyzing. Has 100% accuracy if opponent is Flying, or in Rain. Has 50% accuracy in Sunny Day.
10/120/70
Thunder Punch
Electric
Attacks with an electrified punch. Has a 10% chance of paralyzing.
Thunder Wave
Electric
Sends out a weak electronic wave to paralyze the opponent.
20/---/100
Thunderbolt
Electric
Attacks with electricity. Has a 10% chance of paralyzing.
15/95/100
Thundershock
Electric
Attacks with electricity. Has a 10% chance of paralyzing.
30/40/100
Tickle
Dark
Tickles the foe, causing the opponent to drop attack and defence one level.
20/---/100
Torment
Dark
Torments the enemy, making it unable to use the same attack consecutively.
15/---/100
Toxic
Poison
Poisons the enemy. Damage gradually increases over time.
10/---/85
Tri Attack
Normal
Attacks with a beam composed of 3 different beams. Has a 20% chance of Burning, Freezing or Paralyzing.
10/80/100
Trick
Psychic
Uses a trick to switch items with the enemy.
10/---/100
Twister
Dragon
Attacks with a huge wind. Can attack a flying foe. Hits both foes in a Double Team battle.
20/40/100
Waterfall
Water
Charges the enemy with enough power to climb a waterfall.
15/80/100
Water Gun
Water
Shoots water at the enemy.
25/40/100
Water Sport
Water
Becomes soaked and lowers damage received by fire monsters.
15/---/100
Water Pulse
Water
Sends out ultrasonic waves. Has a 30% chance of confusing the enemy.
20/60/100
Water Spout
Water
The higher its own health, the more damage it deals. Hits both foes in a Double Team battle.
5/150/100
Weather Ball
Normal
The move's type and power change with the weather.
10/50/100
Whirlpool
Water
Traps the enemy in a ring of water and deals damage for 2-5 turns. Prevents enemy from switching or running until it ends.
15/15/70
Whirlwind
Normal
Creates a strong wind to blow the enemy away. Ends the battle if fighting a wild Pokemon. Causes opponent to switch in battle. User always goes second.
20/---/100
Will-O-Wisp
Fire
Inflicts a burn on the foe with intense fire.
15/---/75
Wing Attack
Flying
Spreads its wings and tackles the enemy.
35/60/100
Wish
Normal
Makes a wish and restores HP. Takes 2 turns for the wish to be granted, however it works if user is switched or KOed.
10/---/100
Wrap
Normal
For 2-5 turns, it wraps the enemy with its long vines or body and damages. Prevents opponent from switching until it ends.
20/15/85