Causes the target to flinch. Can only be used on the user's first turn after entering the field. Has +3 move priority.
Pre Evo
Helping Hand
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
Pre Evo
Tackle
40
100
-
35
Inflicts regular damage.
EvolveEvo
Double Kick
30
100
-
30
Hits twice in one turn.
1
Close Combat
120
100
-
5
Lowers the user's DEF and SP.DEF one stage each.
1
Double Kick
30
100
-
30
Hits twice in one turn.
1
Fake Out
40
100
100
10
Causes the target to flinch. Can only be used on the user's first turn after entering the field. Has +3 move priority.
1
Foresight
-
-
-
40
Resets the target's evasion to normal and prevents any further boosting until it leaves the field.
1
Helping Hand
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
1
Jump Kick
100
95
-
10
If this move misses or is blocked, the user takes damage equal to half of its max HP.
1
Meditate
-
-
-
40
Raises the user's ATK one stage.
1
Mega Kick
120
75
-
5
Inflicts regular damage.
1
Revenge
60
100
-
10
If the target damaged the user this turn, this move has double power. Has -4 move priority.
1
Reversal
1
100
-
15
Power increases the less HP the user has up to 200.
1
Rolling Kick
60
85
30
15
Can make the target flinch.
1
Tackle
40
100
-
35
Inflicts regular damage.
5
Meditate
-
-
-
40
Raises the user's ATK one stage.
9
Rolling Kick
60
85
30
15
Can make the target flinch.
13
Jump Kick
100
95
-
10
If this move misses or is blocked, the user takes damage equal to half of its max HP.
17
Brick Break
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
21
Focus Energy
-
-
-
30
User's critical hit rate is two levels higher until it leaves the field.
25
Feint
30
100
-
10
Removes the effects of detect or protect from the target before hitting. Has +2 move priority.
29
High Jump Kick
130
90
-
10
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
33
Mind Reader
-
-
-
5
Guarantees the user's next move will hit the target.
37
Foresight
-
-
-
40
Resets the target's evasion to normal and prevents any further boosting until it leaves the field.
41
Wide Guard
-
-
-
10
Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. Has +3 move priority.
45
Blaze Kick
85
90
10
10
User's critical hit rate is one level higher when using this move. Can burn the target.
49
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
53
Mega Kick
120
75
-
5
Inflicts regular damage.
57
Close Combat
120
100
-
5
Lowers the user's DEF and SP.DEF one stage each.
61
Reversal
1
100
-
15
Power increases the less HP the user has up to 200.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM06
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
TM08
Bulk Up
-
-
-
20
Raises the user's ATK and DEF one stage each.
TM10
Hidden Power
60
100
-
15
Power and type are determined by the user's IVs.
TM11
Sunny Day
-
-
-
5
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
TM17
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
TM18
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
TM21
Frustration
1
100
-
20
Power increases with unhappiness up to 102.
TM26
Earthquake
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
TM27
Return
1
100
-
20
Power increases with happiness, up to a maximum of 102.
TM31
Brick Break
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
TM32
Double Team
-
-
-
15
Raises the user's evasion one stage.
TM39
Rock Tomb
60
95
100
15
Lowers the target's SPEED one stage.
TM42
Facade
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
TM44
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
TM45
Attract
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
TM46
Thief
60
100
-
25
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
TM47
Low Sweep
65
100
100
20
Lowers the target's SPEED one stage.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM52
Focus Blast
120
70
10
5
Can lower the target's SP.DEF one stage.
TM56
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
TM67
Retaliate
70
100
-
5
If a friendly Pokémon fainted on the previous turn, this move has double power.
TM71
Stone Edge
100
80
-
5
User's critical hit rate is one level higher when using this move.
TM78
Bulldoze
60
100
100
20
Lowers the target's SPEED one stage.
TM83
Work Up
-
-
-
30
Raises the user's ATK and SP.ATK one stage.
TM84
Poison Jab
80
100
30
20
Can poison the target.
TM87
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
TM88
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
TM90
Substitute
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
TM112
Focus Punch
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
TM115
Power-Up Punch
40
100
100
20
Raises the user's ATK one stage.
TM119
Stomping Tantrum
75
100
-
10
Power is doubled if the user's last move failed for any reason.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM04
Strength
80
100
-
15
Inflicts regular damage.
HM10
Rock Climb
90
85
20
20
Can confuse the target.
TM94
Rock Smash
40
100
50
15
Can lower the target's DEF one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Female Ace Trainer "Korrina"
Mega Kick
120
75
-
5
Inflicts regular damage.
Male Scientist
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
Host
Role Play
-
-
-
10
User's ability is replaced with the target's until the user leaves the field.
Burglar
Sucker Punch
70
100
-
5
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
Fighter
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Man
Swift
60
-
-
20
Doesn't miss.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Expert Tutor
Mat Block
-
-
-
10
Protects friendly Pokémon from damaging moves. Only works on the first turn after the user is sent out.
Expert Tutor
Trop Kick
70
100
100
15
Lowers the target's ATK one stage.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Bullet Punch
40
100
-
30
Has +1 move priority.
Counter
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
Feint
30
100
-
10
Removes the effects of detect or protect from the target before hitting. Has +2 move priority.
Helping Hand
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
High Jump Kick
130
90
-
10
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Mach Punch
40
100
-
30
Has +1 move priority.
Mind Reader
-
-
-
5
Guarantees the user's next move will hit the target.
Pursuit
40
100
-
20
Retreating Pokémon take double damage before switching out.
Rapid Spin
20
100
-
40
Removes hazards from the field and frees the user from binding effects.
Vacuum Wave
40
100
-
30
Has +1 move priority.
Bullet Punch
40
100
-
30
Has +1 move priority.
Counter
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
Feint
30
100
-
10
Removes the effects of detect or protect from the target before hitting. Has +2 move priority.
Helping Hand
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
High Jump Kick
130
90
-
10
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Mach Punch
40
100
-
30
Has +1 move priority.
Mind Reader
-
-
-
5
Guarantees the user's next move will hit the target.
Pursuit
40
100
-
20
Retreating Pokémon take double damage before switching out.
Rapid Spin
20
100
-
40
Removes hazards from the field and frees the user from binding effects.