For 2–5 turns, the target can't escape and loses 1/16th max HP each turn.
1
Disable
-
100
-
20
Disables the target's last used move for the next 4-7 turns.
1
Fire Punch
75
100
10
15
Can burn the target.
1
Future Sight
120
100
-
10
Inflicts typeless damage at the end of the third turn, starting with this one. Can't critical hit.
1
Gravity
-
-
-
5
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
1
Ice Punch
75
100
10
15
Can freeze the target.
1
Leer
-
100
-
30
Lowers the target's DEF one stage.
1
Night Shade
1
100
-
15
Inflicts typed damage equal to the user's level.
1
Shadow Punch
60
-
-
20
Doesn't miss.
1
Tackle
40
100
-
35
Inflicts regular damage.
1
Thunder Punch
75
100
10
15
Can paralyze the target.
3
Tail Whip
-
100
-
30
Lowers the target's DEF one stage.
5
Rage
20
100
-
20
As long as this move is in use, raises the ATK stat each time the user is hit.
6
Disable
-
100
-
20
Disables the target's last used move for the next 4-7 turns.
8
Horn Attack
65
100
-
25
Inflicts regular damage.
9
Astonish
30
100
30
15
Can flinch the target.
11
Scary Face
-
100
-
10
Lowers the target's SPEED two stages.
14
Foresight
-
-
-
40
Resets the target's evasion to normal and prevents any further boosting until it leaves the field.
15
Pursuit
40
100
-
20
Retreating Pokémon take double damage before switching out.
17
Shadow Sneak
40
100
-
30
Has +1 move priority.
19
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
22
Pursuit
40
100
-
20
Retreating Pokémon take double damage before switching out.
24
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
25
Will-O-Wisp
-
85
-
15
Burns the target.
29
Work Up
-
-
-
30
Raises the user's ATK and SP.ATK one stage.
30
Confuse Ray
-
100
-
10
Confuses the target.
33
Curse
-
-
-
10
Lowers the user's SPEED one stage and raises its ATK and DEF one stage. If the user is a Ghost-type, instead the user pays 1/2 max HP so the target loses 1/4 max HP each turn.
35
Take Down
90
85
-
20
User takes 1/4th the damage it inflicts in recoil.
40
Hex
65
100
-
10
If the target has a major status ailment, this move has double power.
41
Zen Headbutt
80
90
20
15
Can make the target flinch.
45
Shadow Ball
80
100
20
15
Can lower the target's SP.DEF one stage.
48
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
52
Mean Look
-
-
-
5
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
55
Thrash
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
57
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
63
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
64
Future Sight
120
100
-
10
Inflicts typeless damage at the end of the third turn, starting with this one. Can't critical hit.
71
Giga Impact
150
90
-
5
The user can't attack or switch out the turn after this is used.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM04
Calm Mind
-
-
-
20
Raises the user's SP.ATK and SP.DEF one stage.
TM06
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
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.
TM12
Taunt
-
100
-
20
Target is forced to only use damaging moves for the next 3–5 turns.
TM13
Ice Beam
90
100
10
10
Can freeze the target.
TM14
Blizzard
110
70
10
5
Can freeze the target. Doesn't miss during hail.
TM15
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
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.
TM19
Telekinesis
-
-
-
15
For three turns, all non-KO moves hit the target.
TM21
Frustration
1
100
-
20
Power increases with unhappiness up to 102.
TM22
Solar Beam
120
100
-
10
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
TM24
Thunderbolt
90
100
10
15
Can paralyze the target.
TM25
Thunder
110
70
30
10
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
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.
TM29
Psychic
90
100
10
10
Can lower the target's SP.DEF one stage.
TM30
Shadow Ball
80
100
20
15
Can lower the target's SP.DEF one stage.
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.
TM35
Flamethrower
90
100
10
15
Can burn the target.
TM37
Sandstorm
-
-
-
10
For five turns the weather becomes sandstorm, raising all Rock-type's SP.DEF by 1.5x. Hurts all Pokémon 1/16th max HP each turn except Ground, Rock, and Steel-types.
TM38
Fire Blast
110
85
10
5
Can burn the target.
TM39
Rock Tomb
60
95
100
15
Lowers the target's SPEED one stage.
TM41
Torment
-
100
-
15
Prevents the target from using the same move twice in a row.
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.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM51
Ally Switch
-
-
-
15
User switches position on the field with a friendly Pokémon. Has +2 move priority.
TM55
Water Pulse
60
100
20
20
Can confuse the target.
TM56
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
TM57
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
TM59
Incinerate
60
100
-
15
Destroys any berry the target is holding.
TM61
Will-O-Wisp
-
85
-
15
Burns the target.
TM63
Embargo
-
100
-
15
For five turns, the target cannot use its held item.
TM66
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
TM67
Retaliate
70
100
-
5
If a friendly Pokémon fainted on the previous turn, this move has double power.
TM68
Giga Impact
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM71
Stone Edge
100
80
-
5
User's critical hit rate is one level higher when using this move.
TM77
Psych Up
-
-
-
10
Copies the target's stat changes.
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.
TM85
Dream Eater
100
100
-
15
Drains half the damage inflicted to a sleeping Pokémon to heal the user.
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.
TM92
Trick Room
-
-
-
5
For five turns, slower Pokémon will act before faster Pokémon. Move priority is unaffected.
TM93
Wild Charge
90
100
-
15
User takes 1/4 the damage it inflicts in recoil.
TM112
Focus Punch
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
TM113
Infestation
20
100
-
20
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
TM115
Power-Up Punch
40
100
100
20
Raises the user's ATK one stage.
TM116
Shock Wave
60
-
-
20
Doesn't miss.
TM117
Smart Strike
70
-
-
10
Doesn't miss.
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.
HM03
Surf
90
100
-
15
If the target is in the first turn of Dive, this move will hit with double power.
HM04
Strength
80
100
-
15
Inflicts regular damage.
HM07
Teleport
-
-
-
20
Does nothing. Wild battles end immediately. Has -6 move priority.
HM08
Flash
-
100
-
20
Lowers the target's accuracy one stage.
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.
Lady
Dark Pulse
80
100
20
15
Can make the target flinch.
Karate
Fire Punch
75
100
10
15
Can burn the target.
Man
Gravity
-
-
-
5
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Karate
Ice Punch
75
100
10
15
Can freeze the target.
Man
Iron Head
80
100
30
15
Can make the target flinch.
Old man
Iron Tail
100
75
30
15
Can lower the target's DEF one stage.
Male Scientist
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
Girl
Ominous Wind
60
100
10
5
Can raise all of the user's stats one stage.
Old Man
Outrage
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
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.
Karate
Thunder Punch
75
100
10
15
Can paralyze the target.
Waiter
Wonder Room
-
-
-
10
For five turns, every Pokémon's DEF and SP.DEF are swapped.
Accordion player
Zen Headbutt
80
90
20
15
Can make the target flinch.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Destiny Bond
-
-
-
5
If the user faints before its next move, the Pokémon that KO'd it will faint too.
Feint Attack
60
-
-
20
Doesn't miss.
Grudge
-
-
-
5
If the user faints before its next move, the move that KO'd it will have its PP dropped to 0.
Imprison
-
-
-
10
Prevents opposing Pokémon from using any move the user knows until the user leaves the field.
Memento
-
100
-
10
Lowers the target's ATK and SP.ATK two stages. User faints.