Raises the user's SPEED two stages and halves weight. Doesn't stack.
EvolveEvo
Mirror Shot
65
85
30
10
Can lower the target's accuracy one stage.
1
Autotomize
-
-
-
15
Raises the user's SPEED two stages and halves weight. Doesn't stack.
1
Bug Bite
60
100
-
20
If the target is holding a berry, consume it and double this move's power.
1
Heavy Slam
1
100
-
10
Power maxes out at 120, depending on how much heavier the user is than the target.
1
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
1
Mirror Shot
65
85
30
10
Can lower the target's accuracy one stage.
1
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
1
Self-Destruct
200
100
-
5
User faints.
1
Tackle
40
100
-
35
Inflicts regular damage.
1
Toxic Spikes
-
-
-
20
Entry hazard that poisons the opposing Pokémon that switches in. Stacks up to 3 times.
1
Zap Cannon
120
50
100
5
Paralyzes the target.
6
Self-Destruct
200
100
-
5
User faints.
9
Bug Bite
60
100
-
20
If the target is holding a berry, consume it and double this move's power.
12
Take Down
90
85
-
20
User takes 1/4th the damage it inflicts in recoil.
17
Rapid Spin
20
100
-
40
Removes hazards from the field and frees the user from binding effects.
20
Bide
1
-
-
10
Waits for two turns. On the second turn, the user inflicts twice the damage received as typeless damage. Has +1 move priority.
23
Natural Gift
1
100
-
15
Power and type are determined by the user's held berry.
28
Spikes
-
-
-
20
Opposing Pokémon that enter the field loses 1/8th max HP. Stacks up to three times.
31
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
32
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
34
Explosion
250
100
-
5
User faints.
36
Explosion
250
100
-
5
User faints.
39
Iron Defense
-
-
-
15
Raises the user's DEF two stages.
42
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
42
Iron Defense
-
-
-
15
Raises the user's DEF two stages.
45
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
46
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
50
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
56
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
60
Zap Cannon
120
50
100
5
Paralyzes the target.
64
Heavy Slam
1
100
-
10
Power maxes out at 120, depending on how much heavier the user is than the target.
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.
TM09
Venoshock
65
100
-
10
If the target is poisoned, this move has double power.
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.
TM15
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM16
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
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.
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.
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.
TM28
Dig
80
100
-
10
User digs underground for one turn and hits on the second turn.
TM32
Double Team
-
-
-
15
Raises the user's evasion one stage.
TM33
Reflect
-
-
-
20
For five turns, physical attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
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.
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.
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.
TM64
Explosion
250
100
-
5
User faints.
TM66
Payback
50
100
-
10
If the target uses a move or switches out this 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.
TM69
Rock Polish
-
-
-
20
Raises the user's SPEED two stages.
TM72
Volt Switch
70
100
-
20
Inflicts regular damage, then the user immediately switches out.
TM74
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
TM76
Struggle Bug
50
100
100
20
Lowers the target's SP.ATK one stage.
TM78
Bulldoze
60
100
100
20
Lowers the target's SPEED one stage.
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.
TM91
Flash Cannon
80
100
10
10
Can lower the target's SP.DEF one stage.
TM103
Toxic Spikes
-
-
-
20
Entry hazard that poisons the opposing Pokémon that switches in. Stacks up to 3 times.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM04
Strength
80
100
-
15
Inflicts regular damage.
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.
Bug Catcher
Bug Bite
60
100
-
20
If the target is holding a berry, consume it and double this move's power.
Builder
Drill Run
80
95
-
10
User's critical hit rate is one level higher when using this move.
Man
Gravity
-
-
-
5
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Old woman
Iron Defense
-
-
-
15
Raises the user's DEF two stages.
Scientist
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
Girl
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
Ranger
Shell Smash
-
-
-
15
Raises ATK, SP.ATK, and SPEED two stages, but lowers DEF and SP.DEF one stage.
Man
Signal Beam
75
100
10
15
Can confuse the target.
NPC
Stealth Rock
-
-
-
20
Hurts opposing Pokémon that enter the field for 1/8th max HP. Affected by type effectiveness.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Expert Tutor
Shell Trap
150
100
-
5
If the user was not yet hit by an opponent's physical move this turn, this move will fail. Has -3 move priority.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Counter
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
Flail
1
100
-
15
Power increases the less HP the user has up to 200.
Pin Missile
25
95
-
20
Hits 2–5 times in one turn.
Power Trick
-
-
-
10
The user's original ATK and DEF are swapped.
Revenge
60
100
-
10
If the target damaged the user this turn, this move has double power. Has -4 move priority.
Sand Tomb
35
85
-
15
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Stealth Rock
-
-
-
20
Hurts opposing Pokémon that enter the field for 1/8th max HP. Affected by type effectiveness.
Swift
60
-
-
20
Doesn't miss.
Toxic Spikes
-
-
-
20
Entry hazard that poisons the opposing Pokémon that switches in. Stacks up to 3 times.
Counter
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
Flail
1
100
-
15
Power increases the less HP the user has up to 200.
Pin Missile
25
95
-
20
Hits 2–5 times in one turn.
Power Trick
-
-
-
10
The user's original ATK and DEF are swapped.
Revenge
60
100
-
10
If the target damaged the user this turn, this move has double power. Has -4 move priority.
Sand Tomb
35
85
-
15
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Stealth Rock
-
-
-
20
Hurts opposing Pokémon that enter the field for 1/8th max HP. Affected by type effectiveness.
Swift
60
-
-
20
Doesn't miss.
Toxic Spikes
-
-
-
20
Entry hazard that poisons the opposing Pokémon that switches in. Stacks up to 3 times.