Lowers the target's ATK one stage. Has +1 move priority.
1
Charge
-
-
-
20
Raises the user's SP.DEF one stage. Doubles power of Electric move used next turn.
1
Electric Terrain
-
-
-
10
For five turns, prevents all Pokémon on the ground from sleeping and strengthens Electric moves by 1.5x power.
1
Leer
-
100
-
30
Lowers the target's DEF one stage.
1
Tackle
40
100
-
35
Inflicts regular damage.
5
Leer
-
100
-
30
Lowers the target's DEF one stage.
9
Charge
-
-
-
20
Raises the user's SP.DEF one stage. Doubles power of Electric move used next turn.
13
Spark
65
100
30
20
Can paralyze the target.
18
Bite
60
100
30
25
Can make the target flinch.
23
Roar
-
-
-
20
Forces the target to switch out, but has -6 move priority.
28
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
33
Thunder Fang
65
95
100
15
Can paralyze or flinch the target. Both have their own independent effect chance.
35
Thunder Fang
65
95
100
15
Can paralyze or flinch the target. Both have their own independent effect chance.
38
Crunch
80
100
20
15
Can lower the target's DEF one stage.
42
Crunch
80
100
20
15
Can lower the target's DEF one stage.
43
Scary Face
-
100
-
10
Lowers the target's SPEED two stages.
48
Discharge
80
100
30
15
Can paralyze the target.
49
Scary Face
-
100
-
10
Lowers the target's SPEED two stages.
53
Wild Charge
90
100
-
15
User takes 1/4 the damage it inflicts in recoil.
56
Discharge
80
100
30
15
Can paralyze the target.
63
Wild Charge
90
100
-
15
User takes 1/4 the damage it inflicts in recoil.
67
Electric Terrain
-
-
-
10
For five turns, prevents all Pokémon on the ground from sleeping and strengthens Electric moves by 1.5x power.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM05
Roar
-
-
-
20
Forces the target to switch out, but has -6 move priority.
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.
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.
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.
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.
TM27
Return
1
100
-
20
Power increases with happiness, up to a maximum of 102.
TM32
Double Team
-
-
-
15
Raises the user's evasion 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.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM57
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
TM68
Giga Impact
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM72
Volt Switch
70
100
-
20
Inflicts regular damage, then the user immediately switches out.
TM73
Thunder Wave
-
90
-
20
Paralyzes 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.
TM93
Wild Charge
90
100
-
15
User takes 1/4 the damage it inflicts in recoil.
TM95
Snarl
55
95
100
15
Lowers the target's SP.ATK one stage.
TM116
Shock Wave
60
-
-
20
Doesn't miss.
TM120
Throat Chop
80
100
100
15
Silences the target for two turns, preventing it from using any sound-based moves.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM04
Strength
80
100
-
15
Inflicts regular damage.
HM08
Flash
-
100
-
20
Lowers the target's accuracy one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Bug Catcher Girl
Fury Cutter
40
95
-
20
Power doubles after every time this move is used up to 160.
Old man
Iron Tail
100
75
30
15
Can lower the target's DEF one stage.
Scientist
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
Male Scientist
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
Man
Signal Beam
75
100
10
15
Can confuse the target.
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
Electrify
-
-
-
20
If moving before the target, its chosen move this turn becomes Electric-type.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Double Kick
30
100
-
30
Hits twice in one turn.
Fire Fang
65
95
100
15
Can burn the target or flinch the target. Both have their own independent effect chance.
Helping Hand
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
Howl
-
-
-
40
Raises the user's ATK one stage.
Ice Fang
65
95
100
15
Can freeze or flinch the target. Both have their own independent effect chance.
Night Slash
70
100
-
15
User's critical hit rate is one level higher when using this move.
Quick Attack
40
100
-
30
Has +1 move priority.
Shock Wave
60
-
-
20
Doesn't miss.
Signal Beam
75
100
10
15
Can confuse the target.
Swift
60
-
-
20
Doesn't miss.
Take Down
90
85
-
20
User takes 1/4th the damage it inflicts in recoil.
Thunder Fang
65
95
100
15
Can paralyze or flinch the target. Both have their own independent effect chance.