User's critical hit rate is two levels higher until it leaves the field.
-
1
Splash
-
-
-
40
Does nothing.
-
4
Focus Energy
-
-
-
30
User's critical hit rate is two levels higher until it leaves the field.
-
4
Growl
-
100
-
40
Lowers the target's ATK one stage.
-
7
Water Gun
40
100
-
25
Inflicts regular damage.
-
9
Bite
60
100
30%
25
Can make the target flinch.
-
10
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
-
12
Headbutt
70
100
30%
15
Can make the target flinch.
-
13
Whirlpool
35
85
-
15
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
-
16
Astonish
30
100
30%
15
Can flinch the target.
-
17
Dragon Breath
60
100
30%
20
Can paralyze the target.
-
19
Water Pulse
60
100
20%
20
Can confuse the target.
-
20
Roar
-
-
-
20
Forces the target to switch out, but has -6 move priority.
-
22
Mist
-
-
-
30
For five turns, the user's side of the field are immune to stat-lowering effects.
-
25
Brine
65
100
-
10
If the target has less than half its max HP remaining, this move has double power.
-
25
Crunch
80
100
20%
15
Can lower the target's DEF one stage.
-
28
Slam
80
75
-
20
Inflicts regular damage.
-
29
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
-
32
Dragon Pulse
85
100
-
10
Inflicts regular damage.
-
33
Water Spout
150
100
-
5
Power increase the more HP the user has up to 150.
-
37
Amnesia
-
-
-
20
Raises the user's SP.DEF two stages.
-
38
Work Up
-
-
-
30
Raises the user's ATK and SP.ATK one stage.
-
41
Dive
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
-
42
Dragon Rush
100
75
20%
10
Can make the target flinch.
-
45
Bounce
85
85
30%
5
Bounce high into the air for one turn and hits on the second turn. Can paralyze the target.
-
48
Body Slam
85
100
30%
15
Can paralyze the target.
-
49
Hydro Pump
110
80
-
5
Inflicts regular damage.
-
53
Heavy Slam
1
100
-
10
Power maxes out at 120, depending on how much heavier the user is than the target.
-
55
Scary Face
-
100
-
10
Lowers the target's SPEED two stages.
-
64
Hyper Voice
90
100
-
10
Inflicts regular damage.
-
71
Outrage
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
-
Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
#376
#387
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.
HM05
Waterfall
80
100
20%
15
Can make the target flinch.
-
HM06
Dive
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
-
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.
TM07
Hail
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
-
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.
-
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.
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.
-
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.
TM49
Echoed Voice
40
100
-
15
Power increases by 40 each consecutive turn used by a friendly Pokémon, to a max of 200.
-
TM55
Water Pulse
60
100
20%
20
Can confuse the target.
-
TM59
Incinerate
60
100
-
15
Destroys any berry the target is holding.
-
TM73
Thunder Wave
-
90
-
20
Paralyzes the target.
-
TM77
Psych Up
-
-
-
10
Copies the target's stat changes.
-
TM78
Bulldoze
60
100
100%
20
Lowers the target's SPEED one stage.
-
TM82
Dragon Tail
60
90
-
10
Forces the target to switch out, but has -6 move priority.
-
TM83
Work Up
-
-
-
30
Raises the user's ATK and SP.ATK 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.
TM94
Rock Smash
40
100
50%
15
Can lower the target's DEF one stage.
TM97
Nasty Plot
-
-
-
20
Raises the user's SP.ATK two stages.
-
TM116
Shock Wave
60
-
-
20
Doesn't miss.
-
TM121
Scald
80
100
30%
15
Can burn the target.
-
Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
#376
#387
Celadon CityCeladon
Bounce
85
85
30%
5
Bounce high into the air for one turn and hits on the second turn. Can paralyze the target.
-
Lavender TownLavender
Dark Pulse
80
100
20%
15
Can make the target flinch.
-
Saffron CitySaffron
Dragon Pulse
85
100
-
10
Inflicts regular damage.
-
Cinnabar IslandCinnabar
Earth Power
90
100
10%
10
Can lower the target's SP.DEF one stage.
-
S.S. AnneS.S. Anne
Hyper Voice
90
100
-
10
Inflicts regular damage.
Crimson CityCrimson
Outrage
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
-
Vermillion CityVermillion
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
-
Celadon CityCeladon
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
-
Route 7Route 7
Zen Headbutt
80
90
20%
15
Can make the target flinch.
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
#376
#387
Aqua Ring
-
-
-
20
Restores 1/16 of the user's max HP each turn while on the field.
-
Assurance
60
100
-
10
Double power if the target took damage this turn.
-
Astonish
30
100
30%
15
Can flinch the target.
-
Body Slam
85
100
30%
15
Can paralyze the target.
-
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.
-
Dark Pulse
80
100
20%
15
Can make the target flinch.
-
Defense Curl
-
-
-
40
Raises user's DEF one stage. Ice Ball and Rollout's power are doubled.
-
Double-edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
-
Double Hit
35
90
-
10
Hits twice in one turn.
-
Earth Power
90
100
10%
10
Can lower the target's SP.DEF one stage.
-
Fire Fang
65
95
100%
15
Can burn the target or flinch the target. Both have their own independent effect chance.
-
Fissure
1
30
-
5
One-hit KO. If the user is a lower level than the target, this move will fail.
-
Head Smash
150
80
-
5
User takes 1/2 the damage it inflicts in recoil.
-
Ice Fang
65
95
100%
15
Can freeze or flinch the target. Both have their own independent effect chance.
-
Screech
-
85
-
40
Lowers the target's DEF two stages.
-
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
-
Snore
50
100
30%
15
Only usable if the user is sleeping. Can make the target flinch.
-
Soak
-
100
-
20
Changes the target to pure Water-type until it leaves the field. If the target has multitype, this move will fail.
-
Thrash
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
-
Thunder Fang
65
95
100%
15
Can paralyze or flinch the target. Both have their own independent effect chance.