Fails if the user hasn't used its other three moves at least once while on the field.
-
1
Lick
30
100
30%
30
Can paralyze the target.
1
Metronome
-
-
-
10
Selects any move at random and uses it.
-
1
Odor Sleuth
-
-
-
40
Resets the target's evasion to normal and enables Ghost-type targets to be hit by Normal and Fighting-type attacks.
-
1
Recycle
-
-
-
10
User recovers the last item consumed by the user or a Pokémon.
-
1
Shadow Punch
60
-
-
20
Doesn't miss.
-
1
Spite
-
100
-
10
Lowers the PP of the target's last used move by 4.
-
1
Tackle
40
100
-
35
Inflicts regular damage.
-
4
Defense Curl
-
-
-
40
Raises user's DEF one stage. Ice Ball and Rollout's power are doubled.
-
5
Spite
-
100
-
10
Lowers the PP of the target's last used move by 4.
-
8
Mean Look
-
-
-
5
The target cannot switch out normally. Prevents roaming Pokémon from escaping.
-
9
Amnesia
-
-
-
20
Raises the user's SP.DEF two stages.
-
12
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.
-
12
Lick
30
100
30%
30
Can paralyze the target.
-
15
Night Shade
1
100
-
15
Inflicts typed damage equal to the user's level.
-
17
Chip Away
70
100
-
20
Damage calculation ignores the target's stat modifiers, including evasion.
-
19
Confuse Ray
-
100
-
10
Confuses the target.
-
20
Screech
-
85
-
40
Lowers the target's DEF two stages.
-
22
Sucker Punch
70
100
-
5
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
-
25
Body Slam
85
100
30%
15
Can paralyze the target.
-
28
Payback
50
100
-
10
If the target uses a move or switches out this turn, this move has double power.
-
28
Stockpile
-
-
-
20
Raises the user's DEF and SP.DEF one stage each. Stores energy for use with Spit Up and Swallow.
-
33
Shadow Ball
80
100
20%
15
Can lower the target's SP.DEF one stage.
-
33
Swallow
-
-
-
10
Heals the user depending on the amount of energy stored by stockpile (1/4, 1/2, or full HP).
-
36
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
-
39
Dream Eater
100
100
-
15
Drains half the damage inflicted to a sleeping Pokémon to heal the user.
-
41
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
-
44
Belly Drum
-
-
-
10
User pays half its max HP to maximize its ATK stat.
-
44
Dark Pulse
80
100
20%
15
Can make the target flinch.
-
49
Natural Gift
1
100
-
15
Power and type are determined by the user's held berry.
-
50
Destiny Bond
-
-
-
5
If the user faints before its next move, the Pokémon that KO'd it will faint too.
-
50
Snatch
-
-
-
10
Steals the effects of a healing or stat-changing move from the target. Has +4 move priority.
-
55
Hex
65
100
-
10
If the target has a major status ailment, this move has double power.
-
57
Last Resort
140
100
-
5
Fails if the user hasn't used its other three moves at least once while on the field.
-
61
Nightmare
-
100
-
15
Only works on sleeping Pokémon, damaging it for 1/4 its max HP every turn.
-
Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
#93
#260
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.
-
HM10
Rock Climb
90
85
20%
20
Can confuse the target.
-
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.
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.
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.
-
TM36
Sludge Bomb
90
100
30%
10
Can poison 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.
-
TM53
Energy Ball
90
100
10%
10
Can lower the target's SP.DEF one stage.
-
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.
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.
-
TM64
Explosion
250
100
-
5
User faints.
-
TM65
Shadow Claw
70
100
-
15
User's critical hit rate is one level higher when using this move.
-
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.
-
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.
-
TM84
Poison Jab
80
100
30%
20
Can poison the target.
-
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.
-
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.
-
TM106
Draining Kiss
50
100
-
10
Heals the user 75% of the damage dealt to the target.
-
TM111
Dazzling Gleam
80
100
-
10
Inflicts regular damage.
-
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.
-
TM119
Stomping Tantrum
75
100
-
10
Power is doubled if the user's last move failed for any reason.
-
Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
#93
#260
Lavender TownLavender
Dark Pulse
80
100
20%
15
Can make the target flinch.
-
Celadon CityCeladon
Fire Punch
75
100
10%
15
Can burn the target.
Saffron CitySaffron
Gunk Shot
120
80
30%
5
Can poison the target.
-
S.S. AnneS.S. Anne
Hyper Voice
90
100
-
10
Inflicts regular damage.
-
Celadon CityCeladon
Ice Punch
75
100
10%
15
Can freeze the target.
Pewter CityPewter
Mud-slap
20
100
100%
10
Lowers the target's accuracy one stage.
-
Lavender TownLavender
Ominous Wind
60
100
10%
5
Can raise all of the user's stats one stage.
-
Vermillion CityVermillion
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
-
Route 18Route 18
Sucker Punch
70
100
-
5
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
-
Celadon CityCeladon
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
-
Celadon CityCeladon
Thunder Punch
75
100
10%
15
Can paralyze the target.
Vermillion CityVermillion
Wonder Room
-
-
-
10
For five turns, every Pokémon's DEF and SP.DEF are swapped.
-
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
#93.260
#260.93
Happy Hour
-
-
-
30
Doubles prize money. Stacks with Amulet Coin. Only works once per battle.
Haunter/Munchlax can learn.
Munchlax/Haunter can learn.
Spectral Thief
90
100
-
10
Steals the target's stat increases.
Haunter/Munchlax can learn.
Munchlax/Haunter can learn.
Trick-or-Treat
-
100
-
20
Adds Ghost to the target's types. Dual-type Pokémon have Ghost as their third type.
Haunter/Munchlax can learn.
Munchlax/Haunter can learn.
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
#93
#260
After You
-
-
-
15
The target moves immediately after the user.
-
Astonish
30
100
30%
15
Can flinch the target.
-
Charm
-
100
-
20
Lowers the target's ATK two stages.
-
Clear Smog
50
-
-
15
All of the target's stat modifiers are reset to zero.
-
Counter
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
-
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.
-
Disable
-
100
-
20
Disables the target's last used move for the next 4-7 turns.
-
Double-edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
-
Fire Punch
75
100
10%
15
Can burn the target.
-
Fissure
1
30
-
5
One-hit KO. If the user is a lower level than the target, this move will fail.
-
Grudge
-
-
-
5
If the user faints before its next move, the move that KO'd it will have its PP dropped to 0.
-
Haze
-
-
-
30
Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
-
Ice Punch
75
100
10%
15
Can freeze the target.
-
Lick
30
100
30%
30
Can paralyze the target.
-
Natural Gift
1
100
-
15
Power and type are determined by the user's held berry.
-
Perish Song
-
-
-
5
Every Pokémon on the field will faint in 3 turns.
-
Psywave
1
100
-
15
Inflicts typeless damage randomly between 50% and 150% of the user's level.
-
Pursuit
40
100
-
20
Retreating Pokémon take double damage before switching out.
-
Scary Face
-
100
-
10
Lowers the target's SPEED two stages.
-
Self-Destruct
200
100
-
5
User faints.
-
Smog
30
70
40%
20
Can poison the target.
-
Thunder Punch
75
100
10%
15
Can paralyze the target.
-
Whirlwind
-
-
-
20
Forces the target to switch out, but has -6 move priority.