Rotom’s Poké dex
#039 Jigglypuff
0.5 m
(1'08") —
5.5 kg
(12.1 lbs.)
Balloon Pokémon
*Gen. I-V:Normal
Ability #1
• Cute Charm - Contact with the Pokémon may cause infatuation.
Ability #2
• Gen. VI+: Competitive - Boosts the Sp. Atk stat sharply when a stat
is lowered.
Hidden Ability
• Friend Guard - Reduces damage done to allies.
Hoenn-Dex #138 R SE ~ #143 ΩR αS
AlolanDex #135 Su Mo ~ #168 Ul tra
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#039 Jigglypuff
• Evolution
#039 Jigglypuff
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
Gen. VI+:
1
1
1
2
1
1
½
0
2
1
1
1
1
1
1
0
½
1
Gen. II-V
Normal
:
1
2
1
1
1
1
1
0
1
1
1
1
1
1
1
1
1
-
Gen. I
Normal
:
1
2
1
1
1
1
1
0
-
1
1
1
1
1
1
1
-
-
This table ignores the ability.
#039 Jigglypuff
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
115
45
20
45
25
20
Special: 25
Level 50[Gen. III+]
175-222
45-106
22-79
45-106
27-84
22-79
Level 100[Gen. III+]
340-434
85-207
40-152
85-207
49-163
40-152
Tot. Base Stats : 270 ; Gen. I: 225
Effort values (2 )[Gen. III+]
2
0
0
0
0
0
Experience : 95 ; Before Black 2 and White 2 : 76
#039 Jigglypuff
• Pokédex Entries
Red and Blue When its huge eyes
light up, it sings
a mysteriously
soothing melody
that lulls its
enemies to sleep.
Yellow Uses its alluring
eyes to enrapture
its foe. It then
sings a pleasing
melody that lulls
the foe to sleep.
Stadium It mesmerizes with its large, round eyes and sings a soothing melody. Pokémon hearing this song fall asleep.
Gold If it inflates to
SING a lullaby, it
can perform longer
and cause sure
drowsiness in its
audience.
Silver Looking into its
cute, round eyes
causes it to sing
a relaxing melody,
inducing its
enemies to sleep.
Crystal It rolls its cute
eyes as it sings a
soothing lullaby.
Its gentle song
puts anyone who
hears it to sleep.
Stadium 2 If it inflates to sing a lullaby, it can perform longer and cause sure drowsiness in its audience.
Ruby JIGGLYPUFF’s vocal chords can freely
adjust the wavelength of its voice.
This POKéMON uses this ability to sing
at precisely the right wavelength to
make its foes most drowsy.
Sapphire When this POKéMON sings, it never
pauses to breathe. If it is in a battle
against an opponent that does not
easily fall asleep, JIGGLYPUFF cannot
breathe, endangering its life.
Emerald Nothing can avoid falling asleep hearing a
JIGGLYPUFF’s song. The sound waves of its
singing voice match the brain waves of
someone in a deep sleep.
FireRed It captivates foes with its huge, round
eyes, then lulls them to sleep by singing
a soothing melody.
LeafGreen When its huge eyes waver, it sings a
mysteriously soothing melody that lulls
its enemies to sleep.
Diamond When it wavers its big, round
eyes, it begins singing a lullaby
that makes everyone drowsy.
Pearl When it wavers its big, round
eyes, it begins singing a lullaby
that makes everyone drowsy.
Platinum When it wavers its big, round
eyes, it begins singing a lullaby
that makes everyone drowsy.
HeartGold If it inflates to sing a lullaby,
it can perform longer and cause
sure drowsiness in its audience.
SoulSilver Looking into its cute, round eyes
causes it to sing a relaxing melody,
inducing its enemies to sleep.
Black When it wavers its big, round
eyes, it begins singing a lullaby
that makes everyone drowsy.
White When it wavers its big, round
eyes, it begins singing a lullaby
that makes everyone drowsy.
Black 2 and White 2 Looking into its cute, round eyes makes
it start singing a song so pleasant
listeners can’t help but fall asleep.
X It captivates foes with its huge, round eyes,
then lulls them to sleep by singing a
soothing melody.
Y If it inflates to sing a lullaby, it can perform longer
and cause sure drowsiness in its audience.
Omega Ruby Jigglypuff’s vocal cords can freely adjust the wavelength of its
voice. This Pokémon uses this ability to sing at precisely the
right wavelength to make its foes most drowsy.
Alpha Sapphire When this Pokémon sings, it never pauses to breathe.
If it is in a battle against an opponent that does not easily
fall asleep, Jigglypuff cannot breathe, endangering its life.
Sun It hugely inflates its stomach and sings a
mysterious melody. If you hear this melody,
you’ll become sleepy right away.
Moon Jigglypuff possess a vocal range that exceeds
12 octaves, but each individual’s singing skill
depends on its own effort.
Ultra Sun Recordings of Jigglypuff’s strange lullabies can
be purchased from department stores. These
CDs can be found near the bedding area.
Ultra Moon The songs they sing are totally different
depending on the region they live in. Some even
sound like they’re shouting!
#039 Jigglypuff
• Locations
Red
Route 3.
Blue
Route 3.
Yellow
Route 5, Route 6, Route 7, Route 8.
Gold
Route 3, Route 4, Route 46.
Silver
Route 3, Route 4, Route 46.
Crystal
Route 5, Route 6, Route 7, Route 8, Route 34, Route 35.
Ruby
Route 115.
Sapphire
Route 115.
Emerald
Route 115.
FireRed
Route 3.
LeafGreen
Route 3.
HeartGold
Route 3, Route 4.
SoulSilver
Route 3, Route 4.
Black
Route 14.
White
Route 14.
Black 2
Dreamyard, Route 1, Route 2.
White 2
Dreamyard, Route 1, Route 2.
X
Pokémon Village, Route 20.
Y
Pokémon Village, Route 20.
#039 Jigglypuff
Held item
#039 Jigglypuff
Gen. I-V data
#039 Jigglypuff
• Egg Groups
#039 Jigglypuff
• Moves, Learnset of Jigglypuff
By leveling up
Red and Blue
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By TM/HM
Red and Blue
Move
Power
Accuracy
PP
Priority
Normal
80
85%
20
0
The target is slugged by a punch thrown with
muscle-packed power.
Normal
120
75%
5
0
The target is attacked by a kick launched with
muscle-packed power.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Water
65
100%
20
0
A spray of bubbles is forcefully ejected at the
target. This may also lower its Speed stat.
Water
40
100%
25
0
The target is blasted with a forceful shot of water.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
90%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Fighting
80
80%
25
0
The user grabs the target and recklessly dives for
the ground. This also damages the user a little.
Fighting
--
100%
20
-5
A retaliation move that counters any physical attack,
inflicting double the damage taken.
Fighting
--
100%
20
0
The target is thrown using the power of gravity.
It inflicts damage equal to the user’s level.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
100
100%
15
0
The user tucks in its head to raise its Defense
stat on the first turn, then rams the target on the
next turn.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
80%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Yellow
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By TM/HM
Yellow
Move
Power
Accuracy
PP
Priority
Normal
80
85%
20
0
The target is slugged by a punch thrown with
muscle-packed power.
Normal
120
75%
5
0
The target is attacked by a kick launched with
muscle-packed power.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
90
85%
20
0
A reckless, full-body charge attack for slamming into
the target. This also damages the user a little.
Normal
100
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Water
65
100%
20
0
A spray of bubbles is forcefully ejected at the
target. This may also lower its Speed stat.
Water
40
100%
25
0
The target is blasted with a forceful shot of water.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
90%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Fighting
80
80%
25
0
The user grabs the target and recklessly dives for
the ground. This also damages the user a little.
Fighting
--
100%
20
-5
A retaliation move that counters any physical attack,
inflicting double the damage taken.
Fighting
--
100%
20
0
The target is thrown using the power of gravity.
It inflicts damage equal to the user’s level.
Normal
20
100%
20
0
As long as this move is in use, the power of rage
raises the Attack stat each time the user is hit
in battle.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
100
100%
15
0
The user tucks in its head to raise its Defense
stat on the first turn, then rams the target on the
next turn.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Psychic
--
80%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
80
100%
10
0
The user strikes with a simultaneous three-beam
attack. May also burn, freeze, or paralyze the target.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Gold and Silver
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By TM/HM
Gold and Silver
Move
Power
Accuracy
PP
Priority
Fighting
100
50%
5
0
The user punches the target with full, concentrated
power. This confuses the target if it hits.
Normal
70
100%
15
0
The user sticks out its head and attacks by charging
straight into the target. This may also make the
target flinch.
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Ground
20
100%
10
0
The user hurls mud in the target’s face to inflict
damage and lower its accuracy.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Ice
75
100%
15
0
The target is punched with an icy fist. This may also
leave the target frozen.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Electric
75
100%
15
0
The target is punched with an electrified fist.
This may also leave the target with paralysis.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Fire
75
100%
15
0
The target is punched with a fiery fist. This may also
leave the target with a burn.
Ghost
--
100%
15
0
A sleeping target sees a nightmare that inflicts some
damage every turn.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Crystal
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By tutoring
Crystal
Move
Power
Accuracy
PP
Priority
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
By TM/HM
Crystal
Move
Power
Accuracy
PP
Priority
Fighting
100
50%
5
0
The user punches the target with full, concentrated
power. This confuses the target if it hits.
Normal
70
100%
15
0
The user sticks out its head and attacks by charging
straight into the target. This may also make the
target flinch.
???
--
--
10
0
A move that works differently for the Ghost type
than for all other types.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Electric
100
50%
5
0
The user fires an electric blast like a cannon to inflict
damage and cause paralysis.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Ground
20
100%
10
0
The user hurls mud in the target’s face to inflict
damage and lower its accuracy.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Ice
75
100%
15
0
The target is punched with an icy fist. This may also
leave the target frozen.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Electric
75
100%
15
0
The target is punched with an electrified fist.
This may also leave the target with paralysis.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Fire
75
100%
15
0
The target is punched with a fiery fist. This may also
leave the target with a burn.
Ghost
--
100%
15
0
A sleeping target sees a nightmare that inflicts some
damage every turn.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
90
100%
10
0
The user lets loose a horribly echoing shout with
the power to inflict damage.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By TM/HM
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Water
60
100%
20
0
The user attacks the target with a pulsing blast of
water. This may also confuse the target.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
60
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
90
100%
10
0
The user lets loose a horribly echoing shout with
the power to inflict damage.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By tutoring
Emerald
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Fighting
--
100%
20
-5
A retaliation move that counters any physical attack,
inflicting double the damage taken.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Fighting
100
50%
5
0
The user punches the target with full, concentrated
power. This confuses the target if it hits.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fire
75
100%
15
0
The target is punched with a fiery fist. This may also
leave the target with a burn.
Ice
75
100%
15
0
The target is punched with an icy fist. This may also
leave the target frozen.
Normal
120
75%
5
0
The target is attacked by a kick launched with
muscle-packed power.
Normal
80
85%
20
0
The target is slugged by a punch thrown with
muscle-packed power.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Ground
20
100%
10
0
The user hurls mud in the target’s face to inflict
damage and lower its accuracy.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Fighting
--
100%
20
0
The target is thrown using the power of gravity.
It inflicts damage equal to the user’s level.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Electric
75
100%
15
0
The target is punched with an electrified fist.
This may also leave the target with paralysis.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
Emerald
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Water
60
100%
20
0
The user attacks the target with a pulsing blast of
water. This may also confuse the target.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
60
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
90
100%
10
0
The user lets loose a horribly echoing shout with
the power to inflict damage.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By tutoring
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Fighting
--
100%
20
-5
A retaliation move that counters any physical attack,
inflicting double the damage taken.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Normal
120
75%
5
0
The target is attacked by a kick launched with
muscle-packed power.
Normal
80
85%
20
0
The target is slugged by a punch thrown with
muscle-packed power.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Fighting
--
100%
20
0
The target is thrown using the power of gravity.
It inflicts damage equal to the user’s level.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Water
60
100%
20
0
The user attacks the target with a pulsing blast of
water. This may also confuse the target.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
60
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
100%
20
0
For four turns, this move prevents the target from
using the move it last used.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
90
100%
10
0
The user lets loose a horribly echoing shout with
the power to inflict damage.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By TM/HM
Colosseum
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Water
60
100%
20
0
The user attacks the target with a pulsing blast of
water. This may also confuse the target.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
100%
20
0
For four turns, this move prevents the target from
using the move it last used.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
90
100%
10
0
The user lets loose a horribly echoing shout with
the power to inflict damage.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By tutoring
XD
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Ghost
--
100%
15
0
A sleeping target sees a nightmare that inflicts some
damage every turn.
Fighting
--
100%
20
0
The target is thrown using the power of gravity.
It inflicts damage equal to the user’s level.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
XD
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Water
60
100%
20
0
The user attacks the target with a pulsing blast of
water. This may also confuse the target.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By TM/HM
Diamond and Pearl
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Water
60
100%
20
0
The user attacks the target with a pulsing blast of
water. This may also confuse the target.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
5
0
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Rock
--
--
20
0
The user lays a trap of levitating stones around the
opposing team. The trap hurts opposing Pokémon
that switch into battle.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By TM/HM
Platinum
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Water
60
100%
20
0
The user attacks the target with a pulsing blast of
water. This may also confuse the target.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
5
0
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Rock
--
--
20
0
The user lays a trap of levitating stones around the
opposing team. The trap hurts opposing Pokémon
that switch into battle.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By TM/HM
HeartGold and SoulSilver
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Water
60
100%
20
0
The user attacks the target with a pulsing blast of
water. This may also confuse the target.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Electric
60
--
20
0
The user strikes the target with a quick jolt of
electricity. This attack never misses.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
5
0
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Rock
--
--
20
0
The user lays a trap of levitating stones around the
opposing team. The trap hurts opposing Pokémon
that switch into battle.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By TM/HM
Black and White
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Fire
30
100%
15
0
The user attacks opposing Pokémon with fire.
If a Pokémon is holding a certain item, such as a
Berry, the item becomes burned up and unusable.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By TM/HM
Black 2 and White 2
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
95
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
120
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
95
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
120
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Fire
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
120
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Fire
30
100%
15
0
The user attacks opposing Pokémon with fire.
If a Pokémon is holding a certain item, such as a
Berry, the item becomes burned up and unusable.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
X and Y
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
--
20
0
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat.
Normal
--
100%
20
0
For four turns, this move prevents the target from
using the move it last used.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Fighting
70
100%
10
0
This attack inflicts big damage on a sleeping target.
This also wakes the target up, however.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
90
100%
10
0
The user lets loose a horribly echoing shout with
the power to inflict damage.
Fairy
40
--
15
0
Letting out a charming cry, the user does emotional
damage to opposing Pokémon. This attack
never misses.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
90
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
110
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Fire
90
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
110
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Fire
60
100%
15
0
The user attacks opposing Pokémon with fire.
If a Pokémon is holding a certain item, such as a
Berry, the item becomes burned up and unusable.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Fighting
40
100%
20
0
Striking opponents over and over makes the user’s
fists harder. Hitting a target raises the Attack stat.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
--
20
0
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat.
Fairy
40
--
15
0
Letting out a charming cry, the user does emotional
damage to opposing Pokémon. This attack
never misses.
Normal
--
100%
20
0
For four turns, this move prevents the target from
using the move it last used.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
70
100%
10
0
This attack inflicts big damage on a sleeping target.
This also wakes the target up, however.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
90
100%
10
0
The user lets loose a horribly echoing shout with
the power to inflict damage.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
90
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
110
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Ground
80
100%
10
0
The user burrows, then attacks on the next turn.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Fire
90
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
110
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Fire
60
100%
15
0
The user attacks opposing Pokémon with fire.
If a Pokémon is holding a certain item, such as a
Berry, the item becomes burned up and unusable.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Fighting
40
100%
20
0
Striking opponents over and over makes the user’s
fists harder. Hitting a target raises the Attack stat.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
Sun and Moon
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
--
20
0
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat.
Fairy
40
--
15
0
Letting out a charming cry, the user does emotional
damage to opposing Pokémon. This attack
never misses.
Normal
--
100%
20
0
For four turns, this move prevents the target from
using the move it last used.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
--
--
20
0
The user charges up power and raises both its
Defense and Sp. Def stats. The move can be used
three times.
Normal
--
--
10
0
The power stored using the move Stockpile is
absorbed by the user to heal its HP. Storing more
power heals more HP.
Normal
--
100%
10
0
The power stored using the move Stockpile is
released at once in an attack. The more power
is stored, the greater the move’s power.
Fighting
70
100%
10
0
This attack inflicts big damage on a sleeping target.
This also wakes the target up, however.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
90
100%
10
0
The user lets loose a horribly echoing shout with
the power to inflict damage.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Normal
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
90
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Ice
110
70%
5
0
A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Fire
90
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Fire
110
85%
5
0
The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
40
100%
15
0
The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Electric
90
100%
15
0
The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Normal
--
55%
15
0
A soothing lullaby is sung in a calming voice that
puts the target into a deep slumber.
Normal
--
--
40
0
The user curls up to conceal weak spots and raise
its Defense stat.
Normal
40
100%
35
0
The target is physically pounded with a long tail, a
foreleg, or the like.
Normal
--
--
20
0
The user and the target become friends, and the
target loses its will to fight. This lowers the target’s
Attack stat.
Fairy
40
--
15
0
Letting out a charming cry, the user does emotional
damage to opposing Pokémon. This attack
never misses.
Normal
--
100%
20
0
For four turns, this move prevents the target from
using the move it last used.
Normal
15
85%
10
0
The target is slapped repeatedly, back and forth,
two to five times in a row.
Rock
30
90%
20
0
The user continually rolls into the target over five
turns. It becomes more powerful each time it hits.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Normal
--
--
20
0
The user charges up power and raises both its
Defense and Sp. Def stats. The move can be used
three times.
Normal
--
--
10
0
The power stored using the move Stockpile is
absorbed by the user to heal its HP. Storing more
power heals more HP.
Normal
--
100%
10
0
The power stored using the move Stockpile is
released at once in an attack. The more power
is stored, the greater the move’s power.
Fighting
70
100%
10
0
This attack inflicts big damage on a sleeping target.
This also wakes the target up, however.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Steel
--
100%
5
0
The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Normal
90
100%
10
0
The user lets loose a horribly echoing shout with
the power to inflict damage.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.