Rotom’s Poké dex
#150 Mewtwo
2.0 m
(6'07") —
122.0 kg
(269.0 lbs.)
Genetic Pokémon
Ability #1
• Pressure - By putting pressure on the opposing Pokémon, it
raises their PP usage.
Hidden Ability
• Unnerve - Unnerves opposing Pokémon and makes them unable
to eat Berries.
Johto-Dex #249 G SC ~ #254 HG SS
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#150 Mewtwo
• Evolution
#150 Mewtwo
• 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
½
1
1
1
1
2
2
1
1
1
1
1
½
1
1
2
1
Gen. II-V:
1
½
1
1
1
1
2
2
1
1
1
1
1
½
1
1
2
-
Gen. I:
1
½
1
1
1
1
2
0
-
1
1
1
1
½
1
1
-
-
This table ignores the ability.
#150 Mewtwo
• 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
106
110
90
154
90
130
Special: 154
Level 50[Gen. III+]
166-213
103-178
85-156
143-226
85-156
121-200
Level 100[Gen. III+]
322-416
202-350
166-306
281-447
166-306
238-394
Tot. Base Stats : 680 ; Gen. I: 590
Effort values (3 )[Gen. III+]
0
0
0
3
0
0
Experience : 306 ; Before Black 2 and White 2 : 220
Pokémon GO
Stamina
Attack
Defense
212
300; before Nov 2016: 284
182; before Nov 2016: 202
#150 Mewtwo
• Pokédex Entries
Red and Blue It was created by
a scientist after
years of horrific
gene splicing and
DNA engineering
experiments.
Yellow Its DNA is almost
the same as MEW's.
However, its size
and disposition
are vastly different.
Stadium A vicious psychic Pokémon created by genetic engineering. Its cold, glowing eyes strike fear into its enemy.
Gold Because its battle
abilities were
raised to the
ultimate level, it
thinks only of defeating its foes.
Silver It usually remains
motionless to conserve energy, so
that it may unleash its full
power in battle.
Crystal Said to rest quietly in an
undiscovered cave,
this POKéMON was
created solely for
battling.
Stadium 2 Because its battle abilities were raised to the ultimate level, it thinks only of defeating its foes.
Ruby MEWTWO is a POKéMON that was created
by genetic manipulation.
However, even though the scientific
power of humans created this POKéMON’s
body, they failed to endow MEWTWO with
a compassionate heart.
Sapphire MEWTWO is a POKéMON that was created
by genetic manipulation.
However, even though the scientific
power of humans created this POKéMON’s
body, they failed to endow MEWTWO with
a compassionate heart.
Emerald A POKéMON that was created by genetic
manipulation. However, even though the
scientific power of humans made its body,
they failed to give it a warm heart.
FireRed A POKéMON whose genetic code was
repeatedly recombined for research.
It turned vicious as a result.
LeafGreen It was created by a scientist after years
of horrific gene-splicing and DNA-
engineering experiments.
Diamond A Pokémon created by recombining
MEW’s genes. It’s said to have the
most savage heart among Pokémon.
Pearl A Pokémon created by recombining
MEW’s genes. It’s said to have the
most savage heart among Pokémon.
Platinum A Pokémon created by recombining
MEW’s genes. It’s said to have the
most savage heart among Pokémon.
HeartGold Because its battle abilities were
raised to the ultimate level,
it thinks only of defeating its foes.
SoulSilver It usually remains motionless to
conserve energy, so that it may
unleash its full power in battle.
Black A Pokémon created by recombining
Mew’s genes. It’s said to have the
most savage heart among Pokémon.
White A Pokémon created by recombining
Mew’s genes. It’s said to have the
most savage heart among Pokémon.
Black 2 and White 2 A Pokémon created by recombining
Mew’s genes. It’s said to have the
most savage heart among Pokémon.
X It was created by a scientist after years of horrific
gene-splicing and DNA-engineering experiments.
Y A Pokémon created by recombining Mew’s genes.
It’s said to have the most savage heart
among Pokémon.
Omega Ruby Mewtwo is a Pokémon that was created by genetic
manipulation. However, even though the scientific power of
humans created this Pokémon’s body, they failed to endow
Mewtwo with a compassionate heart.
Alpha Sapphire Mewtwo is a Pokémon that was created by genetic
manipulation. However, even though the scientific power
of humans created this Pokémon’s body, they failed to
endow Mewtwo with a compassionate heart.
#150 Mewtwo
Gen. I-V data
#150 Mewtwo
• Egg Groups
#150 Mewtwo
• Moves, Learnset of Mewtwo
By leveling up
Red and Blue
Move
Power
Accuracy
PP
Priority
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
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
--
--
30
0
The user throws up a sturdy wall that sharply raises
its Defense stat.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Ice
--
--
30
0
The user cloaks itself and its allies in a white mist
that prevents any of their stats from being lowered
for five turns.
Psychic
--
--
20
0
The user temporarily empties its mind to forget its
concerns. This sharply raises the user’s Sp. Def stat.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
40
100%
20
0
Numerous coins are hurled at the target to inflict
damage. Money is earned after the battle.
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.
Normal
--
--
10
0
The user waggles a finger and stimulates its brain
into randomly using nearly any move.
Normal
130
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
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
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
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
--
--
30
0
The user throws up a sturdy wall that sharply raises
its Defense stat.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Ice
--
--
30
0
The user cloaks itself and its allies in a white mist
that prevents any of their stats from being lowered
for five turns.
Psychic
--
--
20
0
The user temporarily empties its mind to forget its
concerns. This sharply raises the user’s Sp. Def stat.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Normal
--
--
10
0
The user waggles a finger and stimulates its brain
into randomly using nearly any move.
Normal
130
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
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
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
--
--
30
0
The user throws up a sturdy wall that sharply raises
its Defense stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ice
--
--
30
0
The user cloaks itself and its allies in a white mist
that prevents any of their stats from being lowered
for five turns.
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
The user temporarily empties its mind to forget its
concerns. This sharply raises the user’s Sp. Def stat.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
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.
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.
Fighting
20
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
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
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Ice
55
95%
15
0
The user attacks with a gust of chilled air. This also
lowers the opposing Pokémon’s Speed stats.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
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.
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
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
--
--
30
0
The user throws up a sturdy wall that sharply raises
its Defense stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ice
--
--
30
0
The user cloaks itself and its allies in a white mist
that prevents any of their stats from being lowered
for five turns.
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
The user temporarily empties its mind to forget its
concerns. This sharply raises the user’s Sp. Def stat.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
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.
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.
Fighting
20
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
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
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Ice
55
95%
15
0
The user attacks with a gust of chilled air. This also
lowers the opposing Pokémon’s Speed stats.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
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.
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
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
--
--
30
0
The user throws up a sturdy wall that sharply raises
its Defense stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ice
--
--
30
0
The user cloaks itself and its allies in a white mist
that prevents any of their stats from being lowered
for five turns.
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
The user temporarily empties its mind to forget its
concerns. This sharply raises the user’s Sp. Def stat.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
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.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
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.
Fighting
20
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
--
--
30
0
The user throws up a sturdy wall that sharply raises
its Defense stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ice
--
--
30
0
The user cloaks itself and its allies in a white mist
that prevents any of their stats from being lowered
for five turns.
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
The user temporarily empties its mind to forget its
concerns. This sharply raises the user’s Sp. Def stat.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
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
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.
Ice
55
95%
15
0
The user attacks with a gust of chilled air. This also
lowers the opposing Pokémon’s Speed stats.
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 waggles a finger and stimulates its brain
into randomly using nearly any move.
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.
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.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
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.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
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.
Fighting
20
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
55%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
--
--
30
0
The user throws up a sturdy wall that sharply raises
its Defense stat.
Ice
--
--
30
0
The user cloaks itself and its allies in a white mist
that prevents any of their stats from being lowered
for five turns.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Psychic
--
--
20
0
The user temporarily empties its mind to forget its
concerns. This sharply raises the user’s Sp. Def stat.
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 waggles a finger and stimulates its brain
into randomly using nearly any move.
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.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
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.
Fighting
20
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
100%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
--
--
30
0
The user throws up a sturdy wall that sharply raises
its Defense stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
10
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ice
--
--
30
0
The user cloaks itself and its allies in a white mist
that prevents any of their stats from being lowered
for five turns.
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
The user temporarily empties its mind to forget its
concerns. This sharply raises the user’s Sp. Def stat.
Normal
--
--
10
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
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.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
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.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Normal
--
100%
20
0
For four turns, this move prevents the target from
using the move it last used.
Psychic
--
--
30
0
The user throws up a sturdy wall that sharply raises
its Defense stat.
Normal
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
10
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ice
--
--
30
0
The user cloaks itself and its allies in a white mist
that prevents any of their stats from being lowered
for five turns.
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
The user temporarily empties its mind to forget its
concerns. This sharply raises the user’s Sp. Def stat.
Normal
--
--
10
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
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.
Ice
55
95%
15
0
The user attacks with a gust of chilled air. This also
lowers the opposing Pokémon’s Speed stats.
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
200
100%
5
0
The user attacks everything around it by causing an
explosion. The user faints upon using this move.
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.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
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.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
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.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
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.
Fire
--
75%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Rock
100
80%
5
0
The user stabs the target from below with
sharpened stones. Critical hits land more easily.
Ice
60
100%
10
-4
The power of this attack move is doubled if the user
has been hurt by the target in the same turn.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
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.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison 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
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
Normal
90
85%
20
0
The user attacks the target by smashing into it with
incredible force. This may also confuse the target.
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.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
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.
Fire
--
75%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Rock
100
80%
5
0
The user stabs the target from below with
sharpened stones. Critical hits land more easily.
Ice
60
100%
10
-4
The power of this attack move is doubled if the user
has been hurt by the target in the same turn.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
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.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison 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
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
Normal
90
85%
20
0
The user attacks the target by smashing into it with
incredible force. This may also confuse the target.
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.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Steel
100
75%
15
0
The target is slammed with a steel-hard tail.
This may also lower the target’s Defense stat.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Dark
--
--
10
4
The user steals the effects of any attempts to use a
healing or stat-changing move.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
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.
Fire
--
75%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Rock
100
80%
5
0
The user stabs the target from below with
sharpened stones. Critical hits land more easily.
Ice
60
100%
10
-4
The power of this attack move is doubled if the user
has been hurt by the target in the same turn.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
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.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison 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
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
Normal
90
85%
20
0
The user attacks the target by smashing into it with
incredible force. This may also confuse the target.
By TM/HM
Black and White
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Psychic
--
--
15
0
The user makes the target float with its psychic
power. The target is easier to hit for three turns.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Fighting
60
100%
20
0
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat.
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
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
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.
Fire
--
75%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Rock
100
80%
5
0
The user stabs the target from below with
sharpened stones. Critical hits land more easily.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison 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
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
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
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Psychic
--
--
15
0
The user makes the target float with its psychic
power. The target is easier to hit for three turns.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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
95
100%
15
0
The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Fighting
60
100%
20
0
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat.
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
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
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.
Fire
--
75%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Rock
100
80%
5
0
The user stabs the target from below with
sharpened stones. Critical hits land more easily.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison 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
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
60
95%
15
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Fighting
65
100%
20
0
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat.
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
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
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.
Fire
--
85%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Rock
100
80%
5
0
The user stabs the target from below with
sharpened stones. Critical hits land more easily.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison 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.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
Fighting
40
100%
20
0
Striking opponents over and over makes the user’s
fists harder. Hitting a target raises the Attack stat.
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 TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
60
95%
15
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Fighting
65
100%
20
0
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat.
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
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
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.
Fire
--
85%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Rock
100
80%
5
0
The user stabs the target from below with
sharpened stones. Critical hits land more easily.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison 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.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
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.
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.
Fighting
40
100%
15
0
The user attacks with a punch. This may also lower
the target’s Defense stat.
Water
80
100%
10
0
Diving on the first turn, the user floats up and
attacks on the next turn.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
60
95%
15
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Fighting
65
100%
20
0
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat.
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
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
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.
Dark
60
100%
20
0
The user swings its body around violently to inflict
damage on everything in its vicinity.
Fire
--
85%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Rock
100
80%
5
0
The user stabs the target from below with
sharpened stones. Critical hits land more easily.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison 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.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
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 TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Ice
--
--
10
0
The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
Fighting
--
--
20
0
The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
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.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
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.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
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.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
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.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
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.
Rock
60
95%
15
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
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.
Fighting
65
100%
20
0
The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat.
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
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
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.
Dark
60
100%
20
0
The user swings its body around violently to inflict
damage on everything in its vicinity.
Fire
--
85%
15
0
The user shoots a sinister, bluish-white flame at the
target to inflict a burn.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Rock
100
80%
5
0
The user stabs the target from below with
sharpened stones. Critical hits land more easily.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison 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.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
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.
#150 Mewtwo
• Sprites & extra info…