Rotom’s Poké dex
#177 Natu
0.2 m
(0'08") —
2.0 kg
(4.4 lbs.)
Tiny Bird Pokémon
Ability #1
• Synchronize - The attacker will receive the same status condition if
it inflicts a burn, poison, or paralysis to the Pokémon.
Ability #2
• Early Bird - The Pokémon awakens twice as fast as other
Pokémon from sleep.
Hidden Ability
• Magic Bounce - Reflects status moves, instead of getting hit
by them.
Johto-Dex #159 G SC ~ #161 HG SS
Hoenn-Dex #162 R SE ~ #169 ΩR αS
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#177 Natu
• Evolution
#177 Natu
• 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
¼
1
1
0
2
1
2
1
1
1
½
2
½
2
1
2
1
Gen. II-V:
1
¼
1
1
0
2
1
2
1
1
1
½
2
½
2
1
2
-
This table ignores the ability.
#177 Natu
• 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
40
50
45
70
45
70
Level 50[Gen. III+]
100-147
49-112
45-106
67-134
45-106
67-134
Level 100[Gen. III+]
190-284
94-218
85-207
130-262
85-207
130-262
Tot. Base Stats : 320
Effort values (1 )[Gen. III+]
0
0
0
1
0
0
Experience : 64 ; Before Black 2 and White 2 : 73
Pokémon GO
Stamina
Attack
Defense
80
134
89
#177 Natu
• Pokédex Entries
Gold Because its wings
aren't yet fully
grown, it has to
hop to get around.
It is always staring at something.
Silver It usually forages
for food on the
ground but may, on
rare occasions,
hop onto branches
to peck at shoots.
Crystal It is extremely
good at climbing
tree trunks and
likes to eat the
new sprouts on
the trees.
Stadium 2 Because its wings aren't yet fully grown, it has to hop to get around. It is always staring at something.
Ruby NATU cannot fly because its wings are
not yet fully grown. If your eyes meet
with this POKéMON’s eyes, it will stare
back intently at you. But if you move
even slightly, it will hop away to safety.
Sapphire NATU has a highly developed jumping
ability. The POKéMON flaps and leaps
onto tree branches that are taller than
grown-up people to pick at the tree’s
new shoots.
Emerald It runs up short trees that grow on the
savanna to peck at new shoots.
A NATU’s eyes look as if they are
always observing something.
FireRed It usually forages for food on the ground
but may, on rare occasions, hop onto
branches to peck at shoots.
LeafGreen Because its wings aren’t yet fully grown,
it has to hop to get around. It is always
staring at something.
Diamond It picks food from cactus plants,
deftly avoiding buds and spines.
It seems to skip about to move.
Pearl It picks food from cactus plants,
deftly avoiding buds and spines.
It seems to skip about to move.
Platinum It picks food from cactus plants,
deftly avoiding buds and spines.
It seems to skip about to move.
HeartGold Because its wings aren’t yet fully
grown, it has to hop to get around.
It is always staring at something.
SoulSilver It usually forages for food on the
ground but may, on rare occasions,
hop onto branches to peck at shoots.
Black It picks food from cactus plants,
deftly avoiding buds and spines.
It seems to skip about to move.
White It picks food from cactus plants,
deftly avoiding buds and spines.
It seems to skip about to move.
Black 2 and White 2 It picks food from cactus plants,
deftly avoiding buds and spines.
It seems to skip about to move.
X Because its wings aren’t yet fully grown, it has
to hop to get around. It is always staring
at something.
Y It usually forages for food on the ground but may,
on rare occasions, hop onto branches to peck
at shoots.
Omega Ruby Natu cannot fly because its wings are not yet fully grown.
If your eyes meet with this Pokémon’s eyes, it will stare back
intently at you. But if you move even slightly, it will hop away
to safety.
Alpha Sapphire Natu has a highly developed jumping ability. The Pokémon
flaps and leaps onto tree branches that are taller than
grown-up people to pick at the tree’s new shoots.
Ultra Sun Although it still can’t fly, its jumping power is
outstanding. It jumps way up into trees and
plucks the buds from the branches.
Ultra Moon The look in its eyes gives the impression that
it’s carefully observing you. If you approach it,
Natu will hop away.
#177 Natu
• Locations
Gold
Ruins of Alph.
Silver
Ruins of Alph.
Crystal
Ruins of Alph.
Ruby
Safari Zone.
Sapphire
Safari Zone.
Emerald
Safari Zone.
FireRed
Ruin Valley.
LeafGreen
Ruin Valley.
Diamond
Route 224.
Pearl
Route 224.
Platinum
Route 224.
HeartGold
Headbutt , Ruins of Alph.
SoulSilver
Headbutt , Ruins of Alph.
#177 Natu
Gen. II-V data
#177 Natu
• Egg Groups
#177 Natu
• Moves, Learnset of Natu
By leveling up
Gold and Silver
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Ghost
--
100%
15
0
The user makes the target see a frightening mirage.
It inflicts damage equal to the user’s level.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ghost
--
100%
10
0
The target is exposed to a sinister ray that
triggers confusion.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By breeding
Gold and Silver
Move
Power
Accuracy
PP
Priority
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ice
--
--
30
0
The user creates a haze that eliminates every stat
change among all the Pokémon engaged in battle.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
By TM/HM
Gold and Silver
Move
Power
Accuracy
PP
Priority
???
--
--
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.
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.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
60
100%
5
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
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
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Ghost
--
100%
15
0
A sleeping target sees a nightmare that inflicts some
damage every turn.
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
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Ghost
--
100%
15
0
The user makes the target see a frightening mirage.
It inflicts damage equal to the user’s level.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ghost
--
100%
10
0
The target is exposed to a sinister ray that
triggers confusion.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By breeding
Crystal
Move
Power
Accuracy
PP
Priority
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ice
--
--
30
0
The user creates a haze that eliminates every stat
change among all the Pokémon engaged in battle.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
By TM/HM
Crystal
Move
Power
Accuracy
PP
Priority
???
--
--
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.
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.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
60
100%
5
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
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
60
--
20
0
Star-shaped rays are shot at the opposing Pokémon.
This attack never misses.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Ghost
--
100%
15
0
A sleeping target sees a nightmare that inflicts some
damage every turn.
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
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Ghost
--
100%
15
0
The user makes the target see a frightening mirage.
It inflicts damage equal to the user’s level.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ghost
--
100%
10
0
The target is exposed to a sinister ray that
triggers confusion.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By breeding
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Flying
--
100%
15
0
The user covers the target’s body with a mass of
down that harshly lowers its Attack stat.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ice
--
--
30
0
The user creates a haze that eliminates every stat
change among all the Pokémon engaged in battle.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Normal
--
--
20
0
The user rests to cure itself of poisoning, a burn,
or paralysis.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
By TM/HM
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
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.
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.
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.
Grass
60
100%
5
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Ghost
--
100%
15
0
The user makes the target see a frightening mirage.
It inflicts damage equal to the user’s level.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ghost
--
100%
10
0
The target is exposed to a sinister ray that
triggers confusion.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By breeding
Emerald
Move
Power
Accuracy
PP
Priority
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Flying
--
100%
15
0
The user covers the target’s body with a mass of
down that harshly lowers its Attack stat.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ice
--
--
30
0
The user creates a haze that eliminates every stat
change among all the Pokémon engaged in battle.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Normal
--
--
20
0
The user rests to cure itself of poisoning, a burn,
or paralysis.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
By tutoring
Emerald
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
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
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
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
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
Emerald
Move
Power
Accuracy
PP
Priority
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.
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.
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.
Grass
60
100%
5
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Ghost
--
100%
15
0
The user makes the target see a frightening mirage.
It inflicts damage equal to the user’s level.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Psychic
80
90%
15
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ghost
--
100%
10
0
The target is exposed to a sinister ray that
triggers confusion.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By breeding
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Flying
80
100%
20
0
A corkscrewing attack with a sharp beak acting as
a drill.
Flying
--
100%
15
0
The user covers the target’s body with a mass of
down that harshly lowers its Attack stat.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ice
--
--
30
0
The user creates a haze that eliminates every stat
change among all the Pokémon engaged in battle.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
40
100%
30
1
The user lunges at the target at a speed that makes
it almost invisible. This move always goes first.
Normal
--
--
20
0
The user rests to cure itself of poisoning, a burn,
or paralysis.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
By tutoring
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
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
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.
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.
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.
Grass
60
100%
5
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Ghost
--
100%
15
0
The user makes the target see a frightening mirage.
It inflicts damage equal to the user’s level.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Psychic
100
100%
10
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ghost
--
100%
10
0
The target is exposed to a sinister ray that
triggers confusion.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By TM/HM
Colosseum
Move
Power
Accuracy
PP
Priority
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.
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.
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.
Grass
75
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Flying
35
100%
35
0
The target is jabbed with a sharply pointed beak
or horn.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Ghost
--
100%
15
0
The user makes the target see a frightening mirage.
It inflicts damage equal to the user’s level.
Psychic
--
--
20
0
Use it to flee from any wild Pokémon.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Psychic
100
100%
10
0
Two turns after this move is used, a hunk of psychic
energy attacks the target.
Ghost
--
100%
10
0
The target is exposed to a sinister ray that
triggers confusion.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
By tutoring
XD
Move
Power
Accuracy
PP
Priority
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Ghost
--
100%
15
0
A sleeping target sees a nightmare that inflicts some
damage every turn.
Flying
140
90%
5
0
A second-turn attack move where critical hits land
more easily. This may also make the target flinch.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
By TM/HM
XD
Move
Power
Accuracy
PP
Priority
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.
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.
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.
Grass
75
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By TM/HM
Diamond and Pearl
Move
Power
Accuracy
PP
Priority
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.
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.
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.
Grass
60
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Bug
60
100%
5
0
The target is attacked with powdery scales blown
by the wind. This may also raise all the user’s stats.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Bug
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
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.
By TM/HM
Platinum
Move
Power
Accuracy
PP
Priority
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.
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.
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.
Grass
60
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Bug
60
100%
5
0
The target is attacked with powdery scales blown
by the wind. This may also raise all the user’s stats.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Bug
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
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.
By TM/HM
HeartGold and SoulSilver
Move
Power
Accuracy
PP
Priority
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.
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.
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.
Grass
60
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Psychic
--
--
10
0
The user employs its psychic power to exchange
Abilities with the target.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Bug
60
100%
5
0
The target is attacked with powdery scales blown
by the wind. This may also raise all the user’s stats.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Bug
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
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.
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.
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.
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
--
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
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.
Psychic
--
--
15
2
The user teleports using a strange power and
switches places with one of its allies.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Bug
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
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.
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.
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.
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
--
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
40
100%
10
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
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.
Psychic
--
--
15
2
The user teleports using a strange power and
switches places with one of its allies.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Flying
60
100%
20
0
The user pecks the target. If the target is holding a
Berry, the user eats it and gains its effect.
Bug
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
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.
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.
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.
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.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
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.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Bug
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
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.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By 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.
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.
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.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
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.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Bug
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
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.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By 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.
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.
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.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
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.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
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.
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.
Bug
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
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.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By 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.
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.
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.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
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.
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.
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.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
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.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
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.
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.
Bug
70
100%
20
0
After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
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.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#177 Natu
• Sprites & extra info…