Rotom’s Poké dex
#308 Medicham
1.3 m
(4'03") —
31.5 kg
(69.4 lbs.)
Meditate Pokémon
Ability #1
• Pure Power - Using its pure power, the Pokémon doubles its
Attack stat.
Hidden Ability
• Telepathy - Anticipates an ally’s attack and dodges it.
Hoenn-Dex #077 R SE ~ #079 ΩR αS
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#308 Medicham
• Evolution
#308 Medicham
• 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
2
1
1
½
1
2
1
1
1
1
1
1
1
1
1
2
Gen. III-V:
1
½
2
1
1
½
1
2
1
1
1
1
1
1
1
1
1
-
This table ignores the ability.
#308 Medicham
• 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
60
60
75
60
75
80
Level 50
120-167
58-123
72-139
58-123
72-139
76-145
Level 100
230-324
112-240
139-273
112-240
139-273
148-284
Tot. Base Stats : 410
Effort values (2 )
0
0
0
0
0
2
Experience : 144 ; Before Black 2 and White 2 : 153
#308 Medicham
• Pokédex Entries
Ruby It is said that through meditation,
MEDICHAM heightens energy inside
its body and sharpens its sixth sense.
This POKéMON hides its presence by
merging itself with fields and
mountains.
Sapphire Through the power of meditation,
MEDICHAM developed its sixth sense.
It gained the ability to use
psychokinetic powers. This POKéMON is
known to meditate for a whole month
without eating.
Emerald Through crushingly harsh yoga training, it
gained the power to foretell its foe’s
actions. It battles with elegant, dance-
like movement.
FireRed It elegantly avoids attacks with dance-
like steps, then launches a devastating
blow in the same motion.
LeafGreen It elegantly avoids attacks with dance-
like steps, then launches a devastating
blow in the same motion.
Diamond Through yoga training, it has
honed its sixth sense. Its
movements are elegant.
Pearl Through daily meditation, it hones
its spiritual power. It can sense
what others are thinking.
Platinum It gains the ability to see the aura
of its opponents by honing its mind
through starvation.
HeartGold Through yoga training, it gained
the psychic power to predict
its foe’s next move.
SoulSilver Through yoga training, it gained
the psychic power to predict
its foe’s next move.
Black It gains the ability to see the aura
of its opponents by honing its mind
through starvation.
White It gains the ability to see the aura
of its opponents by honing its mind
through starvation.
Black 2 and White 2 It gains the ability to see the aura
of its opponents by honing its mind
through starvation.
X It elegantly avoids attacks with dance-like steps,
then launches a devastating blow in the
same motion.
Y Through yoga training, it gained the psychic power
to predict its foe’s next move.
Omega Ruby It is said that through meditation, Medicham heightens energy
inside its body and sharpens its sixth sense. This Pokémon
hides its presence by merging itself with fields and mountains.
Alpha Sapphire Through the power of meditation, Medicham developed its
sixth sense. It gained the ability to use psychokinetic powers.
This Pokémon is known to meditate for a whole month
without eating.
#308 Medicham
• Locations
Ruby
Victory Road.
Sapphire
Victory Road.
Diamond
Acuity Lakefront, Mt. Coronet, Route 217, Victory Road.
Pearl
Acuity Lakefront, Mt. Coronet, Route 217, Victory Road.
Platinum
Mt. Coronet.
#308 Medicham
Gen. III-V data
#308 Medicham
• Egg Groups
#308 Medicham
• Moves, Learnset of Medicham
By leveling up
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Fire
75
100%
15
0
The target is punched with a fiery fist. This may also
leave the target with a burn.
Electric
75
100%
15
0
The target is punched with an electrified fist.
This may also leave the target with paralysis.
Ice
75
100%
15
0
The target is punched with an icy fist. This may also
leave the target frozen.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
--
--
40
0
The user senses the target’s movements with its
mind to ensure its next attack does not miss
the target.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Fighting
85
90%
20
0
The target is attacked with a knee kick from a jump.
If it misses, the user is hurt instead.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Fighting
--
100%
15
0
An all-out attack that becomes more powerful the
less HP the user has.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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
Fire
75
100%
15
0
The target is punched with a fiery fist. This may also
leave the target with a burn.
Electric
75
100%
15
0
The target is punched with an electrified fist.
This may also leave the target with paralysis.
Ice
75
100%
15
0
The target is punched with an icy fist. This may also
leave the target frozen.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
--
--
40
0
The user senses the target’s movements with its
mind to ensure its next attack does not miss
the target.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Fighting
85
90%
20
0
The target is attacked with a knee kick from a jump.
If it misses, the user is hurt instead.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Fighting
--
100%
15
0
An all-out attack that becomes more powerful the
less HP the user has.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
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.
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.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
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.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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
Fire
75
100%
15
0
The target is punched with a fiery fist. This may also
leave the target with a burn.
Electric
75
100%
15
0
The target is punched with an electrified fist.
This may also leave the target with paralysis.
Ice
75
100%
15
0
The target is punched with an icy fist. This may also
leave the target frozen.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
40
0
The user senses the target’s movements with its
mind to ensure its next attack does not miss
the target.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Fighting
85
90%
20
0
The target is attacked with a knee kick from a jump.
If it misses, the user is hurt instead.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Fighting
--
100%
15
0
An all-out attack that becomes more powerful the
less HP the user has.
Normal
--
--
20
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
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.
Rock
75
90%
10
0
Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
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.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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
Fire
75
100%
15
0
The target is punched with a fiery fist. This may also
leave the target with a burn.
Electric
75
100%
15
0
The target is punched with an electrified fist.
This may also leave the target with paralysis.
Ice
75
100%
15
0
The target is punched with an icy fist. This may also
leave the target frozen.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
--
--
5
0
The user senses the target’s movements with its
mind to ensure its next attack does not miss
the target.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Fighting
130
90%
10
0
The target is attacked with a knee kick from a jump.
If it misses, the user is hurt instead.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Fighting
--
100%
15
0
An all-out attack that becomes more powerful the
less HP the user has.
Normal
--
--
10
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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
Fire
75
100%
15
0
The target is punched with a fiery fist. This may also
leave the target with a burn.
Electric
75
100%
15
0
The target is punched with an electrified fist.
This may also leave the target with paralysis.
Ice
75
100%
15
0
The target is punched with an icy fist. This may also
leave the target frozen.
Normal
--
--
10
1
The user endures attacks for two turns, then strikes
back to cause double the damage taken.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Psychic
--
--
40
0
The user meditates to awaken the power deep
within its body and raise its Attack stat.
Psychic
50
100%
25
0
The target is hit by a weak telekinetic force.
This may also confuse the target.
Fighting
--
--
5
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Normal
--
--
5
0
The user senses the target’s movements with its
mind to ensure its next attack does not miss
the target.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Fighting
130
90%
10
0
The target is attacked with a knee kick from a jump.
If it misses, the user is hurt instead.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Fighting
--
100%
15
0
An all-out attack that becomes more powerful the
less HP the user has.
Normal
--
--
10
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
By tutoring
XD
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Fighting
--
100%
20
0
The target is thrown using the power of gravity.
It inflicts damage equal to the user’s level.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
5
0
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
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.
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.
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.
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.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
5
0
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
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.
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.
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.
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.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
5
0
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
10
0
The user recycles a held item that has been used in
battle so it can be used again.
Normal
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.
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.
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.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
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.
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
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
50
80%
10
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
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.
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
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
60
95%
15
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
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.
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.
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.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
60
95%
15
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
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.
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.
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.
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.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Normal
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
60
95%
15
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
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
--
--
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.
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.
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
Normal
--
--
30
0
The user is roused, and its Attack and Sp. Atk
stats increase.
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.
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.
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
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
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.
Rock
60
95%
15
0
Boulders are hurled at the target. This also lowers
the target’s Speed stat by preventing its movement.
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.
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.
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
--
--
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.
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.
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.
#308 Medicham
• Sprites & extra info…