Any attack with • in the front means that it is a physical attack which can be applied to many different things.
Any attack with ç in the front means that it is a move that makes physical contact with the opposing pokemon.
An attack with a ~ in front means that it can hit more than one target at once. Please refer to this list for specific details.
*Camouflage Guidelines: Please refer to This page for information on how your current environment affects this move.
**Natural Gift: Please refer to This page for information on what berries are needed to do what kind of damage, and what type of attack that berry will make it.
***Nature Power: Please refer to This page for information on how your current environment affects Nature Power's attunement to moves.
****Trap Moves: Moves listed here, including the moves in the Binding Moves subcategory
*****Grass Knot and Low Kick Damage chart:
0.1 - 21.8 lbs - 20 damage
21.9 - 54.9 lbs - 40 damage
55.1 - 110.0 lbs - 60 damage
110.2 - 220.2 lbs - 80 damage
220.4 - 440.7 lbs - 100 damage
440.9 lbs or more - 120 damage
Please refer to this chart to determine the opponent's weight.
Legendary exclusive moves and abilities are highlighted in red, and while the moves can be learned by normal pokemon via a balm mushroom, when not being used by their respective legendary are significantly weaker. The changes that occur when being used by a normal pokemon are highlighted in blue.
1 -
Normal Type - 157
1 - Acupressure: Generate two numbers between 1 and 5, the two numbers you roll take the corresponding stat and raise it two stages for the rest of the battle. (This move can only be used once per battle)
1- Attack
2- Special Attack
3- Defense
4- Special Defense
5- Speed
After You: forces target to strike first next round
Assist: Generate a number equal to your active party pokemon minus your current pokemon, then generate a number 1-4 to pick a move on the generated pokemon's moveset. That is the attack you use.
2 - Attract: Opposing gender opponents become infatuated.
3 - •Barrage: 15: hits 2-5 times
4 - Baton Pass: User swaps with another active party pokemon, passing on all status alterations and effects such as Aqua ring, ingrain, substitute, as well as negative effects such as Leech seed. (with the exception of infatuation or ability changes.)
5 - Belly Drum: Users physical attacks gain +60 damage, but user's Max HP is cut by 1/4 for the rest of the battle.
Bestow: The user passes its held item to the target. Fails if the target is already holding an item.
6 - ç•Bide: The user waits for two rounds and deals double the damage taken during those two rounds. Freeze, partial trap duration, and flinching will pause but not disrupt the duration of Bide. (Priority +1)
7 - ç•Bind: 15: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
8 - Block: Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
9 - ç•Body Slam: 85: 7/10 chance to paralyze. If a pokemon has used minimize, the base power is doubled.
10 - ~Boomburst: 140:
11 - Camouflage: Alters users type based on the area it is used in*
12 - ~Captivate: If target pokemon is the opposite gender, lower targets special attack two stages, fails if used on a pokemon with Oblivious or if the target has no gender.
13 - ç•Chip away: 70: ignores any changes to the target's physical Defense or evasion.
14 - ç•Comet Punch: 18: hits 2-5 times
15 - Confide: Lower targets special attack one stage
16 - ç•Constrict: 10: 1/2 chance to reduce targets speed one stage
17 - Conversion: Changes the user's current type to match the type of the first of the user's moves.
18 - Conversion 2: Changes the user's current type to a type that either resists or is immune to the type of the move last used by the target.
Copycat: Copies the last move used
ç•Covet: 60: Steals targets hold item (Item is returned at the end of the battle)
19 - Court Change: Swaps barriers, veils and other effects between each side of the battlefield.
20 - ç•Crush Claw: 75: 9/10 Chance to lowering targets physical defense one stage
21 - ç•Crush Grip: The higher the user's current HP, the higher damage caused. (121 x Current HP / MaxHP) (100 x Current HP / MaxHP)
22 - ç•Cut: 50:
23 - Defense Curl: Raise user's physical defense one stage, doubles the power of rollout & ice ball as long as the user remains in battle
24 - Disable: Prevents target from using it's last move for 4 rounds. Can only disable one of the target's moves at a time.
25 - ç•Dizzy Punch: 70: 4/10 chance to confuse
26 - ç•Double Hit: 35: per hit, hits twice (70 damage total)
27 - Double Team: Raise evasiveness one stage
28 - ç•Double-Edge: 120: user takes recoil damage equal to 1/3 of the damage dealt.
29 - ç•Doubleslap: 15: hits 2-5 times
30 - Echoed Voice: 40: power doubles upon each consecutive use up to 200 damage.
31 - •Egg Bomb: 100:
32 - Encore: Target pokemon repeats their last used move for the next 3 rounds
33 - ç•Endeavor: Cuts the targets HP to equal user's
Endure: Survive any attack in one round with 1 HP. If used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +3)
34 - Entrainment: Gives target pokemon the same ability as user
35 - ~•Explosion: 250: Causes user to faint
36 - ç•Extreme Speed: 80: (Priority +2)
37 - ç•Facade: 70: does double damage if user is poisoned, paralyzed, or burned
38 - ç•Fake Out: 40: Causes the target to flinch if it hits. It is only successful on the first round the user is in battle, but reset each time the Pokemon switches out and back in. (Priority +3)
39 - ç•False Swipe: 40: Always leaves at least 1 HP
•Feint: 30: can hit opponents using guard moves (Priority +2)
40 - ç•Flail: Power Varies based on the percentage of HP remaining on user:
100-71% HP: 20-dmg,
70-36% HP: 40-dmg,
35-21% HP: 80-dmg,
20-11% HP: 100-dmg,
10-5% HP: 150-dmg,
4%-1HP: 200-dmg,
41 - Flash: Lower targets accuracy one stage
42 - Focus Energy: All attacks have a 1/10 of a critical hit. The chance to critically hit increases by 1/10 up to 5 times, with max at 5/10.
Follow Me: Forces opponents to target the user for one round (Priority +2)
43 - Foresight: Allows fighting and normal attacks to hit a targeted Ghost
44 - ç•Frustration: 100: -20 per FP
45 - ç•Fury Attack: 15: hits 2-5 times
46 - ç•Fury Swipes: 18: hits 2-5 times
47 - ç•Giga Impact: 150: user must recharge next round unless the attack misses.
48 - Glare: Paralyzes target pokemon
49 - ~Growl: Lower targets physical attack one stage
50 - Growth: Raise user's physical & special attack one stage
51 - •Guillotine: 3/10 chance to Instant KO; Unaffected by accuracy/evasion
52 - Harden: Raise users physical defense one stage
53 - ç•Head Charge: 120: User takes recoil damage equal to 1/4 the damage done
54 - ç•Headbutt: 70: 4/10 Chance of causing target to flinch
55 - ~Heal Bell: Cures all party's status ailments, including the user's
Helping Hand: If used in a double battle, boosts 1 adjacent ally pokemon's physical & special attack by x1.5. (Priority +5)
56 - Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel
57 - ç•Horn Attack: 65:
58 - ç•Horn Drill: 3/10 chance to Instant KO; Unaffected by accuracy/evasion
59 - Howl: Raise user's physical attack one stage
60 - Hyper Beam: 150: user must recharge next round unless the attack misses.
61 - ç•Hyper Fang: 80: 2/10 Chance of causing target to flinch
62 - ~Hyper Voice: 90:
63 - Judgement: 100: type varies according to what type of plate the user is holding 80: type varies according to what type of plate the user is holding
64 - Laser Focus: Ensures that the next attack will critically hit
65 - ç•Last Resort: 140: can only be used after the user has used every other move in their moveset
66 - ~Leer: Lower targets physical defense one stage
67 - Lock-On: Ensures Next attack hits target pokemon, does not effect OHKO moves.
68 - Lovely Kiss: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
69 - ~Lucky Chant: Damage done to user is reduced by 30 for 5 rounds. Prevents Critical Hits.
Me First: Copies targets currently used move. (Priority +1)
70 - Mean Look: Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
71 - ç•Mega Kick: 120:
72 - ç•Mega Punch: 80:
Metronome: Generate a number 1-18 for the type of move metronome will do. Then, generate the number beside the title for that type, for instance 31 for water. The attack corresponding to the number you generate will be the attack your pokemon does. [For instance, with the above example, if you had generated 28, your pokemon would use Water Spout]
73 - Milk Drink: Recovers half max HP. Can be used outside of battle by sacrificing 1/4 of the user's max HP to heal half max HP of a target party pokemon. Can only be used 5 times in battle
Mimic: Copies last move used and keeps in place of mimic until the battle ends
74 - Mind Reader: Ensures Next attack hits target pokemon, does not effect OHKO moves.
75 - Minimize: Raise users evasiveness two stages
76 - Morning Sun: Recovers half max Hp. Restore full hp in Sunny Day. Can only be use 5 times in battle
77 - ç•Multi-Attack: 120, Type changes based on which memory this pokemon is holding. 90, does not change type
78 - •Natural Gift: Berries=power **
Nature Power: Type of attack depends on the location***
79 - Noble Roar: Lower targets physical & special attack one stage
80 - Odor Sleuth: Allows fighting & normal attacks to hit a targeted Ghost pokemon
81 - Pain Split: Adds User and Target current HP together then divide it evenly between the two.
82 - •Pay Day: 40: this damage is doubled if the user is holding an Amulet Coin or Luck Incense.
83 - ~Perish Song: All pokemon that hear this song, faints in three rounds, user included
84 - Play Nice: Lower targets physical attack one stage
85 - ç•Pound: 40
86 - •Present: Roll a d4, a 1 heals the target for 1/4 of their max HP, a 2 deals 40 damage, a 3 deals 80 damage, and a 4 deals 120 damage.
Protect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
87 - Psych Up: Copies all stat changes of target pokemon, both positive and negative.
88 - ç•Quick Attack: 40: (Priority +1)
89 - ç•Rage: 20: if used in succession, each time the user is hit, this move does 10 more damage.
90 - ç•Rapid Spin: 50: Raises speed by one stage and eliminates Trap Moves****
91 - ~Razor Wind: 80: 1st turn to charge, 2nd turn attack, 1/10 chance to critically hit
92 - Recover: Recovers half max HP. Can only be use 5 times in battle
93 - Recycle: Restore consumed held item during battle.
94 - Reflect type: Copies the targets type(s)
95 - Refresh: Cures the user of poison, paralysis, or burn
~Relic Song: 75: 1/3 chance to inflict Sleep condition on all other pokemon. 65: 1/3 chance to inflict Sleep condition on all other pokemon.
96 - ç•Retaliate: 70: If a teammate has fainted the round prior to use, attack power is doubled
97 - ç•Return: 10: +20 per FP.
98 - Roar: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
99 - Revelation Dance: 90, The user's type determines the type of this move.
100 - ç•Rock Climb: 90: 4/10 chance to confuse target
101 - Round: 60: Power doubles if used consecutively in double battles. Including both friendly and opponents pokemon. Doesn't need to be the same pokemon.
102 - ~Safeguard: Prevent all status effects for five rounds
103 - Scary Face: Lower targets speed one stage
104 - ç•Scratch: 40:
105 - Screech: Lower targets defense two stages
106 - •Secret Power: 70: 1/2 chance of a secondary effect based on terrain of the battle
107 - ~•Self-Destruct: 200: User Faints
108 - Sharpen: Raise user's attack one stage
109 - Shell Smash: Reduces physical & special defense one stage, but raise physical & special attack, & speed two stages.
110 - Simple Beam: Changes target pokemons ability to Simple.
111 - Sing: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
Sketch: Copies targets last move permanently. Only Smeargle can know or use this move for any reason including the effects a Balm Mushroom. Can't copy legendary exclusive moves and only one move with a base power of 100 or more can be known as a time. Can copy moves by any method desired.
112 - ç•Skull Bash: 130: 1st turn charge, 2nd turn attack. Raise user's physical defense one stage when charging.
113 - Slack Off: Recovers half max HP. Can only be use 5 times in battle
114 - ç•Slam: 80:
115 - ç•Slash: 70: 1/10 chance to critically hit
Sleep Talk: Random attack while asleep, Generate 1-3. Can't use Rest.
116 - ç•Smellingsalt: 70: Inflicts double damage if target is parlayed. Cures the targets paralysis.
117 - Smokescreen: Lower targets accuracy one stage
Snore: 50: 4/10 Chance of causing target to flinch, Only works when the user is asleep
118 - Softboiled: Recovers half max HP. Can be used outside of battle. User give 25% Max Hp to heal half max Hp of target pokemon. Can only be used 5 times in battle
119 - Sonicboom: 20: Unaffected by weaknesses/resistance, does not ignore type immunity
120 - •Spike Cannon: 20: hits, 2-5 times
121 - Spit Up: Power varies depending on how many stockpiles are stored:
One Stockpile = 100-dmg,
Two Stockpiles = 200-dmg,
Three Stockpiles = 300-dmg,
122 - Splash: no effect
123 - Spotlight: Directs all attacks to the target during the round it is used.
124 - Stockpile: Raise physical & special defense one stage. User can only have a maximum of three stockpiles at any given time. If the moves Spit Up or Swallow are used, the defense boosts gained from this move are lost.
125 - ç•Stomp: 65: 4/10 Chance of causing target to flinch, power is doubled if used on a pokemon who has used minimize.
126 - ç•Strength: 80:
127 - Stuff Cheeks: The user eats its held Berry, then raises its Defense stat by two stages.
128 - Substitute: User loses 1/4 of their max HP and creates a decoy with HP equal to the amount of HP taken. This substitute will receive all damage from attacks until its HP is depleted. The substitute counts as having all the same stat alterations as the user. Substitutes can't be effected by any conditions such as poison or burn. Please refer to this list for moves that hit past the substitute
129 - ç•Super Fang: Does damage equal to 1/2 the targets current HP
130 - Supersonic: Confuses target pokemon
131 - Swagger: Confuses target pokemon, and raise their physical attack two stages
132 - Swallow: Restores health depending on how many stockpiles are saved up
One Stockpile → 25% of the user's maximum HP
Two Stockpiles → 50% of the user's maximum HP
Three Stockpiles → 100% of the user's maximum HP
133 - ~Sweet Scent: Lower targets evasion two stages
134 - ~Swift: 60: Ignores accuracy & evasiveness
135 - Swords Dance: Raise user's physical attack two stages
136 - ç•Tackle: 40:
137 - ç•Tail Slap: 25: hits, 2-5 times
138 - ~Tail Whip: Lower targets physical defense one stage
139 - ç•Take Down: 90: user takes recoil damage equal to 1/4 of the damage dealt.
140 - Tearful Look: Lowers target's Attack & Special Attack stats by 1 stage
Techno Blast: 120: attack Type based on which Drive is currently being held 100: attack Type based on which Drive is currently being held
141 - ~Teatime: Causes all pokemon to eat their held berry.
142 - ~Teeter Dance: Confuses all Pokémon in battle
143 - ç•Thrash: 120: Inflicts damage for 2-3 rounds then user is confused. ( Generate a number between 2-3 for round count )
144 - Tickle: Lower targets physical attack & defense each one stage
Transform: Change into opponent, copying their ability and moveset
145 - Tri Attack: 80: generate a number between 1-5, if a 1 is generated, generate another number between 1-3, a 1 inflicts burn, a 2 inflicts freeze, and a 3 inflicts paralysis.
146 - çTrump Card: Does damage based on how much HP this pokemon has left.
100-75% HP: 40-dmg,
74-50% HP: 60-dmg,
49-25% HP: 80-dmg,
24-5% HP: 100-dmg,
4%-1HP: 200-dmg,
147 - Uproar: 90: lasts 3 rounds, and all Pokemon on the field cannot sleep for the duration of the uproar
148 - ç•Vice Grip: 55:
149 - Weather Ball: 50: Type changes with the weather.
150 - Intense Sunlight: Fire Type
151 - Rain: Water Type
152 - Hail: Ice Type
153 - Sandstorm: Rock Type
154 - Foggy or Clear Skies: Normal
155 - Whirlwind: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
156 - Wish: The user makes a wish, and at the end of the next round, the currently active Pokemon recovers Hp equal to half of the Hp of the user. Not effected by Power herb. Can only be use 5 times in battle
157 - Work Up: Raise user's physical attack & special attack one stage
158 - ç•Wrap: 15: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
159 - çWring Out: Does damage depending on how much HP the opponent has.
100-75% HP: 120-dmg,
74-50% HP: 80-dmg,
49-25% HP: 60-dmg,
24-5% HP: 40-dmg,
4%-1HP: 10-dmg,
160 - Yawn: Makes the target drowsy, at the end of the target's next turn, they are put to sleep. This move will fail if used on a sleeping target.
1- Attack
2- Special Attack
3- Defense
4- Special Defense
5- Speed
After You: forces target to strike first next round
Assist: Generate a number equal to your active party pokemon minus your current pokemon, then generate a number 1-4 to pick a move on the generated pokemon's moveset. That is the attack you use.
2 - Attract: Opposing gender opponents become infatuated.
3 - •Barrage: 15: hits 2-5 times
4 - Baton Pass: User swaps with another active party pokemon, passing on all status alterations and effects such as Aqua ring, ingrain, substitute, as well as negative effects such as Leech seed. (with the exception of infatuation or ability changes.)
5 - Belly Drum: Users physical attacks gain +60 damage, but user's Max HP is cut by 1/4 for the rest of the battle.
Bestow: The user passes its held item to the target. Fails if the target is already holding an item.
6 - ç•Bide: The user waits for two rounds and deals double the damage taken during those two rounds. Freeze, partial trap duration, and flinching will pause but not disrupt the duration of Bide. (Priority +1)
7 - ç•Bind: 15: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
8 - Block: Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
9 - ç•Body Slam: 85: 7/10 chance to paralyze. If a pokemon has used minimize, the base power is doubled.
10 - ~Boomburst: 140:
11 - Camouflage: Alters users type based on the area it is used in*
12 - ~Captivate: If target pokemon is the opposite gender, lower targets special attack two stages, fails if used on a pokemon with Oblivious or if the target has no gender.
13 - ç•Chip away: 70: ignores any changes to the target's physical Defense or evasion.
14 - ç•Comet Punch: 18: hits 2-5 times
15 - Confide: Lower targets special attack one stage
16 - ç•Constrict: 10: 1/2 chance to reduce targets speed one stage
17 - Conversion: Changes the user's current type to match the type of the first of the user's moves.
18 - Conversion 2: Changes the user's current type to a type that either resists or is immune to the type of the move last used by the target.
Copycat: Copies the last move used
ç•Covet: 60: Steals targets hold item (Item is returned at the end of the battle)
19 - Court Change: Swaps barriers, veils and other effects between each side of the battlefield.
20 - ç•Crush Claw: 75: 9/10 Chance to lowering targets physical defense one stage
21 - ç•Crush Grip: The higher the user's current HP, the higher damage caused. (121 x Current HP / MaxHP) (100 x Current HP / MaxHP)
22 - ç•Cut: 50:
23 - Defense Curl: Raise user's physical defense one stage, doubles the power of rollout & ice ball as long as the user remains in battle
24 - Disable: Prevents target from using it's last move for 4 rounds. Can only disable one of the target's moves at a time.
25 - ç•Dizzy Punch: 70: 4/10 chance to confuse
26 - ç•Double Hit: 35: per hit, hits twice (70 damage total)
27 - Double Team: Raise evasiveness one stage
28 - ç•Double-Edge: 120: user takes recoil damage equal to 1/3 of the damage dealt.
29 - ç•Doubleslap: 15: hits 2-5 times
30 - Echoed Voice: 40: power doubles upon each consecutive use up to 200 damage.
31 - •Egg Bomb: 100:
32 - Encore: Target pokemon repeats their last used move for the next 3 rounds
33 - ç•Endeavor: Cuts the targets HP to equal user's
Endure: Survive any attack in one round with 1 HP. If used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +3)
34 - Entrainment: Gives target pokemon the same ability as user
35 - ~•Explosion: 250: Causes user to faint
36 - ç•Extreme Speed: 80: (Priority +2)
37 - ç•Facade: 70: does double damage if user is poisoned, paralyzed, or burned
38 - ç•Fake Out: 40: Causes the target to flinch if it hits. It is only successful on the first round the user is in battle, but reset each time the Pokemon switches out and back in. (Priority +3)
39 - ç•False Swipe: 40: Always leaves at least 1 HP
•Feint: 30: can hit opponents using guard moves (Priority +2)
40 - ç•Flail: Power Varies based on the percentage of HP remaining on user:
100-71% HP: 20-dmg,
70-36% HP: 40-dmg,
35-21% HP: 80-dmg,
20-11% HP: 100-dmg,
10-5% HP: 150-dmg,
4%-1HP: 200-dmg,
41 - Flash: Lower targets accuracy one stage
42 - Focus Energy: All attacks have a 1/10 of a critical hit. The chance to critically hit increases by 1/10 up to 5 times, with max at 5/10.
Follow Me: Forces opponents to target the user for one round (Priority +2)
43 - Foresight: Allows fighting and normal attacks to hit a targeted Ghost
44 - ç•Frustration: 100: -20 per FP
45 - ç•Fury Attack: 15: hits 2-5 times
46 - ç•Fury Swipes: 18: hits 2-5 times
47 - ç•Giga Impact: 150: user must recharge next round unless the attack misses.
48 - Glare: Paralyzes target pokemon
49 - ~Growl: Lower targets physical attack one stage
50 - Growth: Raise user's physical & special attack one stage
51 - •Guillotine: 3/10 chance to Instant KO; Unaffected by accuracy/evasion
52 - Harden: Raise users physical defense one stage
53 - ç•Head Charge: 120: User takes recoil damage equal to 1/4 the damage done
54 - ç•Headbutt: 70: 4/10 Chance of causing target to flinch
55 - ~Heal Bell: Cures all party's status ailments, including the user's
Helping Hand: If used in a double battle, boosts 1 adjacent ally pokemon's physical & special attack by x1.5. (Priority +5)
56 - Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel
57 - ç•Horn Attack: 65:
58 - ç•Horn Drill: 3/10 chance to Instant KO; Unaffected by accuracy/evasion
59 - Howl: Raise user's physical attack one stage
60 - Hyper Beam: 150: user must recharge next round unless the attack misses.
61 - ç•Hyper Fang: 80: 2/10 Chance of causing target to flinch
62 - ~Hyper Voice: 90:
63 - Judgement: 100: type varies according to what type of plate the user is holding 80: type varies according to what type of plate the user is holding
64 - Laser Focus: Ensures that the next attack will critically hit
65 - ç•Last Resort: 140: can only be used after the user has used every other move in their moveset
66 - ~Leer: Lower targets physical defense one stage
67 - Lock-On: Ensures Next attack hits target pokemon, does not effect OHKO moves.
68 - Lovely Kiss: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
69 - ~Lucky Chant: Damage done to user is reduced by 30 for 5 rounds. Prevents Critical Hits.
Me First: Copies targets currently used move. (Priority +1)
70 - Mean Look: Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
71 - ç•Mega Kick: 120:
72 - ç•Mega Punch: 80:
Metronome: Generate a number 1-18 for the type of move metronome will do. Then, generate the number beside the title for that type, for instance 31 for water. The attack corresponding to the number you generate will be the attack your pokemon does. [For instance, with the above example, if you had generated 28, your pokemon would use Water Spout]
73 - Milk Drink: Recovers half max HP. Can be used outside of battle by sacrificing 1/4 of the user's max HP to heal half max HP of a target party pokemon. Can only be used 5 times in battle
Mimic: Copies last move used and keeps in place of mimic until the battle ends
74 - Mind Reader: Ensures Next attack hits target pokemon, does not effect OHKO moves.
75 - Minimize: Raise users evasiveness two stages
76 - Morning Sun: Recovers half max Hp. Restore full hp in Sunny Day. Can only be use 5 times in battle
77 - ç•Multi-Attack: 120, Type changes based on which memory this pokemon is holding. 90, does not change type
78 - •Natural Gift: Berries=power **
Nature Power: Type of attack depends on the location***
79 - Noble Roar: Lower targets physical & special attack one stage
80 - Odor Sleuth: Allows fighting & normal attacks to hit a targeted Ghost pokemon
81 - Pain Split: Adds User and Target current HP together then divide it evenly between the two.
82 - •Pay Day: 40: this damage is doubled if the user is holding an Amulet Coin or Luck Incense.
83 - ~Perish Song: All pokemon that hear this song, faints in three rounds, user included
84 - Play Nice: Lower targets physical attack one stage
85 - ç•Pound: 40
86 - •Present: Roll a d4, a 1 heals the target for 1/4 of their max HP, a 2 deals 40 damage, a 3 deals 80 damage, and a 4 deals 120 damage.
Protect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
87 - Psych Up: Copies all stat changes of target pokemon, both positive and negative.
88 - ç•Quick Attack: 40: (Priority +1)
89 - ç•Rage: 20: if used in succession, each time the user is hit, this move does 10 more damage.
90 - ç•Rapid Spin: 50: Raises speed by one stage and eliminates Trap Moves****
91 - ~Razor Wind: 80: 1st turn to charge, 2nd turn attack, 1/10 chance to critically hit
92 - Recover: Recovers half max HP. Can only be use 5 times in battle
93 - Recycle: Restore consumed held item during battle.
94 - Reflect type: Copies the targets type(s)
95 - Refresh: Cures the user of poison, paralysis, or burn
~Relic Song: 75: 1/3 chance to inflict Sleep condition on all other pokemon. 65: 1/3 chance to inflict Sleep condition on all other pokemon.
96 - ç•Retaliate: 70: If a teammate has fainted the round prior to use, attack power is doubled
97 - ç•Return: 10: +20 per FP.
98 - Roar: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
99 - Revelation Dance: 90, The user's type determines the type of this move.
100 - ç•Rock Climb: 90: 4/10 chance to confuse target
101 - Round: 60: Power doubles if used consecutively in double battles. Including both friendly and opponents pokemon. Doesn't need to be the same pokemon.
102 - ~Safeguard: Prevent all status effects for five rounds
103 - Scary Face: Lower targets speed one stage
104 - ç•Scratch: 40:
105 - Screech: Lower targets defense two stages
106 - •Secret Power: 70: 1/2 chance of a secondary effect based on terrain of the battle
107 - ~•Self-Destruct: 200: User Faints
108 - Sharpen: Raise user's attack one stage
109 - Shell Smash: Reduces physical & special defense one stage, but raise physical & special attack, & speed two stages.
110 - Simple Beam: Changes target pokemons ability to Simple.
111 - Sing: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
Sketch: Copies targets last move permanently. Only Smeargle can know or use this move for any reason including the effects a Balm Mushroom. Can't copy legendary exclusive moves and only one move with a base power of 100 or more can be known as a time. Can copy moves by any method desired.
112 - ç•Skull Bash: 130: 1st turn charge, 2nd turn attack. Raise user's physical defense one stage when charging.
113 - Slack Off: Recovers half max HP. Can only be use 5 times in battle
114 - ç•Slam: 80:
115 - ç•Slash: 70: 1/10 chance to critically hit
Sleep Talk: Random attack while asleep, Generate 1-3. Can't use Rest.
116 - ç•Smellingsalt: 70: Inflicts double damage if target is parlayed. Cures the targets paralysis.
117 - Smokescreen: Lower targets accuracy one stage
Snore: 50: 4/10 Chance of causing target to flinch, Only works when the user is asleep
118 - Softboiled: Recovers half max HP. Can be used outside of battle. User give 25% Max Hp to heal half max Hp of target pokemon. Can only be used 5 times in battle
119 - Sonicboom: 20: Unaffected by weaknesses/resistance, does not ignore type immunity
120 - •Spike Cannon: 20: hits, 2-5 times
121 - Spit Up: Power varies depending on how many stockpiles are stored:
One Stockpile = 100-dmg,
Two Stockpiles = 200-dmg,
Three Stockpiles = 300-dmg,
122 - Splash: no effect
123 - Spotlight: Directs all attacks to the target during the round it is used.
124 - Stockpile: Raise physical & special defense one stage. User can only have a maximum of three stockpiles at any given time. If the moves Spit Up or Swallow are used, the defense boosts gained from this move are lost.
125 - ç•Stomp: 65: 4/10 Chance of causing target to flinch, power is doubled if used on a pokemon who has used minimize.
126 - ç•Strength: 80:
127 - Stuff Cheeks: The user eats its held Berry, then raises its Defense stat by two stages.
128 - Substitute: User loses 1/4 of their max HP and creates a decoy with HP equal to the amount of HP taken. This substitute will receive all damage from attacks until its HP is depleted. The substitute counts as having all the same stat alterations as the user. Substitutes can't be effected by any conditions such as poison or burn. Please refer to this list for moves that hit past the substitute
129 - ç•Super Fang: Does damage equal to 1/2 the targets current HP
130 - Supersonic: Confuses target pokemon
131 - Swagger: Confuses target pokemon, and raise their physical attack two stages
132 - Swallow: Restores health depending on how many stockpiles are saved up
One Stockpile → 25% of the user's maximum HP
Two Stockpiles → 50% of the user's maximum HP
Three Stockpiles → 100% of the user's maximum HP
133 - ~Sweet Scent: Lower targets evasion two stages
134 - ~Swift: 60: Ignores accuracy & evasiveness
135 - Swords Dance: Raise user's physical attack two stages
136 - ç•Tackle: 40:
137 - ç•Tail Slap: 25: hits, 2-5 times
138 - ~Tail Whip: Lower targets physical defense one stage
139 - ç•Take Down: 90: user takes recoil damage equal to 1/4 of the damage dealt.
140 - Tearful Look: Lowers target's Attack & Special Attack stats by 1 stage
Techno Blast: 120: attack Type based on which Drive is currently being held 100: attack Type based on which Drive is currently being held
141 - ~Teatime: Causes all pokemon to eat their held berry.
142 - ~Teeter Dance: Confuses all Pokémon in battle
143 - ç•Thrash: 120: Inflicts damage for 2-3 rounds then user is confused. ( Generate a number between 2-3 for round count )
144 - Tickle: Lower targets physical attack & defense each one stage
Transform: Change into opponent, copying their ability and moveset
145 - Tri Attack: 80: generate a number between 1-5, if a 1 is generated, generate another number between 1-3, a 1 inflicts burn, a 2 inflicts freeze, and a 3 inflicts paralysis.
146 - çTrump Card: Does damage based on how much HP this pokemon has left.
100-75% HP: 40-dmg,
74-50% HP: 60-dmg,
49-25% HP: 80-dmg,
24-5% HP: 100-dmg,
4%-1HP: 200-dmg,
147 - Uproar: 90: lasts 3 rounds, and all Pokemon on the field cannot sleep for the duration of the uproar
148 - ç•Vice Grip: 55:
149 - Weather Ball: 50: Type changes with the weather.
150 - Intense Sunlight: Fire Type
151 - Rain: Water Type
152 - Hail: Ice Type
153 - Sandstorm: Rock Type
154 - Foggy or Clear Skies: Normal
155 - Whirlwind: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
156 - Wish: The user makes a wish, and at the end of the next round, the currently active Pokemon recovers Hp equal to half of the Hp of the user. Not effected by Power herb. Can only be use 5 times in battle
157 - Work Up: Raise user's physical attack & special attack one stage
158 - ç•Wrap: 15: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
159 - çWring Out: Does damage depending on how much HP the opponent has.
100-75% HP: 120-dmg,
74-50% HP: 80-dmg,
49-25% HP: 60-dmg,
24-5% HP: 40-dmg,
4%-1HP: 10-dmg,
160 - Yawn: Makes the target drowsy, at the end of the target's next turn, they are put to sleep. This move will fail if used on a sleeping target.
2 -
Grass Type - 40
1 - Absorb: 20: Restores HP to the user equal to 1/2 of damage dealt.
2 - Apple Acid: 80, lowers target’s sp. defense one stage.
3 - ~Aromatherapy: Heals all status problems of the user and the user's team
4 - ç•Branch Poke: 40
5 - •Bullet Seed: 25: hits 2-5 times
6 - Cotton Guard: Raise the users physical defense three stages
7 - Cotton Spore: Lower targets speed two stages
8 - •Drum Beating: 80, Lowers target's Speed one stage.
9 - Energy Ball: 90: 1/2 chance of lowering targets special defense one stage
10 - Forest's Curse: Adds Grass type to the targets type(s)
11 - Frenzy Plant: 150: user must recharge next round unless the attack misses.
12 - Giga Drain: 75: Restores HP to the user equal to 1/2 of damage dealt.
13 - çGrass Knot: Does damage depending on the targets weight*****
14 - Grass Pledge: 80: Can combine with Water Pledge to do double the damage and create a swamp, reducing speed of all opponents by three stages, or with Fire Pledge to do double the damage and burn non fire type opponents for 1/10 of their max HP for four rounds.
15 - Grassy Terrain: Grass-type moves increase by x1.3 and restores 1/16 of max HP to all grounded pokemon while active. Lasts for five rounds. Pokemon are grounded so long as ground type moves would effect them.
16 - Grass Whistle: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
17 - •Grav Apple: 80, lowers target’s defense one stage.
18 - ç•Horn Leech: 75: Restores HP to the user equal to 1/2 of damage dealt.
Ingrain: Restores 1/16 HP every round, but the user becomes trapped. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
19 - •Leafage: 40
20 - ç•Leaf Blade: 90: has a 1/10 chance to critically hit
21 - Leaf Storm: 130: Lowers user's special attack by two stages
22 - Leaf Tornado: 65: 1/2 chance to lower targets accuracy one stage
23 - Leech Seed: Sprays seeds on the target that sap 1/8 of their HP every round and restores that amount of HP to the user.
24 - Magical Leaf: 60: unaffected by changes to accuracy stat and evasion stat.
25 - Mega Drain: 40: Restores HP to the user equal to 1/2 of damage dealt.
26 - ç•Needle Arm: 60: 4/10 Chance of causing target to flinch
27 - ~•Petal Blizzard: 90:
28 - çPetal Dance: 120: Inflicts damage for 2-3 rounds then user is confused. ( Generate a number between 2-3 for round count )
29 - ç•Power Whip: 120:
30 - ~•Razor Leaf: 55: 1/10 chance to critically hit
31 - •Seed Bomb: 80:
32 - Seed Flare: 120: 8/10 chance of lowering targets special defense two stages 90: 8/10 chance of lowering targets special defense two stages
33 - Sleep Powder: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
34 - ç•Snap Trap: 35, Prevents switching or fleeing for 5 turns.
35 - Solarbeam: 120: 1st turn charge, 2nd turn attack. If the weather is Intense Sunlight, the charge and attack are in the same turn.
36 - ç•Solar Blade: 125, 1st turn charge, 2nd turn attack. If the weather is Intense Sunlight, the charge and attack are in the same turn.
37 - Spiky Shield: Protects the user, if hit with a physical attack, attacker takes damage equal to 1/10 of their max HP. If used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
38 - Spore: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
39 - Strength Sap: Heals user of Hit Points equal to target's Attack stat. Restores 60 HP if there are no stat changes, +10HP for each stage gained, capping at 120HP, -10HP for each stage lost, the lowest being 10HP restored. Lowers target's Attack by 1 stage.
40 - Stun Spore: Paralyzes opponent
41 - Synthesis: Recovers half max HP. Restore full HP when the weather is Intense Sunlight. Can only be use 5 times in battle
42 - ç•Trop Kick: 70, Lowers opponent's Attack one stage.
43 - ç•Vine Whip: 45:
44 - ç•Wood Hammer: 120: user takes recoil damage equal to 1/3 of the damage done
45 - Worry Seed: Changes target's ability to Insomnia. If the target was sleeping, they will wake. Worry Seed will fail if used against pokemon with the abilities Multitype, Stance Change, or Truant.
2 - Apple Acid: 80, lowers target’s sp. defense one stage.
3 - ~Aromatherapy: Heals all status problems of the user and the user's team
4 - ç•Branch Poke: 40
5 - •Bullet Seed: 25: hits 2-5 times
6 - Cotton Guard: Raise the users physical defense three stages
7 - Cotton Spore: Lower targets speed two stages
8 - •Drum Beating: 80, Lowers target's Speed one stage.
9 - Energy Ball: 90: 1/2 chance of lowering targets special defense one stage
10 - Forest's Curse: Adds Grass type to the targets type(s)
11 - Frenzy Plant: 150: user must recharge next round unless the attack misses.
12 - Giga Drain: 75: Restores HP to the user equal to 1/2 of damage dealt.
13 - çGrass Knot: Does damage depending on the targets weight*****
14 - Grass Pledge: 80: Can combine with Water Pledge to do double the damage and create a swamp, reducing speed of all opponents by three stages, or with Fire Pledge to do double the damage and burn non fire type opponents for 1/10 of their max HP for four rounds.
15 - Grassy Terrain: Grass-type moves increase by x1.3 and restores 1/16 of max HP to all grounded pokemon while active. Lasts for five rounds. Pokemon are grounded so long as ground type moves would effect them.
16 - Grass Whistle: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
17 - •Grav Apple: 80, lowers target’s defense one stage.
18 - ç•Horn Leech: 75: Restores HP to the user equal to 1/2 of damage dealt.
Ingrain: Restores 1/16 HP every round, but the user becomes trapped. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
19 - •Leafage: 40
20 - ç•Leaf Blade: 90: has a 1/10 chance to critically hit
21 - Leaf Storm: 130: Lowers user's special attack by two stages
22 - Leaf Tornado: 65: 1/2 chance to lower targets accuracy one stage
23 - Leech Seed: Sprays seeds on the target that sap 1/8 of their HP every round and restores that amount of HP to the user.
24 - Magical Leaf: 60: unaffected by changes to accuracy stat and evasion stat.
25 - Mega Drain: 40: Restores HP to the user equal to 1/2 of damage dealt.
26 - ç•Needle Arm: 60: 4/10 Chance of causing target to flinch
27 - ~•Petal Blizzard: 90:
28 - çPetal Dance: 120: Inflicts damage for 2-3 rounds then user is confused. ( Generate a number between 2-3 for round count )
29 - ç•Power Whip: 120:
30 - ~•Razor Leaf: 55: 1/10 chance to critically hit
31 - •Seed Bomb: 80:
32 - Seed Flare: 120: 8/10 chance of lowering targets special defense two stages 90: 8/10 chance of lowering targets special defense two stages
33 - Sleep Powder: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
34 - ç•Snap Trap: 35, Prevents switching or fleeing for 5 turns.
35 - Solarbeam: 120: 1st turn charge, 2nd turn attack. If the weather is Intense Sunlight, the charge and attack are in the same turn.
36 - ç•Solar Blade: 125, 1st turn charge, 2nd turn attack. If the weather is Intense Sunlight, the charge and attack are in the same turn.
37 - Spiky Shield: Protects the user, if hit with a physical attack, attacker takes damage equal to 1/10 of their max HP. If used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
38 - Spore: Puts target to sleep, however if used on the same target multiple times in a battle, the chance of this move working decreases per successful use;
1st Use: 10/10 chance
2nd Use: 8/10 chance
3rd Use: 4/10 chance
4th Use and on: 1/10 Chance
39 - Strength Sap: Heals user of Hit Points equal to target's Attack stat. Restores 60 HP if there are no stat changes, +10HP for each stage gained, capping at 120HP, -10HP for each stage lost, the lowest being 10HP restored. Lowers target's Attack by 1 stage.
40 - Stun Spore: Paralyzes opponent
41 - Synthesis: Recovers half max HP. Restore full HP when the weather is Intense Sunlight. Can only be use 5 times in battle
42 - ç•Trop Kick: 70, Lowers opponent's Attack one stage.
43 - ç•Vine Whip: 45:
44 - ç•Wood Hammer: 120: user takes recoil damage equal to 1/3 of the damage done
45 - Worry Seed: Changes target's ability to Insomnia. If the target was sleeping, they will wake. Worry Seed will fail if used against pokemon with the abilities Multitype, Stance Change, or Truant.
3 -
Water Type - 31
1 - ç•Aqua Jet: 40: (Priority +1)
2 - Aqua Ring: Restores 1/16 HP every round
3 - ç•Aqua Tail: 90:
4 - Brine: 65: Double Damage if targets HP is less than or equal to half max HP.
5 - ~Bubble: 40: 1/2 Chance to lowering targets speed one stage
6 - Bubble Beam: 65: 1/2 Chance to lower targets speed one Stage
7 - ç•Clamp: 35: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
8 - ç•Crabhammer: 100: 1/10 Chance to critically hit
9 - ç•Dive: 80: Dives underwater first turn, attacks on second. While underwater, the user is semi invulnerable.
10 - ç•Fishious Rend: 85, If the user attacks before the target, the base power becomes 110
11 - Hydro Cannon: 150: user must recharge next round unless the attack misses.
12 - Hydro Pump: 110
13 - ~Life Dew: Heals user and all allies by 1/4 of their max HP.
14 - ç•Liquidation: 85, 6/10 chance of lowering opponent's Defense one stage.
15 - ~Muddy Water: 90: 1/2 Chance to lowering targets accuracy one stage
16 - Octazooka: 65: 8/10 Chance to lowering targets accuracy one stage
17 - ~Origin Pulse: 110: Hits All Adjacent Opponents 90: Hits All Adjacent Opponents
18 - ~Rain Dance: Makes the weather change to Rain For 5 Rounds
19 - ç•Razor Shell: 75: 1/2 Chance to lowering targets physical defense one stage
20 - Scald: 80: 7/10 Chance to burn target
21 - Snipe Shot: 80, Ignores move redirection from abilities and moves (i.e. Follow Me, Storm Drain, etc.)
22 - Soak: Changes the targets Type to Water
23 - ~Sparkling Aria: 90, Heals targets from Burn
24 - Steam Eruption: 110: 7/10 Chance to burn target 90: 7/10 Chance to burn target
25 - ~Surf: 90: Hits All Adjacent Pokemon
26 - Water Gun: 40:
27 - Water Pledge: Damage Doubles and causes other effects if combined with Other Pledge Moves. Fire Pledge Combination doubles the chance of attacks having secondary effects. Grass Pledge Combination lower targets speed by three stages
28 - Water Pulse: 60: 4/10 Chance to Confuse
29 - Water Shuriken: 15: hits 2-5 times (Priority +1)
30 - ~Water Sport: Reduces base power of fire type moves by half for five rounds
31 - ~Water Spout: The higher the user's current HP, the higher damage caused. (150 x Current HP / MaxHP)
31 - ç•Waterfall: 80: 3/10 Chance of causing target to flinch
32 - Whirlpool: 35: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
33 - Withdraw: Raise user's physical defense one stage
2 - Aqua Ring: Restores 1/16 HP every round
3 - ç•Aqua Tail: 90:
4 - Brine: 65: Double Damage if targets HP is less than or equal to half max HP.
5 - ~Bubble: 40: 1/2 Chance to lowering targets speed one stage
6 - Bubble Beam: 65: 1/2 Chance to lower targets speed one Stage
7 - ç•Clamp: 35: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
8 - ç•Crabhammer: 100: 1/10 Chance to critically hit
9 - ç•Dive: 80: Dives underwater first turn, attacks on second. While underwater, the user is semi invulnerable.
10 - ç•Fishious Rend: 85, If the user attacks before the target, the base power becomes 110
11 - Hydro Cannon: 150: user must recharge next round unless the attack misses.
12 - Hydro Pump: 110
13 - ~Life Dew: Heals user and all allies by 1/4 of their max HP.
14 - ç•Liquidation: 85, 6/10 chance of lowering opponent's Defense one stage.
15 - ~Muddy Water: 90: 1/2 Chance to lowering targets accuracy one stage
16 - Octazooka: 65: 8/10 Chance to lowering targets accuracy one stage
17 - ~Origin Pulse: 110: Hits All Adjacent Opponents 90: Hits All Adjacent Opponents
18 - ~Rain Dance: Makes the weather change to Rain For 5 Rounds
19 - ç•Razor Shell: 75: 1/2 Chance to lowering targets physical defense one stage
20 - Scald: 80: 7/10 Chance to burn target
21 - Snipe Shot: 80, Ignores move redirection from abilities and moves (i.e. Follow Me, Storm Drain, etc.)
22 - Soak: Changes the targets Type to Water
23 - ~Sparkling Aria: 90, Heals targets from Burn
24 - Steam Eruption: 110: 7/10 Chance to burn target 90: 7/10 Chance to burn target
25 - ~Surf: 90: Hits All Adjacent Pokemon
26 - Water Gun: 40:
27 - Water Pledge: Damage Doubles and causes other effects if combined with Other Pledge Moves. Fire Pledge Combination doubles the chance of attacks having secondary effects. Grass Pledge Combination lower targets speed by three stages
28 - Water Pulse: 60: 4/10 Chance to Confuse
29 - Water Shuriken: 15: hits 2-5 times (Priority +1)
30 - ~Water Sport: Reduces base power of fire type moves by half for five rounds
31 - ~Water Spout: The higher the user's current HP, the higher damage caused. (150 x Current HP / MaxHP)
31 - ç•Waterfall: 80: 3/10 Chance of causing target to flinch
32 - Whirlpool: 35: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
33 - Withdraw: Raise user's physical defense one stage
4 -
Fire Type - 32
1 - Blast Burn: 150: must recharge next round unless the attack misses.
2 - ç•Blaze Kick: 85: 1/10 Chance to critically hit, 4/10 Chance to burn target
3 - Blue Flare: 130: 6/10 Chance to burn target 100: 6/10 Chance to burn target
4 - Burn Up: 130, Removes Fire-type from user. If user was pure Fire-type, it is now normal type.
5 - Ember: 40: 4/10 Chance to burn target
6 - ~Eruption: The higher the user's current HP, the higher damage caused. (150 x Current HP / MaxHP)
7 - Fiery Dance: 80: 8/10 chance to raise user's special attack one stage
8 - Fire Blast: 110:, 4/10 Chance to burn target
9 - ç•Fire Fang: 65: 3/10 Chance of causing target to flinch, 4/10 Chance to burn target
10 - ç•Fire Lash: 80, lowers target's Defense one stage.
11 - Fire Pledge: 80: damage doubles and causes additional effects when combined with other pledge moves. grass pledge combination damages target for 1/10 of their Max HP for 4 rounds. water pledge combination doubles the chance of secondary effects of attacks.
12 - ç•Fire Punch: 75: 4/10 Chance to burn target
13 - Fire Spin: 35: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
14 - Flame Burst: 70: also damages any pokemon adjacent to the target for 1/16 of it's Max HP
15 - ç•Flame Charge: 50: raise user's speed one stage
16 - ç•Flame Wheel: 60: 4/10 Chance to burn target
17 - Flamethrower: 90: 4/10 Chance to burn target
18 - ç•Flare Blitz: 120: 4/10 Chance to burn target, user takes recoil damage equal to 1/4 of the damage dealt.
19 - Fusion Flare: 100: Double damage if Fusion Bolt was used this round 80: Double damage if Fusion Bolt was used this round
20 - ç•Heat Crash: The heavier the user is compared to target, the stronger the attack.
120 base power, if targets weight is lower or equal to ⅕ (20%) of user's weight.
100 base power, if targets weight is greater than ⅕ (20%) of user's weight and lower or equal to ¼ (25%) of user's weight.
80 base power, if targets weight is greater than ¼ (25%) of user's weight and lower or equal to ⅓ (33.3%) of user's weight.
60 base power, if targets weight is greater than ⅓ (33.3%) of user's weight and lower or equal to ½ of user's weight (50%).
40 base power, if targets weight is greater than ½ (50%) of user's weight.
21 - ~Heat Wave: 95: 4/10 Chance to burn target
22 - ~Incinerate: 60: destroys the targets held berry
23 - Inferno: 100: Burns opponent
24 - ~Lava Plume: 80: 7/10 Chance to burn target
25 - Magma Storm: 100: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.) 100: Traps opponent, hits 4-5 rounds. Deals damage equal to 1/16 of the targets max HP for each round after the first
26 - ~Mind Blown: 150 - User loses half of its maximum HP.
27 - Mystical Fire: 75: Lower targets special attack one stage
28 - Overheat: 130: Lowers user's special attack two stages
29 - •Pyro Ball: 120, 4/10 chance to cause a burn
30 - •Sacred Fire: 100: 8/10 Chance to burn target 80: 8/10 Chance to burn target
31 - Searing Shot: 100: 7/10 Chance to burn target 80: 7/10 Chance to burn target
32 - ~Shell Trap: Sets a trap at the beginning of the round. If the user is hit by an opponent’s physical attack, the trap deals 150 damage.
33 - ~Sunny Day: Makes the weather Intense sunlight for 5 Rounds
ç•V-Create: 180: Lower physical & special defense and speed one stage 130: Lower physical & special defense and speed one stage
34 - Will-O-Wisp: Burns opponent
2 - ç•Blaze Kick: 85: 1/10 Chance to critically hit, 4/10 Chance to burn target
3 - Blue Flare: 130: 6/10 Chance to burn target 100: 6/10 Chance to burn target
4 - Burn Up: 130, Removes Fire-type from user. If user was pure Fire-type, it is now normal type.
5 - Ember: 40: 4/10 Chance to burn target
6 - ~Eruption: The higher the user's current HP, the higher damage caused. (150 x Current HP / MaxHP)
7 - Fiery Dance: 80: 8/10 chance to raise user's special attack one stage
8 - Fire Blast: 110:, 4/10 Chance to burn target
9 - ç•Fire Fang: 65: 3/10 Chance of causing target to flinch, 4/10 Chance to burn target
10 - ç•Fire Lash: 80, lowers target's Defense one stage.
11 - Fire Pledge: 80: damage doubles and causes additional effects when combined with other pledge moves. grass pledge combination damages target for 1/10 of their Max HP for 4 rounds. water pledge combination doubles the chance of secondary effects of attacks.
12 - ç•Fire Punch: 75: 4/10 Chance to burn target
13 - Fire Spin: 35: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
14 - Flame Burst: 70: also damages any pokemon adjacent to the target for 1/16 of it's Max HP
15 - ç•Flame Charge: 50: raise user's speed one stage
16 - ç•Flame Wheel: 60: 4/10 Chance to burn target
17 - Flamethrower: 90: 4/10 Chance to burn target
18 - ç•Flare Blitz: 120: 4/10 Chance to burn target, user takes recoil damage equal to 1/4 of the damage dealt.
19 - Fusion Flare: 100: Double damage if Fusion Bolt was used this round 80: Double damage if Fusion Bolt was used this round
20 - ç•Heat Crash: The heavier the user is compared to target, the stronger the attack.
120 base power, if targets weight is lower or equal to ⅕ (20%) of user's weight.
100 base power, if targets weight is greater than ⅕ (20%) of user's weight and lower or equal to ¼ (25%) of user's weight.
80 base power, if targets weight is greater than ¼ (25%) of user's weight and lower or equal to ⅓ (33.3%) of user's weight.
60 base power, if targets weight is greater than ⅓ (33.3%) of user's weight and lower or equal to ½ of user's weight (50%).
40 base power, if targets weight is greater than ½ (50%) of user's weight.
21 - ~Heat Wave: 95: 4/10 Chance to burn target
22 - ~Incinerate: 60: destroys the targets held berry
23 - Inferno: 100: Burns opponent
24 - ~Lava Plume: 80: 7/10 Chance to burn target
25 - Magma Storm: 100: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.) 100: Traps opponent, hits 4-5 rounds. Deals damage equal to 1/16 of the targets max HP for each round after the first
26 - ~Mind Blown: 150 - User loses half of its maximum HP.
27 - Mystical Fire: 75: Lower targets special attack one stage
28 - Overheat: 130: Lowers user's special attack two stages
29 - •Pyro Ball: 120, 4/10 chance to cause a burn
30 - •Sacred Fire: 100: 8/10 Chance to burn target 80: 8/10 Chance to burn target
31 - Searing Shot: 100: 7/10 Chance to burn target 80: 7/10 Chance to burn target
32 - ~Shell Trap: Sets a trap at the beginning of the round. If the user is hit by an opponent’s physical attack, the trap deals 150 damage.
33 - ~Sunny Day: Makes the weather Intense sunlight for 5 Rounds
ç•V-Create: 180: Lower physical & special defense and speed one stage 130: Lower physical & special defense and speed one stage
34 - Will-O-Wisp: Burns opponent
5 -
Electric Type - 28
1 - •Aura Wheel: 110, raises user’s speed one stage. Electric type when Morpeko is in full belly mode, and dark when Morpeko is in hangry mode.
2 - ç•Bolt Beak: 85, If the user attacks before the target, the base power becomes 110
3 - ç•Bolt Strike: 130: 6/10 Chance to paralyze target 100: 6/10 Chance to paralyze target
4 - Charge: Raise special defense one stage; Next electric-type attack does x2 damage
5 - Charge Beam: 50: Raise user’s special attack one stage
6 - ~ Discharge: 80: 7/10 chance to paralyze every target affected
7 - Eerie Impulse: Lower targets special attack two stages
8 - Electric Terrain: Boosts the power of Electric-type moves used by x1.3 and prevents pokemon from falling asleep. Lasts for five rounds. Pokemon are grounded so long as ground type moves would effect them.
9 - Electrify: If used before opponent, the targets attack becomes Electric-type
10 - Electro Ball: 40: Deals more damage more damage depending on the difference in speed.
1 stage- 50 damage
2 stages- 60 damage
3 stages- 80 damage
4 stages- 100 damage
5 stages- 120 damage
6 stages- 150 damage
Keep in mind that this includes both stats and levels, because a difference of 10 levels is the equivalent to a one stage speed boost. (For instance a pokemon at level 30 using electro ball against a pokemon at level 20 would treat that ten level difference as one full speed stage raised, and if that level 30 pokemon used agility to raise it's speed another stage before using electro ball, it would do 60 damage).
11 - ~ Electroweb: 55: Lower targets Speed one stage
12 - •Fusion Bolt: 100: Double damage if the moves Fusion Flare was used this round 80: Double damage if the moves Fusion Flare was used this round
13 - Ion Deluge: Normal-type moves become Electric (+1 Priority)
14 - Magnet Rise: User becomes immune to Ground-type moves for five rounds
15 - Magnetic Flux: Raise the physical & special defense of ally Pokemon with the abilities Plus or Minus one stage
16 - Nuzzle: 20: Paralyze opponent
17 - ~Overdrive: 80
18 - ~ Parabolic Charge: 65: Restores HP to the user equal to 1/2 of damage dealt.
19 - Plasma Fists: 100 - Using this move changes the user's Normal-type moves to Electric-type moves. Plasma Fists: 80 - Using this move changes the user's Normal-type moves to Electric-type moves for 5 rounds.
20 - Shock Wave: 60: Always hits, does not hit Pokemon using Fly, Dig, or Dive
21 - ç•Spark: 65: 7/10 Chance to paralyze target
22 - Thunder: 110: 7/10 Chance to paralyze target, hits Pokemon in the air during semi invulnerable stage of an attack for double damage
23 - ç•Thunder Fang: 65: 3/10 Chance of causing target to flinch, 4/10 Chance to paralyze target
24 - Thunder Wave: Paralyze opponent
25 - Thunderbolt: 90: 4/10 Chance to paralyze target
26 - ç•Thunder Punch: 75: 4/10 Chance to paralyze target
27 - Thundershock: 40: 4/10 Chance to paralyze target
28 - Volt Switch: 70: Switches with a Pokémon in active party; If Pursuit is used on the same round as Volt Switch, deals normal damage if the opponent is faster than the user, double damage if opponent is slower than the user
29 - ç•Volt Tackle: 120: 4/10 Chance to paralyze target, user takes recoil damage equal to 1/3 of the damage dealt.
30 - ç•Wild Charge: 90: user takes recoil damage equal to 1/4 of the damage dealt.
31 - Zap Cannon: 120: Paralyzes target
32 - ç•Zing Zap: 80, 3/10 Chance of causing target to flinch
2 - ç•Bolt Beak: 85, If the user attacks before the target, the base power becomes 110
3 - ç•Bolt Strike: 130: 6/10 Chance to paralyze target 100: 6/10 Chance to paralyze target
4 - Charge: Raise special defense one stage; Next electric-type attack does x2 damage
5 - Charge Beam: 50: Raise user’s special attack one stage
6 - ~ Discharge: 80: 7/10 chance to paralyze every target affected
7 - Eerie Impulse: Lower targets special attack two stages
8 - Electric Terrain: Boosts the power of Electric-type moves used by x1.3 and prevents pokemon from falling asleep. Lasts for five rounds. Pokemon are grounded so long as ground type moves would effect them.
9 - Electrify: If used before opponent, the targets attack becomes Electric-type
10 - Electro Ball: 40: Deals more damage more damage depending on the difference in speed.
1 stage- 50 damage
2 stages- 60 damage
3 stages- 80 damage
4 stages- 100 damage
5 stages- 120 damage
6 stages- 150 damage
Keep in mind that this includes both stats and levels, because a difference of 10 levels is the equivalent to a one stage speed boost. (For instance a pokemon at level 30 using electro ball against a pokemon at level 20 would treat that ten level difference as one full speed stage raised, and if that level 30 pokemon used agility to raise it's speed another stage before using electro ball, it would do 60 damage).
11 - ~ Electroweb: 55: Lower targets Speed one stage
12 - •Fusion Bolt: 100: Double damage if the moves Fusion Flare was used this round 80: Double damage if the moves Fusion Flare was used this round
13 - Ion Deluge: Normal-type moves become Electric (+1 Priority)
14 - Magnet Rise: User becomes immune to Ground-type moves for five rounds
15 - Magnetic Flux: Raise the physical & special defense of ally Pokemon with the abilities Plus or Minus one stage
16 - Nuzzle: 20: Paralyze opponent
17 - ~Overdrive: 80
18 - ~ Parabolic Charge: 65: Restores HP to the user equal to 1/2 of damage dealt.
19 - Plasma Fists: 100 - Using this move changes the user's Normal-type moves to Electric-type moves. Plasma Fists: 80 - Using this move changes the user's Normal-type moves to Electric-type moves for 5 rounds.
20 - Shock Wave: 60: Always hits, does not hit Pokemon using Fly, Dig, or Dive
21 - ç•Spark: 65: 7/10 Chance to paralyze target
22 - Thunder: 110: 7/10 Chance to paralyze target, hits Pokemon in the air during semi invulnerable stage of an attack for double damage
23 - ç•Thunder Fang: 65: 3/10 Chance of causing target to flinch, 4/10 Chance to paralyze target
24 - Thunder Wave: Paralyze opponent
25 - Thunderbolt: 90: 4/10 Chance to paralyze target
26 - ç•Thunder Punch: 75: 4/10 Chance to paralyze target
27 - Thundershock: 40: 4/10 Chance to paralyze target
28 - Volt Switch: 70: Switches with a Pokémon in active party; If Pursuit is used on the same round as Volt Switch, deals normal damage if the opponent is faster than the user, double damage if opponent is slower than the user
29 - ç•Volt Tackle: 120: 4/10 Chance to paralyze target, user takes recoil damage equal to 1/3 of the damage dealt.
30 - ç•Wild Charge: 90: user takes recoil damage equal to 1/4 of the damage dealt.
31 - Zap Cannon: 120: Paralyzes target
32 - ç•Zing Zap: 80, 3/10 Chance of causing target to flinch
6 -
Bug Type - 27
1 - •Attack Order: 90: 1/10 Chance to critically hit
2 - ç•Bug Bite: 60: Receives the effect from the targets held berry
3 - Bug Buzz: 90: 1/2 chance of lowering targets special defense one Stage
4 - Defense order: Raise user's physical & special defense one Stage
5 - ç•Fell Stinger: 50: Raise user's physical attack two stages if target is KO'd.
6 - ç•First Impression: 90, Only works on first rounc user is in battle
7 - ç•Fury Cutter: 40: Damage doubles after each successful Hit, If not used consecutively, or misses, damage resets
8 - Heal Order: Recover half max HP. Can only be use 5 times in battle
9 - çInfestation: 20: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
10 - ç•Leech Life: 80: Restores HP to the user equal to 1/2 of damage dealt.
11 - ç•Lunge: 80, Lowers opponent's Attack one stage.
12 - ç•Megahorn: 120:
13 - •Pin Missile: 25: hits 2-5 times
14 - Pollen Puff: 90, If the target is an ally, it restores half the target's HP instead. Can only be used on allies five times.
15 - Powder: Damages pokemon using Fire-Type moves for 1/4th their max HP and the attack fails. Pokémon with Magic Guard will fail to execute the move but take no damage. Natural Gift doing Fire-type damage will not consumed berrys. Grass-type Pokémon with Overcoat, or holding Safety Goggles are immune to Powder. Powder doesn't prevent thawing while frozen. (Priority +1)
16 - Quiver Dance: Raise user's special. attack & defense, and speed one stage
Rage Powder: Forces attacks to hit user, not teammates (Priority +2)
17 - Signal Beam: 75: 4/10 Chance to confuse target
18 - Silver Wind: 60: 3/10 Chance of raising all of user's stats one stage
19 - Spider Web: Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
20 - ç•Steamroller: 65: 4/10 Chance of causing target to flinch
21 - ~Sticky Web: Lower targets speed one stage when switching Into battle
22 - ~String Shot: Lower targets speed two stages
23 - ~Struggle Bug: 50: Lower targets special attack one stage
24 - Tail Glow: Raise user's special attack three stages
25 - •Twineedle: 25: per hit, hits twice (50 damage total) 4/10 Chance to poison target (Per Hit)
26 - ç•U-Turn: 70: Switches with a Pokémon in active party.
27 - ç•X-Scissor: 80:
2 - ç•Bug Bite: 60: Receives the effect from the targets held berry
3 - Bug Buzz: 90: 1/2 chance of lowering targets special defense one Stage
4 - Defense order: Raise user's physical & special defense one Stage
5 - ç•Fell Stinger: 50: Raise user's physical attack two stages if target is KO'd.
6 - ç•First Impression: 90, Only works on first rounc user is in battle
7 - ç•Fury Cutter: 40: Damage doubles after each successful Hit, If not used consecutively, or misses, damage resets
8 - Heal Order: Recover half max HP. Can only be use 5 times in battle
9 - çInfestation: 20: Traps target, hits 4-5 rounds. Deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
10 - ç•Leech Life: 80: Restores HP to the user equal to 1/2 of damage dealt.
11 - ç•Lunge: 80, Lowers opponent's Attack one stage.
12 - ç•Megahorn: 120:
13 - •Pin Missile: 25: hits 2-5 times
14 - Pollen Puff: 90, If the target is an ally, it restores half the target's HP instead. Can only be used on allies five times.
15 - Powder: Damages pokemon using Fire-Type moves for 1/4th their max HP and the attack fails. Pokémon with Magic Guard will fail to execute the move but take no damage. Natural Gift doing Fire-type damage will not consumed berrys. Grass-type Pokémon with Overcoat, or holding Safety Goggles are immune to Powder. Powder doesn't prevent thawing while frozen. (Priority +1)
16 - Quiver Dance: Raise user's special. attack & defense, and speed one stage
Rage Powder: Forces attacks to hit user, not teammates (Priority +2)
17 - Signal Beam: 75: 4/10 Chance to confuse target
18 - Silver Wind: 60: 3/10 Chance of raising all of user's stats one stage
19 - Spider Web: Traps target. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
20 - ç•Steamroller: 65: 4/10 Chance of causing target to flinch
21 - ~Sticky Web: Lower targets speed one stage when switching Into battle
22 - ~String Shot: Lower targets speed two stages
23 - ~Struggle Bug: 50: Lower targets special attack one stage
24 - Tail Glow: Raise user's special attack three stages
25 - •Twineedle: 25: per hit, hits twice (50 damage total) 4/10 Chance to poison target (Per Hit)
26 - ç•U-Turn: 70: Switches with a Pokémon in active party.
27 - ç•X-Scissor: 80:
7 -
Flying Type - 23
1 - ç• Acrobatics: 55: deals double damage if user isn’t holding an item. Damage still doubles if the item was used mid attack.
2 - ç•Aerial Ace: 60: Ignores accuracy & evasiveness
3 - Aeroblast: 100: 1/10 chance to critically hit 80: 1/10 chance to critically hit
4 - ~Air Cutter: 60:1/10 chance to critically hit
5 - Air Slash: 75: 3/10 Chance of causing target to flinch
6 - •Beak Blast: 100, Starts charging at the begining of the round, and then attacks later in the same round (Priority -3). If opponent makes physical contact before Beak Blast hits, the opponent is Burned
7 - ç•Bounce: 85: First turn bounces into the air, strikes on second turn. Semi invulnerable while in the air. 7/10 chance to paralyze target
8 - ç•Brave Bird: 120: user takes recoil damage equal to 1/3 of the damage dealt.
Chatter: 65: Causes confusion
9 - Defog: Removes effects of Light Screen and/or Reflect and all entry hazards, targets evasiveness drops one stage
10 - ç•Dragon Ascent: 120: Lowers users’ physical & special defense one stage. When this move is known by Rayquaza, allows it to take on it's Mega Evolved form. 100: Lowers users’ physical & special defense one stage
11 - ç• Drill Peck: 80:
12 - Feather Dance: Lower targets physical attack by two stages
13 - ç•Fly: 90: Flies up into air for first turn, strikes on second turn. The user is semi invulnerable while in the air.
14 - Gust: 40: hits Pokemon in the air during semi invulnerable stage of an attack for double damage
15 - Hurricane: 110: 7/10 Chance to confuse target, hits Pokemon in the air during semi invulnerable stage of an attack for double damage
Mirror Move: Uses the last move targeted at or including the user by a Pokémon still on the field. The following moves cannot be copied/used by mirror move even though they have the ability to target/include the user:
All Z-Moves
Fairy Lock
Magic Room
Metal Burst
Outrage
Petal Dance
Thrash
Trick Room
Uproar
Wonder Room
Acupressure
After You
Aromatic Mist
Beak Blast
Belch
Bide
Conversion 2
Counter
Curse
Doom Desire
Final Gambit
Floral Healing
Focus Punch
Future Sight
Guard Split
Heal Pulse
Helping Hand
Hold Hands
Instruct
Me First
Mimic
Mirror Coat
Mirror Move
Nature Power
Power Split
Psych Up
Purify
Reflect Type
Role Play
Shell Trap
Sketch
Spikes
Spit Up
Spotlight
Stealth Rock
Sticky Web
Struggle
Toxic Spikes
Transform
16 - Oblivion Wing: 80: Restores HP to the user equal to 3/4 of damage dealt. 70: Restores HP to the user equal to 1/2 of damage dealt.
17 - ç•Peck: 35:
18 - ç•Pluck: 60: User gains effect of targets held Berry
19 - Roost: Restores half max HP, User loses Flying-type until next turn. Can only be used 5 times in battle
20 - •Sky Attack: 140: Charges on first turn, strikes the next turn; 4/10 Chance of causing target to flinch, 1/10 chance to critically hit
21 - ç•Sky Drop: 60: Target is taken into the air the 1st turn, then dropped on the 2nd; target cannot attack whilst in the air, does not work on Pokémon weighing more than 440.9 lbs.
22 - Tailwind: Speed of all active party Pokémon increases two stage for 4 rounds
23 - ç•Wing Attack: 60
2 - ç•Aerial Ace: 60: Ignores accuracy & evasiveness
3 - Aeroblast: 100: 1/10 chance to critically hit 80: 1/10 chance to critically hit
4 - ~Air Cutter: 60:1/10 chance to critically hit
5 - Air Slash: 75: 3/10 Chance of causing target to flinch
6 - •Beak Blast: 100, Starts charging at the begining of the round, and then attacks later in the same round (Priority -3). If opponent makes physical contact before Beak Blast hits, the opponent is Burned
7 - ç•Bounce: 85: First turn bounces into the air, strikes on second turn. Semi invulnerable while in the air. 7/10 chance to paralyze target
8 - ç•Brave Bird: 120: user takes recoil damage equal to 1/3 of the damage dealt.
Chatter: 65: Causes confusion
9 - Defog: Removes effects of Light Screen and/or Reflect and all entry hazards, targets evasiveness drops one stage
10 - ç•Dragon Ascent: 120: Lowers users’ physical & special defense one stage. When this move is known by Rayquaza, allows it to take on it's Mega Evolved form. 100: Lowers users’ physical & special defense one stage
11 - ç• Drill Peck: 80:
12 - Feather Dance: Lower targets physical attack by two stages
13 - ç•Fly: 90: Flies up into air for first turn, strikes on second turn. The user is semi invulnerable while in the air.
14 - Gust: 40: hits Pokemon in the air during semi invulnerable stage of an attack for double damage
15 - Hurricane: 110: 7/10 Chance to confuse target, hits Pokemon in the air during semi invulnerable stage of an attack for double damage
Mirror Move: Uses the last move targeted at or including the user by a Pokémon still on the field. The following moves cannot be copied/used by mirror move even though they have the ability to target/include the user:
All Z-Moves
Fairy Lock
Magic Room
Metal Burst
Outrage
Petal Dance
Thrash
Trick Room
Uproar
Wonder Room
Acupressure
After You
Aromatic Mist
Beak Blast
Belch
Bide
Conversion 2
Counter
Curse
Doom Desire
Final Gambit
Floral Healing
Focus Punch
Future Sight
Guard Split
Heal Pulse
Helping Hand
Hold Hands
Instruct
Me First
Mimic
Mirror Coat
Mirror Move
Nature Power
Power Split
Psych Up
Purify
Reflect Type
Role Play
Shell Trap
Sketch
Spikes
Spit Up
Spotlight
Stealth Rock
Sticky Web
Struggle
Toxic Spikes
Transform
16 - Oblivion Wing: 80: Restores HP to the user equal to 3/4 of damage dealt. 70: Restores HP to the user equal to 1/2 of damage dealt.
17 - ç•Peck: 35:
18 - ç•Pluck: 60: User gains effect of targets held Berry
19 - Roost: Restores half max HP, User loses Flying-type until next turn. Can only be used 5 times in battle
20 - •Sky Attack: 140: Charges on first turn, strikes the next turn; 4/10 Chance of causing target to flinch, 1/10 chance to critically hit
21 - ç•Sky Drop: 60: Target is taken into the air the 1st turn, then dropped on the 2nd; target cannot attack whilst in the air, does not work on Pokémon weighing more than 440.9 lbs.
22 - Tailwind: Speed of all active party Pokémon increases two stage for 4 rounds
23 - ç•Wing Attack: 60
8 -
Fighting Type - 37
1 - ç•Arm Thrust: 15: hits 2-5 times
2 - Aura Sphere: 80: Ignores accuracy & evasiveness
3 - ç•Body Press: 80, Uses defense stat increases to calculate damage instead of attack.
4 - ç•Brick Break: 75: Ends the effects of Reflect and Light Screen Barriers, Even on pokemon with fighting Immunity
5 - Bulk Up: Raise user's physical attack & defense one stage
6 - ç•Circle Throw: 60: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
7 - ç•Close Combat: 120: Lower physical & special defense one stage
ç•Counter: If the user was last hit by a physical attack, using this move will counter back with 2x the damage taken (Priority -5) [Note: If hit with Triple Kick, it only counts the last of the tree attacks]
8 - ç•Cross Chop: 100: 1/10 Chance to critically hit
Detect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
9 - ç•Double Kick: 30: per hit, hits twice (60 damage total)
10 - ç•Drain Punch: 75: Restores HP to the user equal to 1/2 of damage dealt.
11 - ç•Dynamic Punch: 100: Confuses target pokemon
12 - çFinal Gambit: Inflicts damage equal to the user's remaining HP. User Faints.
13 - ç•Flying Press: 100: Deals fighting and flying-type damage
14 - Focus Blast: 120: 1/2 chance of lowering targets special defense one stage
ç•Focus Punch: 150: 1st turn charges (Priority -1), 2nd turn attack (Priority +2), If the user is hit before the attack lands, it flinches instead.
15 - ç•Force Palm: 60: 7/10 Chance to paralyze target
16 - ç•Hammer Arm: 100: lowers user's speed one stage
17 - ç•High Jump Kick: 130: 2/10 chance to miss. If It Misses, user loses half max HP
18 - ç•Jump Kick: 100: 1/10 chance to miss. If It misses, user loses half max HP
19 - ç•Karate Chop: 50: 1/10 Chance to critically hit
20 - ç•Low Kick: The Heavier the Opponent, the Stronger the Attack *****
21 - ç•Low Sweep: 65: Lower targets speed one stage
22 - ç•Mach Punch: 40: (Priority +2)
23 - Mat Block: Protects teammates from damaging moves
24 - No Retreat: Increases each stat by 1 stage. Prevents user from switching out or fleeing.
25 - Octolock: Lowers target's Defense and Special Defense by 1 stage at the end of each turn. Prevents target from retreating.
26 - ç•Power-Up Punch: 40: Raise physical attack one stage
~Quick Guard: Protects the User and Teammates Against Priority Moves (Priority +3)
27 - ç•Revenge: 60: Power doubles if the user was hit first (Priority -3)
28 - ç•Reversal: The lower the user's HP, the higher the damage
71% - 100% HP remaining: 20 damage
36% - 70% HP remaining: 40 damage
21% - 35% HP remaining: 80 damage
11% - 20% HP remaining: 100 damage
5% - 10% HP remaining: 150 damage
0% - 4% HP remaining: 200 damage
29 - ç•Rock Smash: 40: 8/10 chance of lowering targets physical defense one stage
30 - ç•Rolling Kick: 60: 4/10 Chance of causing target to flinch
31 - ç•Sacred Sword: 90: Ignores targets stat changes
Secret Sword: 85: Inflicts damage based on the targets physical defense, not special defense 75: Inflicts damage based on the targets physical defense, not special defense
32 - ç•Seismic Toss: Inflicts Damage equal to user's level. Type Effectiveness Not Included
33 - ç•Sky Uppercut: 85: hits Pokemon in the air during semi invulnerable stage of an attack for double damage
34 - ç•Storm Throw: 60: Always critically hits unless opponent has Battle Armor, Shell Armor, or is under the effects of Lucky Chant
35 - ç•Submission: 80: user takes recoil damage equal to 1/4 of the damage dealt
36 - ç•Superpower: 120: Lower physical attack & defense one stage
37 - ç•Triple Kick: Hits three times for 10, 20, and then 30 power. (60 damage total)
38 - Vacuum Wave: 40: (Priority +2)
39 - ç•Vital Throw: 70: Ignores Accuracy and Evasiveness (Priority -1)
40 - ç•Wake-Up Slap: 70: Inflicts double damage if target is asleep. wakes the target.
2 - Aura Sphere: 80: Ignores accuracy & evasiveness
3 - ç•Body Press: 80, Uses defense stat increases to calculate damage instead of attack.
4 - ç•Brick Break: 75: Ends the effects of Reflect and Light Screen Barriers, Even on pokemon with fighting Immunity
5 - Bulk Up: Raise user's physical attack & defense one stage
6 - ç•Circle Throw: 60: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6)
7 - ç•Close Combat: 120: Lower physical & special defense one stage
ç•Counter: If the user was last hit by a physical attack, using this move will counter back with 2x the damage taken (Priority -5) [Note: If hit with Triple Kick, it only counts the last of the tree attacks]
8 - ç•Cross Chop: 100: 1/10 Chance to critically hit
Detect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)
9 - ç•Double Kick: 30: per hit, hits twice (60 damage total)
10 - ç•Drain Punch: 75: Restores HP to the user equal to 1/2 of damage dealt.
11 - ç•Dynamic Punch: 100: Confuses target pokemon
12 - çFinal Gambit: Inflicts damage equal to the user's remaining HP. User Faints.
13 - ç•Flying Press: 100: Deals fighting and flying-type damage
14 - Focus Blast: 120: 1/2 chance of lowering targets special defense one stage
ç•Focus Punch: 150: 1st turn charges (Priority -1), 2nd turn attack (Priority +2), If the user is hit before the attack lands, it flinches instead.
15 - ç•Force Palm: 60: 7/10 Chance to paralyze target
16 - ç•Hammer Arm: 100: lowers user's speed one stage
17 - ç•High Jump Kick: 130: 2/10 chance to miss. If It Misses, user loses half max HP
18 - ç•Jump Kick: 100: 1/10 chance to miss. If It misses, user loses half max HP
19 - ç•Karate Chop: 50: 1/10 Chance to critically hit
20 - ç•Low Kick: The Heavier the Opponent, the Stronger the Attack *****
21 - ç•Low Sweep: 65: Lower targets speed one stage
22 - ç•Mach Punch: 40: (Priority +2)
23 - Mat Block: Protects teammates from damaging moves
24 - No Retreat: Increases each stat by 1 stage. Prevents user from switching out or fleeing.
25 - Octolock: Lowers target's Defense and Special Defense by 1 stage at the end of each turn. Prevents target from retreating.
26 - ç•Power-Up Punch: 40: Raise physical attack one stage
~Quick Guard: Protects the User and Teammates Against Priority Moves (Priority +3)
27 - ç•Revenge: 60: Power doubles if the user was hit first (Priority -3)
28 - ç•Reversal: The lower the user's HP, the higher the damage
71% - 100% HP remaining: 20 damage
36% - 70% HP remaining: 40 damage
21% - 35% HP remaining: 80 damage
11% - 20% HP remaining: 100 damage
5% - 10% HP remaining: 150 damage
0% - 4% HP remaining: 200 damage
29 - ç•Rock Smash: 40: 8/10 chance of lowering targets physical defense one stage
30 - ç•Rolling Kick: 60: 4/10 Chance of causing target to flinch
31 - ç•Sacred Sword: 90: Ignores targets stat changes
Secret Sword: 85: Inflicts damage based on the targets physical defense, not special defense 75: Inflicts damage based on the targets physical defense, not special defense
32 - ç•Seismic Toss: Inflicts Damage equal to user's level. Type Effectiveness Not Included
33 - ç•Sky Uppercut: 85: hits Pokemon in the air during semi invulnerable stage of an attack for double damage
34 - ç•Storm Throw: 60: Always critically hits unless opponent has Battle Armor, Shell Armor, or is under the effects of Lucky Chant
35 - ç•Submission: 80: user takes recoil damage equal to 1/4 of the damage dealt
36 - ç•Superpower: 120: Lower physical attack & defense one stage
37 - ç•Triple Kick: Hits three times for 10, 20, and then 30 power. (60 damage total)
38 - Vacuum Wave: 40: (Priority +2)
39 - ç•Vital Throw: 70: Ignores Accuracy and Evasiveness (Priority -1)
40 - ç•Wake-Up Slap: 70: Inflicts double damage if target is asleep. wakes the target.
9 -
Ground Type - 25
1 - •Bone Club: 65: 3/10 Chance of causing target to flinch
2 - • Bone Rush: 25: hits 2-5 times
3 - • Bonemerang: 50: per hit, hits twice (100 damage total)
4 - • ~Bulldoze: 60: Lower targets Speed one stage, deals only half damage if Grassy Terrain is in effect
5 - ç• Dig: 80: User digs underground on first turn, strikes the next turn. The user is semi invulnerable while underground.
6 - ç• Drill Run: 80: 1/10 chance to critically hit
7 - Earth Power: 90: 1/2 chance to lower targets special defense
8 - • ~Earthquake: 100: Deals double damage to pokemon using Dig and dive. Deals half damage if Grassy Terrain is in effect
9 - • Fissure: Instant KO ; 3/10 chance; Unaffected by accuracy/evasion
10 - ç•High Horsepower: 95
11 - • ~Land's Wrath: 90 80
12 - • ~Magnitude: Generate a number between 4 and 10, the number generated determines strength of magnitude and damage dealt; Deals double damage to digging opponents, deals only half damage if Grassy Terrain is in effect:
4- 10 damage
5- 30 damage
6- 50 damage
7- 70 damage
8- 90 damage
9- 110 damage
10- 150 damage
13 - Mud Bomb: 65: 7/10 chance of lowering targets accuracy one stage
14 - Mud Shot: 55: Lower targets speed one stage
15 - ~Mud Sport: Reduces base power of Electric-type moves by half for five rounds
16 - Mud-Slap: 20: Lower targets accuracy one stage
17 - •~Precipice Blades: 120 100
18 - Rototiller: Raise the physical special attack of all Grass-type pokemon on the field one stage. Fails if there are no Grass-types present
19 - Sand Attack: Lower targets accuracy one stage
20 - •Sand Tomb: 35: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
21 - Shore Up: Heals up to half of maximum HP, but heals max HP in a Sandstorm. Can only be used 5 times in battle.
22 - ~Spikes: Damages Pokémon switched into battle; deals damage based on layers set up, up to 3 layers can be set up maximum. Does not affect Flying-types or Pokemon with Levitate:
1 Layer- 1/16 of targets maximum HP dealt in damage
2 Layers- 1/10 of targets maximum HP dealt in damage
3 Layers- 1/6 of targets maximum HP dealt in damage
23 - ç•Stomping Tantrum: 75, Doubles damage if last move failed
24 - •Thousand Arrows: 90: Deals damage to non-grounded Pokemon, hits Pokemon in the air during semi invulnerable stage of an attack for double damage, and cancels the moves Fly and Bounce before they strike; Pokemon using Sky Drop will take double damage but the attack will not be canceled. Pokemon are grounded so long as ground type moves would effect them. 80: Deals damage to non-grounded Pokemon, hits Pokemon in the air during semi invulnerable stage of an attack for double damage, and cancels the moves Fly and Bounce before they strike; Pokemon using Sky Drop will take double damage but the attack will not be canceled. Pokemon are grounded so long as ground type moves would effect them.
25 - •Thousand Waves: 90: Traps Target as long as user remains in battle. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.) 80: Traps Target as long as user remains in battle. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
2 - • Bone Rush: 25: hits 2-5 times
3 - • Bonemerang: 50: per hit, hits twice (100 damage total)
4 - • ~Bulldoze: 60: Lower targets Speed one stage, deals only half damage if Grassy Terrain is in effect
5 - ç• Dig: 80: User digs underground on first turn, strikes the next turn. The user is semi invulnerable while underground.
6 - ç• Drill Run: 80: 1/10 chance to critically hit
7 - Earth Power: 90: 1/2 chance to lower targets special defense
8 - • ~Earthquake: 100: Deals double damage to pokemon using Dig and dive. Deals half damage if Grassy Terrain is in effect
9 - • Fissure: Instant KO ; 3/10 chance; Unaffected by accuracy/evasion
10 - ç•High Horsepower: 95
11 - • ~Land's Wrath: 90 80
12 - • ~Magnitude: Generate a number between 4 and 10, the number generated determines strength of magnitude and damage dealt; Deals double damage to digging opponents, deals only half damage if Grassy Terrain is in effect:
4- 10 damage
5- 30 damage
6- 50 damage
7- 70 damage
8- 90 damage
9- 110 damage
10- 150 damage
13 - Mud Bomb: 65: 7/10 chance of lowering targets accuracy one stage
14 - Mud Shot: 55: Lower targets speed one stage
15 - ~Mud Sport: Reduces base power of Electric-type moves by half for five rounds
16 - Mud-Slap: 20: Lower targets accuracy one stage
17 - •~Precipice Blades: 120 100
18 - Rototiller: Raise the physical special attack of all Grass-type pokemon on the field one stage. Fails if there are no Grass-types present
19 - Sand Attack: Lower targets accuracy one stage
20 - •Sand Tomb: 35: Traps target for 4-5 rounds and deals damage equal to 1/8 of the targets max HP for each round after the first. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)
21 - Shore Up: Heals up to half of maximum HP, but heals max HP in a Sandstorm. Can only be used 5 times in battle.
22 - ~Spikes: Damages Pokémon switched into battle; deals damage based on layers set up, up to 3 layers can be set up maximum. Does not affect Flying-types or Pokemon with Levitate:
1 Layer- 1/16 of targets maximum HP dealt in damage
2 Layers- 1/10 of targets maximum HP dealt in damage
3 Layers- 1/6 of targets maximum HP dealt in damage
23 - ç•Stomping Tantrum: 75, Doubles damage if last move failed
24 - •Thousand Arrows: 90: Deals damage to non-grounded Pokemon, hits Pokemon in the air during semi invulnerable stage of an attack for double damage, and cancels the moves Fly and Bounce before they strike; Pokemon using Sky Drop will take double damage but the attack will not be canceled. Pokemon are grounded so long as ground type moves would effect them. 80: Deals damage to non-grounded Pokemon, hits Pokemon in the air during semi invulnerable stage of an attack for double damage, and cancels the moves Fly and Bounce before they strike; Pokemon using Sky Drop will take double damage but the attack will not be canceled. Pokemon are grounded so long as ground type moves would effect them.
25 - •Thousand Waves: 90: Traps Target as long as user remains in battle. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.) 80: Traps Target as long as user remains in battle. Cannot trap Ghost types. Trapped Pokemon can not switch or flee other than by effect of a move, item or ability. (See Battle Info: Trap Moves for more details.)