0 |
Pay Day
|
Numerous coins are hurled at the target to inflict damage. Money is earned after the battle. |
Physical |
Normal |
40 |
100 |
20 |
0 |
Swords Dance
|
A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat. |
Status |
Normal |
0 |
0 |
20 |
0 |
Body Slam
|
The user drops onto the target with its full body weight. This may also leave the target with paralysis. |
Physical |
Normal |
85 |
100 |
15 |
0 |
Hyper Beam
|
The target is attacked with a powerful beam. The user can’t move on the next turn. |
Special |
Normal |
150 |
90 |
5 |
0 |
Low Kick
|
A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. |
Physical |
Fighting |
0 |
100 |
20 |
0 |
Swift
|
Star-shaped rays are shot at the opposing Pokémon. This attack never misses. |
Special |
Normal |
60 |
0 |
20 |
0 |
Rest
|
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. |
Status |
Psychic |
0 |
0 |
10 |
0 |
Substitute
|
The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
Status |
Normal |
0 |
0 |
10 |
0 |
Snore
|
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Special |
Normal |
50 |
100 |
15 |
0 |
Protect
|
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
Status |
Normal |
0 |
0 |
10 |
0 |
Endure
|
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Status |
Normal |
0 |
0 |
10 |
0 |
Charm
|
The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. |
Status |
Fairy |
0 |
100 |
20 |
0 |
Attract
|
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
Status |
Normal |
0 |
100 |
15 |
0 |
Sleep Talk
|
While it is asleep, the user randomly uses one of the moves it knows. |
Status |
Normal |
0 |
0 |
10 |
0 |
Baton Pass
|
The user switches places with a party Pokémon in waiting and passes along any stat changes. |
Status |
Normal |
0 |
0 |
40 |
0 |
Iron Tail
|
The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. |
Physical |
Steel |
100 |
75 |
15 |
0 |
Future Sight
|
Two turns after this move is used, a hunk of psychic energy attacks the target. |
Special |
Psychic |
120 |
100 |
10 |
0 |
Facade
|
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
Physical |
Normal |
70 |
100 |
20 |
0 |
Imprison
|
If opposing Pokémon know any move also known by the user, they are prevented from using it. |
Status |
Psychic |
0 |
0 |
10 |
0 |
Bounce
|
The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis. |
Physical |
Flying |
85 |
85 |
5 |
0 |
Calm Mind
|
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
Status |
Psychic |
0 |
0 |
20 |
0 |
Giga Impact
|
The user charges at the target using every bit of its power. The user can’t move on the next turn. |
Physical |
Normal |
150 |
90 |
5 |
0 |
Zen Headbutt
|
The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
Physical |
Psychic |
80 |
90 |
15 |
0 |
Trick Room
|
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
Status |
Psychic |
0 |
0 |
5 |
0 |
Wonder Room
|
The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns. |
Status |
Psychic |
0 |
0 |
10 |
0 |
Magic Room
|
The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns. |
Status |
Psychic |
0 |
0 |
10 |
0 |
Round
|
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
Special |
Normal |
60 |
100 |
15 |
0 |
Stored Power
|
The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. |
Special |
Psychic |
20 |
100 |
10 |
0 |
Ally Switch
|
The user teleports using a strange power and switches places with one of its allies. |
Status |
Psychic |
0 |
0 |
15 |
0 |
Wild Charge
|
The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
Physical |
Electric |
90 |
100 |
15 |
0 |
Drill Run
|
The user crashes into its target while rotating its body like a drill. Critical hits land more easily. |
Physical |
Ground |
80 |
95 |
10 |
0 |
Misty Terrain
|
The user covers the ground under everyone’s feet with mist for five turns. This protects Pokémon on the ground from status conditions. |
Status |
Fairy |
0 |
0 |
10 |
0 |
Play Rough
|
The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. |
Physical |
Fairy |
90 |
90 |
10 |
0 |
Mystical Fire
|
The user attacks by breathing a special, hot fire. This also lowers the target’s Sp. Atk stat. |
Special |
Fire |
75 |
100 |
10 |
0 |
High Horsepower
|
The user fiercely attacks the target using its entire body. |
Physical |
Ground |
95 |
95 |
10 |
0 |
Throat Chop
|
The user attacks the target’s throat, and the resultant suffering prevents the target from using moves that emit sound for two turns. |
Physical |
Dark |
80 |
100 |
15 |
0 |
Psychic Terrain
|
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. |
Status |
Psychic |
0 |
0 |
10 |
0 |
Smart Strike
|
The user stabs the target with a sharp horn. This attack never misses. |
Physical |
Steel |
70 |
0 |
10 |