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List of moves

Move Type Power Accuracy PP Description
Acid Armor Poison - - 40 The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.
Acupressure Normal - - 30 The user applies pressure to stress points, sharply boosting one of its stats.
After You Normal - - 15 The user helps the target and makes it use its move right after the user.
Agility Psychic - - 30 The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
Ally Switch Psychic - - 10 The user teleports using a strange power and switches its place with one of its allies.
Amnesia Psychic - - 20 The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
Aqua Ring Water - - 20 The user envelops itself in a veil made of water. It regains some HP on every turn.
Aromatherapy Grass - - 5 The user releases a soothing scent that heals all status problems affecting the user's party.
Aromatic Mist Fairy - - 20 The user raises the Sp. Def stat of an ally Pokémon with a mysterious aroma.
Assist Normal - - 20 The user hurriedly and randomly uses a move among those known by other Pokémon in the party.
Attract Normal - 100 15 If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
Autotomize Steel - - 15 The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
Baby-Doll Eyes Fairy - 100 30 The user stares at the target with its baby-doll eyes, which lowers its Attack stat. This move always goes first.
Barrier Psychic - - 30 The user throws up a sturdy wall that sharply raises its Defense stat.
Baton Pass Normal - - 40 The user switches places with a party Pokémon in waiting, passing along any stat changes.
Belly Drum Normal - - 10 The user maximizes its Attack stat in exchange for HP equal to half its max HP.
Bestow Normal - - 15 The user passes its held item to the target when the target isn't holding an item.
Block Normal - - 5 The user blocks the target's way with arms spread wide to prevent escape.
Bulk Up Fighting - - 20 The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
Calm Mind Psychic - - 20 The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
Camouflage Normal - - 20 The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave.
Captivate Normal - 100 20 If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
Celebrate Normal - - 40 The Pokémon congratulates you on your special day!
Charge Electric - - 20 The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.
Charm Fairy - 100 20 The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat.
Coil Poison - - 20 The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
Confide Normal - - 20 The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk. stat.
Confuse Ray Ghost - 100 10 The target is exposed to a sinister ray that triggers confusion.
Conversion Normal - - 30 The user changes its type to become the same type as one of its moves.
Conversion 2 Normal - - 30 The user changes its type to make itself resistant to the type of the attack the opponent used last.
Copycat Normal - - 20 The user mimics the move used immediately before it. The move fails if no other move has been used yet.
Cosmic Power Psychic - - 20 The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
Cotton Guard Grass - - 10 The user protects itself by wrapping its body in soft cotton, drastically raising the user's Defense stat.
Cotton Spore Grass - 100 40 The user releases cotton-like spores that cling to the target, harshly reducing its Speed stat.
Crafty Shield Fairy - - 10 The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
Curse Ghost - - 10 A move that works differently for the Ghost type than for all the other types.
Dark Void Dark - 80 10 Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
Defend Order Bug - - 10 The user calls out its underlings to shield its body, raising its Defense and Sp. Def stats.
Defense Curl Normal - - 40 The user curls up to conceal weak spots and raise its Defense stat.
Defog Flying - - 15 A strong wind blows away the target's obstacles such as Reflect or Light Screen. It also lowers the target's evasiveness.
Destiny Bond Ghost - - 5 When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints.
Detect Fighting - - 5 It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Disable Normal - 100 20 For four turns, this move prevents the target from using the move it last used.
Double Team Normal - - 15 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Dragon Dance Dragon - - 20 The user vigorously performs a mystic, powerful dance that boosts its Attack and Speed stats.
Eerie Impulse Electric - 100 15 The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
Electric Terrain Electric - - 10 The user electrifies the ground under everyone's feet for five turns. Pokémon on the ground no longer fall asleep.
Electrify Electric - - 15 If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
Embargo Dark - 100 15 It prevents the target from using its held item. Its Trainer is also prevented from using items on it.
Encore Normal - 100 5 The user compels the target to keep using only the move it last used for three turns.
Endure Normal - - 10 The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Entrainment Normal - 100 15 The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.
Fairy Lock Fairy - - 10 By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
Fake Tears Dark - 100 20 The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
Feather Dance Flying - 100 15 The user covers the target's body with a mass of down that harshly lowers its Attack stat.
Flash Normal - 100 20 The user flashes a light that cuts the target's accuracy. It can also be used to illuminate caves.
Flatter Dark - 100 15 Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat.
Flower Shield Fairy - - 10 The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power.
Focus Energy Normal - - 30 The user takes a deep breath and focuses so that critical hits land more easily.
Follow Me Normal - - 20 The user draws attention to itself, making all targets take aim only at the user.
Foresight Normal - - 40 Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
Forest's Curse Grass - - 20 The user puts a forest curse on the target. Afflicted targets are now {{Grass}} type as well.
Gastro Acid Poison - 100 10 The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability.
Geomancy Fairy - - 10 The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn.
Glare Normal - 90 30 The user intimidates the target with the pattern on its belly to cause paralysis.
Grass Whistle Grass - 55 15 The user plays a pleasant melody that lulls the target into a deep sleep.
Grassy Terrain Grass - - 10 The user turns the ground under everyone's feet to grass for five turns. This restores the HP of Pokémon on the ground a little every turn.
Gravity Psychic - - 5 Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
Growl Normal - 100 40 The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered.
Growth Normal - - 40 The user's body grows all at once, raising the Atk and Sp. Atk stats.
Grudge Ghost - - 5 If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out.}
Guard Split Psychic - - 10 The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's.
Guard Swap Psychic - - 10 The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
Hail Ice - 100 10 The user summons a hail storm lasting five turns. It damages all Pokémon except the Ice type.
Happy Hour Normal - - 30 Using Happy Hour doubles the amount of prize money received after battle.
Harden Normal - - 30 The user stiffens all the muscles in its body to raise its Defense stat.
Haze Ice - 100 30 The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
Heal Bell Normal - - 5 The user makes a soothing bell chime to heal the status problems of all the party Pokémon.
Heal Block Psychic - 100 15 For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
Heal Order Bug - - 10 The user calls out its underlings to heal it. The user regains up to half of its max HP.
Heal Pulse Psychic - - 10 The user emits a healing pulse which restores the target's HP by up to half of its max HP.
Healing Wish Psychic - - 10 The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
Heart Swap Psychic - - 10 The user employs its psychic power to switch stat changes with the target.
Helping Hand Normal - - 20 The user assists an ally by boosting the power of its attack.
Hold Hands Normal - - 40 The user and an ally hold hands. This makes them very happy.
Hone Claws Dark - - 15 The user sharpens its claws to boost its Attack stat and accuracy.
Howl Normal - - 40 The user howls loudly to raise its spirit, boosting its Attack stat.
Hypnosis Psychic - 60 20 The user employs hypnotic suggestion to make the target fall into a deep sleep.
Imprison Psychic - - 10 If the opponents know any move also known by the user, the opponents are prevented from using it.
Ingrain Grass - - 20 The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out.
Ion Deluge Electric - - 25 The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
Iron Defense Steel - - 15 The user hardens its body's surface like iron, sharply raising its Defense stat.
Kinesis Psychic - 80 15 The user distracts the target by bending a spoon. It lowers the target's accuracy.
King's Shield Steel - - 10 The user takes a defensive stance while it protects itself from damage. It also harshly lowers the Attack stat of any attacker who makes direct contact.
Leech Seed Grass - 90 10 A seed is planted on the target. It steals some HP from the target every turn.
Leer Normal - 100 30 The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced.
Light Screen Psychic - - 30 A wondrous wall of light is put up to suppress damage from special attacks for five turns.
Lock-On Normal - - 5 The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.
Lovely Kiss Normal - 75 10 With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
Lucky Chant Normal - - 30 The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.
Lunar Dance Psychic - - 10 The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
Magic Coat Psychic - - 15 A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Magic Room Psychic - - 10 The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Magnet Rise Electric - - 10 The user levitates using electrically generated magnetism for five turns.
Magnetic Flux Electric - - 20 The user manipulates magnetic fields which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
Mat Block Fighting - - 15 Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
Me First Normal - - 20 The user tries to cut ahead of the target to steal and use the target's intended move with greater power.
Mean Look Normal - - 5 The user pins the target with a dark, arresting look. The target becomes unable to flee.
Meditate Psychic - - 40 The user meditates to awaken the power deep within its body and raise its Attack stat.
Memento Dark - - 10 The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk.
Metal Sound Steel - 85 40 A horrible sound like scraping metal harshly reduces the target's Sp. Def stat.
Metronome Normal - - 10 The user waggles a finger and stimulates its brain into randomly using nearly any move.
Milk Drink Normal - - 10 The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.
Mimic Normal - - 10 The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Mind Reader Normal - - 5 The user senses the target's movements with its mind to ensure its next attack does not miss the target.
Minimize Normal - - 20 The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
Miracle Eye Psychic - - 40 Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.
Mirror Move Flying - 100 20 The user counters the target by mimicking the target's last move.
Mist Ice - 100 30 The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.
Misty Terrain Fairy - - 10 The user covers the ground under everyone's feet with mist for five turns. This protects Pokémon on the ground from status conditions.
Moonlight Fairy - - 5 The user restores its own HP. The amount of HP regained varies with the weather.
Morning Sun Normal - - 5 The user restores its own HP. The amount of HP regained varies with the weather.
Mud Sport Ground - - 15 The user covers itself with mud. It weakens Electric-type moves while the user is in the battle.
Nasty Plot Dark - - 20 The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
Nature Power Normal - - 20 An attack that makes use of nature's power. Its effects vary depending on the user's environment.
Nightmare Ghost - 100 15 A sleeping target sees a nightmare that inflicts some damage every turn.
Noble Roar Normal - - 30 Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
Odor Sleuth Normal - - 40 Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
Pain Split Normal - - 20 The user adds its HP to the target's HP, then equally shares the combined HP with the target.
Parting Shot Dark - - 20 With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches with a party Pokémon.
Perish Song Normal - - 5 Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
Play Nice Normal - - 20 The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat.
Poison Gas Poison - 80 40 A cloud of poison gas is sprayed in the face of opposing Pokémon. It may poison those hit.
Poison Powder Poison - 75 35 The user scatters a cloud of poisonous dust on the target. It may poison the target.
Powder Bug - - 20 The user covers the target in a powder that explodes and damages the target if it uses a Fire move.
Power Split Psychic - - 10 The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's.
Power Swap Psychic - - 10 The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.
Power Trick Psychic - - 10 The user employs its psychic power to switch its Attack with its Defense stat.
Protect Normal - - 10 It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Psych Up Normal - - 10 The user hypnotizes itself into copying any stat change made by the target.
Psycho Shift - 90 10 Using its psychic power of suggestion, the user transfers its status problems to the target.
Quash Dark - 100 15 The user suppresses the target and makes its move go last.
Quick Guard Fighting - - 15 The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
Quiver Dance Bug - - 20 The user lightly performs a beautiful, mystic dance. It boosts the user's Sp. Atk, Sp. Def, and Speed stats.
Rage Powder Bug - - 20 The user scatters a cloud of irritating powder to draw attention to itself. Opponents aim only at the user.
Rain Dance Water - - 5 The user summons a heavy rain that falls for five turns, powering up Water-type moves.
Recover Normal - - 10 Restoring its own cells, the user restores its own HP by half of its max HP.
Recycle Normal - - 10 The user recycles a held item that has been used in battle so it can be used again.
Reflect Psychic - - 20 A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
Reflect Type Normal - - 15 The user reflects the target's type, making it the same type as the target.
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