Carfer97

PLA Moves + descriptions

Jan 21st, 2022 (edited)
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  1. ———
  2.  
  3. Pound
  4. The target is physically pounded with a long tail, a foreleg, or the like.
  5. Karate Chop
  6. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  7. Double Slap
  8. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  9. Comet Punch
  10. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  11. Mega Punch
  12. The target is slugged by a punch thrown with muscle-packed power.
  13. Pay Day
  14. Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.
  15. Fire Punch
  16. The target is punched with a fiery fist. This may also leave the target with a burn.
  17. Ice Punch
  18. The target is punched with an icy fist. This may also leave the target with frostbite.
  19. Thunder Punch
  20. The target is punched with an electrified fist. This may also leave the target with paralysis.
  21. Scratch
  22. Hard, pointed, sharp claws rake the target to inflict damage.
  23. Vise Grip
  24. The target is gripped and squeezed from both sides to inflict damage.
  25. Guillotine
  26. A vicious, tearing attack with big pincers. The target faints instantly if this attack hits.
  27. Razor Wind
  28. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  29. Swords Dance
  30. A frenetic dance to uplift the fighting spirit. This raises the user’s offensive stats.
  31. Cut
  32. The target is cut with a scythe or claw.
  33. Gust
  34. A gust of wind is whipped up by wings and launched at the target to inflict damage.
  35. Wing Attack
  36. The target is struck with large, imposing wings spread wide to inflict damage.
  37. Whirlwind
  38. The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
  39. Fly
  40. The user flies up into the sky and then strikes its target on the next turn.
  41. Bind
  42. Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
  43. Slam
  44. The target is slammed with a long tail, vines, or the like to inflict damage.
  45. Vine Whip
  46. The target is struck with slender, whiplike vines to inflict damage.
  47. Stomp
  48. The target is stomped with a big foot. This may also make the target flinch.
  49. Double Kick
  50. The target is quickly kicked twice in succession using both feet.
  51. Mega Kick
  52. The target is attacked by a kick launched with muscle-packed power.
  53. Jump Kick
  54. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  55. Rolling Kick
  56. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  57. Sand Attack
  58. Sand is hurled in the target’s face, reducing the target’s accuracy.
  59. Headbutt
  60. The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
  61. Horn Attack
  62. The target is jabbed with a sharply pointed horn to inflict damage.
  63. Fury Attack
  64. The target is jabbed repeatedly with a horn or beak two to five times in a row.
  65. Horn Drill
  66. The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.
  67. Tackle
  68. A physical attack in which the user charges and slams into the target with its whole body.
  69. Body Slam
  70. The user drops onto the target with its full body weight. This may also leave the target with paralysis.
  71. Wrap
  72. A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
  73. Take Down
  74. A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
  75. Thrash
  76. The user rampages and attacks for two to three turns. The user then becomes confused.
  77. Double-Edge
  78. A reckless, life-risking tackle in which the user rushes the target. This also damages the user.
  79. Tail Whip
  80. The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stats.
  81. Poison Sting
  82. The user stabs the target with a poisonous stinger. This may also poison the target.
  83. Twineedle
  84. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  85. Pin Missile
  86. Sharp spikes are shot at the target. Spike splinters left behind by this attack continue to damage the target for several turns.
  87. Leer
  88. The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
  89. Bite
  90. The user bites the target with viciously sharp fangs to inflict damage.
  91. Growl
  92. The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.
  93. Roar
  94. The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
  95. Sing
  96. A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
  97. Supersonic
  98. The user generates odd sound waves from its body that confuse the target.
  99. Sonic Boom
  100. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  101. Disable
  102. For four turns, this move prevents the target from using the move it last used.
  103. Acid
  104. Opposing Pokémon are attacked with a spray of harsh acid. This may also lower their Sp. Def stats.
  105. Ember
  106. The target is attacked with small flames. This may also leave the target with a burn.
  107. Flamethrower
  108. The target is scorched with an intense blast of fire. This may also leave the target with a burn.
  109. Mist
  110. The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.
  111. Water Gun
  112. The target is blasted with a forceful shot of water.
  113. Hydro Pump
  114. The target is blasted by a huge volume of water launched under great pressure.
  115. Surf
  116. The user attacks everything around it by swamping its surroundings with a giant wave.
  117. Ice Beam
  118. The target is struck with an icy-cold beam of energy. This may also leave the target with frostbite.
  119. Blizzard
  120. A howling blizzard is summoned to strike the target. This may also leave the target with frostbite.
  121. Psybeam
  122. The target is attacked with a peculiar ray. This may also leave the target confused.
  123. Bubble Beam
  124. A spray of bubbles is forcefully ejected at the target. This may also lower the target’s Speed stat.
  125. Aurora Beam
  126. The target is hit with a rainbow-colored beam. This may also lower the target’s Attack stat.
  127. Hyper Beam
  128. The target is attacked with a powerful beam.
  129. Peck
  130. The target is jabbed with a sharply pointed beak or horn.
  131. Drill Peck
  132. A corkscrewing attack that strikes the target with a sharp beak acting as a drill.
  133. Submission
  134. The user grabs the target and recklessly dives for the ground. This also damages the user a little.
  135. Low Kick
  136. A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power.
  137. Counter
  138. A retaliation move that counters any physical attack, inflicting double the damage taken.
  139. Seismic Toss
  140. The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.
  141. Strength
  142. The target is slugged with a punch thrown at maximum power.
  143. Absorb
  144. The user attacks by draining the target’s nutrients. Some of the damage dealt to the target is absorbed by the user to restore their own HP.
  145. Mega Drain
  146. A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.
  147. Leech Seed
  148. A seed is planted on the target. It steals some HP from the target every turn.
  149. Growth
  150. The user’s body grows all at once, raising the Attack and Sp. Atk stats.
  151. Razor Leaf
  152. Sharp-edged leaves are launched to slash at opposing Pokémon. Critical hits land more easily.
  153. Solar Beam
  154. In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.
  155. Poison Powder
  156. The user scatters a cloud of toxic powder that poisons the target.
  157. Stun Spore
  158. The user scatters a cloud of numbing powder that paralyzes the target.
  159. Sleep Powder
  160. The user scatters a cloud of sleep-inducing powder that makes the target drowsy.
  161. Petal Dance
  162. The user attacks the target by scattering petals, then becomes fixated on using this move.
  163. String Shot
  164. Opposing Pokémon are bound with silk blown from the user’s mouth that harshly lowers the Speed stat.
  165. Dragon Rage
  166. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  167. Fire Spin
  168. The target becomes trapped within a fierce vortex of fire that rages for four to five turns.
  169. Thunder Shock
  170. The user attacks the target with a jolt of electricity. This may also leave the target with paralysis.
  171. Thunderbolt
  172. The user attacks the target with a strong electric blast. This may also leave the target with paralysis.
  173. Thunder Wave
  174. The user launches a weak jolt of electricity that paralyzes the target.
  175. Thunder
  176. A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
  177. Rock Throw
  178. The user picks up and throws a small rock at the target to attack.
  179. Earthquake
  180. The user sets off an earthquake that strikes every Pokémon around it.
  181. Fissure
  182. The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits.
  183. Dig
  184. The user burrows into the ground, then attacks on the next turn.
  185. Toxic
  186. A move that leaves the target badly poisoned. Its poison damage worsens every turn.
  187. Confusion
  188. The target is hit with a weak telekinetic force to inflict damage.
  189. Psychic
  190. The target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s defensive stats.
  191. Hypnosis
  192. The user employs hypnotic suggestion to make the target drowsy.
  193. Meditate
  194. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  195. Agility
  196. The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
  197. Quick Attack
  198. The user lunges at the target to deal damage, moving at a speed that makes it almost invisible. This also raises the user’s action speed.
  199. Rage
  200. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  201. Teleport
  202. The user switches places with a party Pokémon in waiting, if there is any able to battle. If a wild Pokémon uses this move, it flees.
  203. Night Shade
  204. The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level.
  205. Mimic
  206. The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.
  207. Screech
  208. An earsplitting screech harshly lowers the target’s Defense stat.
  209. Double Team
  210. By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
  211. Recover
  212. The user regenerates its cells to restore its own HP.
  213. Harden
  214. The user stiffens all the muscles in its body to raise its Defense stat.
  215. Minimize
  216. The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
  217. Smokescreen
  218. The user releases an obscuring cloud of smoke or ink. This lowers the target’s accuracy.
  219. Confuse Ray
  220. The target is exposed to a sinister ray that triggers confusion.
  221. Withdraw
  222. The user withdraws its body into its hard shell, raising its Defense stat.
  223. Defense Curl
  224. The user curls up to conceal weak spots and raise its Defense stat.
  225. Barrier
  226. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  227. Light Screen
  228. A wondrous wall of light is put up to reduce damage from special attacks for five turns.
  229. Haze
  230. The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
  231. Reflect
  232. A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
  233. Focus Energy
  234. The user takes a deep breath and focuses so that its future attacks have a heightened chance of landing critical hits.
  235. Bide
  236. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  237. Metronome
  238. The user waggles a finger and stimulates its brain into randomly using nearly any move.
  239. Mirror Move
  240. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  241. Self-Destruct
  242. The user causes an explosion to inflict damage on the target. This also damages the user.
  243. Egg Bomb
  244. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  245. Lick
  246. The target is licked with a long tongue, causing damage. This may also leave the target with paralysis.
  247. Smog
  248. The target is attacked with a discharge of filthy gases. This may also poison the target.
  249. Sludge
  250. Unsanitary sludge is hurled at the target. This may also poison the target.
  251. Bone Club
  252. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  253. Fire Blast
  254. The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.
  255. Waterfall
  256. The user charges at the target and may make it flinch.
  257. Clamp
  258. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  259. Swift
  260. Star-shaped rays are shot at the target. This attack never misses.
  261. Skull Bash
  262. The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.
  263. Spike Cannon
  264. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  265. Constrict
  266. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  267. Amnesia
  268. The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.
  269. Kinesis
  270. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  271. Soft-Boiled
  272. The user restores its own HP.
  273. High Jump Kick
  274. The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
  275. Glare
  276. The user intimidates the target with the pattern on its belly to cause paralysis.
  277. Dream Eater
  278. The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.
  279. Poison Gas
  280. The user sprays a cloud of toxic gas that poisons the target.
  281. Barrage
  282. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  283. Leech Life
  284. The user attacks by draining the target’s blood. Some of the damage dealt to the target is absorbed by the user to restore their own HP.
  285. Lovely Kiss
  286. With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
  287. Sky Attack
  288. A second-turn attack move where critical hits land more easily. This may also make the target flinch.
  289. Transform
  290. The user transforms into a copy of the target right down to having the same move set.
  291. Bubble
  292. The user attacks the target with a spray of countless bubbles.
  293. Dizzy Punch
  294. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  295. Spore
  296. The user scatters a burst of spores that makes the target drowsy.
  297. Flash
  298. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  299. Psywave
  300. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  301. Splash
  302. The user just flops and splashes around to no effect at all...
  303. Acid Armor
  304. The user alters its cellular structure to liquefy itself, raising its defensive stats.
  305. Crabhammer
  306. The target is hammered with a large pincer. Critical hits land more easily.
  307. Explosion
  308. The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
  309. Fury Swipes
  310. The target is raked with sharp claws or scythes quickly two to five times in a row.
  311. Bonemerang
  312. The user throws the bone it holds. The bone loops around to hit the target twice—coming and going.
  313. Rest
  314. The user restores its own HP but also becomes drowsy.
  315. Rock Slide
  316. Large boulders are hurled at the target to inflict damage.
  317. Hyper Fang
  318. The user bites hard on the target with its sharp front fangs. This may also make the target flinch.
  319. Sharpen
  320. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  321. Conversion
  322. The user changes its type to become the same type as the move at the top of the list of moves it knows.
  323. Tri Attack
  324. The user strikes with a simultaneous three-beam attack. This may also leave the target with a burn, paralysis, or frostbite.
  325. Super Fang
  326. The user chomps hard on the target with its sharp front fangs. This cuts the target’s HP in half.
  327. Slash
  328. The target is attacked with a slash of claws or blades. This move has a heightened chance of landing a critical hit.
  329. Substitute
  330. The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.
  331. Struggle
  332. This attack is used in desperation only if the user has no PP. It also damages the user a little.
  333. Sketch
  334. It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
  335. Triple Kick
  336. A consecutive three-kick attack that becomes more powerful with each successful hit.
  337. Thief
  338. The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
  339. Spider Web
  340. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  341. Mind Reader
  342. The user senses the target’s movements with its mind to ensure its next attack does not miss the target.
  343. Nightmare
  344. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  345. Flame Wheel
  346. The user cloaks itself in fire and charges at the target to deal damage. This may also leave the target with a burn.
  347. Snore
  348. This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
  349. Curse
  350. A move that works differently for the Ghost type than for all other types.
  351. Flail
  352. The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.
  353. Conversion 2
  354. The user changes its type to make itself resistant to the type of the attack the target used last.
  355. Aeroblast
  356. A vortex of air is shot at the target to inflict damage. Critical hits land more easily.
  357. Cotton Spore
  358. The user releases cotton-like spores that cling to opposing Pokémon, which harshly lowers their Speed stats.
  359. Reversal
  360. An all-out attack that becomes more powerful the less HP the user has.
  361. Spite
  362. The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
  363. Powder Snow
  364. The user attacks with a chilling gust of powdery snow. This may also leave the target with frostbite.
  365. Protect
  366. This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
  367. Mach Punch
  368. The user throws a punch at blinding speed. This also raises the user’s action speed.
  369. Scary Face
  370. The user frightens the target with a scary face to harshly lower its Speed stat.
  371. Feint Attack
  372. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  373. Sweet Kiss
  374. The user kisses the target with a sweet, angelic cuteness that causes confusion.
  375. Belly Drum
  376. The user maximizes its Attack stat in exchange for HP equal to half its max HP.
  377. Sludge Bomb
  378. Unsanitary sludge is hurled at the target to deal damage. This may also poison the target.
  379. Mud-Slap
  380. The user hurls mud in the target’s face to inflict damage. Incoming moves also become more likely to miss.
  381. Octazooka
  382. The user sprays ink in the target’s face to inflict damage. Incoming moves also become more likely to miss.
  383. Spikes
  384. The user lays a trap of spikes at the target’s feet. The spikes left behind by this attack continue to damage the target for several turns.
  385. Zap Cannon
  386. The user fires an electric blast like a cannon to inflict damage and cause paralysis.
  387. Foresight
  388. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  389. Destiny Bond
  390. After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
  391. Perish Song
  392. Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
  393. Icy Wind
  394. The user attacks with a gust of freezing air.
  395. Detect
  396. This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
  397. Bone Rush
  398. The user strikes the target with a hard bone two to five times in a row.
  399. Lock-On
  400. The user takes sure aim at the target. This ensures the next attack does not miss the target.
  401. Outrage
  402. The user attacks by going on a rampage, then becomes fixated on using this move.
  403. Sandstorm
  404. A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.
  405. Giga Drain
  406. A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.
  407. Endure
  408. The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
  409. Charm
  410. The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.
  411. Rollout
  412. The user rolls into the target to deal damage, then becomes fixated on using this move.
  413. False Swipe
  414. A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
  415. Swagger
  416. The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
  417. Milk Drink
  418. The user restores its own HP by up to half of its max HP.
  419. Spark
  420. The user throws an electrically charged tackle at the target to deal damage. This may also leave the target with paralysis.
  421. Fury Cutter
  422. The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.
  423. Steel Wing
  424. The target is hit with wings of steel. This may also raise the user’s Defense stat.
  425. Mean Look
  426. The user pins the target with a dark, arresting look. The target becomes unable to flee.
  427. Attract
  428. If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
  429. Sleep Talk
  430. While it is asleep, the user randomly uses one of the moves it knows.
  431. Heal Bell
  432. The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
  433. Return
  434. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  435. Present
  436. The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
  437. Frustration
  438. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  439. Safeguard
  440. The user creates a protective field that prevents status conditions for five turns.
  441. Pain Split
  442. The user adds its HP to the target’s HP, then equally shares the combined HP with the target.
  443. Sacred Fire
  444. The target is razed with a mystical fire of great intensity. This may also leave the target with a burn.
  445. Magnitude
  446. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  447. Dynamic Punch
  448. The user punches the target with full, concentrated power. This confuses the target if it hits.
  449. Megahorn
  450. Using its tough and impressive horn, the user rams into the target to inflict damage.
  451. Dragon Breath
  452. The user exhales a mighty gust that inflicts damage. This may also leave the target with paralysis.
  453. Baton Pass
  454. The user switches places with a party Pokémon in waiting and passes along any stat changes.
  455. Encore
  456. The user compels the target to keep using the move it encored for three turns.
  457. Pursuit
  458. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  459. Rapid Spin
  460. A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user’s Speed stat.
  461. Sweet Scent
  462. A sweet scent that harshly lowers opposing Pokémon’s evasiveness.
  463. Iron Tail
  464. The target is slammed with a steel-hard tail. This may also lower the target’s defensive stats.
  465. Metal Claw
  466. The target is raked with steel claws. This may also raise the user’s Attack stat.
  467. Vital Throw
  468. The user attacks last. In return, this throw move never misses.
  469. Morning Sun
  470. The user restores its own HP. The amount of HP regained varies with the weather.
  471. Synthesis
  472. The user restores its own HP. The amount of HP regained varies with the weather.
  473. Moonlight
  474. The user restores its own HP. The amount of HP regained varies with the weather.
  475. Hidden Power
  476. Through some mysterious power, this move changes type to deal supereffective damage to the target.
  477. Cross Chop
  478. The user delivers a double chop with its forearms crossed. Critical hits land more easily.
  479. Twister
  480. The user whips up a vicious tornado to tear at the target.
  481. Rain Dance
  482. The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
  483. Sunny Day
  484. The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
  485. Crunch
  486. The user crunches up the target with sharp fangs. This may also lower the target’s defensive stats.
  487. Mirror Coat
  488. A retaliation move that counters any special attack, inflicting double the damage taken.
  489. Psych Up
  490. The user hypnotizes itself into copying any stat change made by the target.
  491. Extreme Speed
  492. The user charges the target at blinding speed. This move always goes first.
  493. Ancient Power
  494. The user attacks with a primeval power. This may also raise the user’s offensive and defensive stats.
  495. Shadow Ball
  496. The user hurls a shadowy blob at the target to deal damage. This may also lower the target’s defensive stats.
  497. Future Sight
  498. Two turns after this move is used, a hunk of psychic energy attacks the target.
  499. Rock Smash
  500. The user attacks with a punch. This may also lower the target’s defensive stats.
  501. Whirlpool
  502. The user traps the target in a violent swirling whirlpool for four to five turns.
  503. Beat Up
  504. The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks.
  505. Fake Out
  506. This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.
  507. Uproar
  508. The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
  509. Stockpile
  510. The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.
  511. Spit Up
  512. The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the move’s power.
  513. Swallow
  514. The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
  515. Heat Wave
  516. The user attacks by exhaling hot breath on opposing Pokémon. This may also leave those Pokémon with a burn.
  517. Hail
  518. The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.
  519. Torment
  520. The user torments and enrages the target, making it incapable of using the same move twice in a row.
  521. Flatter
  522. Flattery is used to confuse the target. However, this also raises the target’s Sp. Atk stat.
  523. Will-O-Wisp
  524. The user shoots a sinister flame at the target to inflict a burn.
  525. Memento
  526. The user faints when using this move. In return, this harshly lowers the target’s Attack and Sp. Atk stats.
  527. Facade
  528. This attack move doubles its power if the user is poisoned, burned, or paralyzed.
  529. Focus Punch
  530. The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
  531. Smelling Salts
  532. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  533. Follow Me
  534. The user draws attention to itself, making all targets take aim only at the user.
  535. Nature Power
  536. This attack makes use of nature’s power. Its effects vary depending on the user’s environment.
  537. Charge
  538. The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.
  539. Taunt
  540. The target is taunted into a rage that allows it to use only attack moves for three turns.
  541. Helping Hand
  542. The user assists an ally by boosting the power of that ally’s attack.
  543. Trick
  544. The user catches the target off guard and swaps its held item with its own.
  545. Role Play
  546. The user mimics the target completely, copying the target’s Ability.
  547. Wish
  548. One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.
  549. Assist
  550. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  551. Ingrain
  552. The user lays roots that restore its HP on every turn. Because it’s rooted, it can’t switch out.
  553. Superpower
  554. The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats.
  555. Magic Coat
  556. Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
  557. Recycle
  558. The user recycles a held item that has been used in battle so it can be used again.
  559. Revenge
  560. This attack move’s power is doubled if the user has been hurt by the opponent in the same turn.
  561. Brick Break
  562. The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
  563. Yawn
  564. The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
  565. Knock Off
  566. The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.
  567. Endeavor
  568. This attack move cuts down the target’s HP to equal the user’s HP.
  569. Eruption
  570. The user attacks opposing Pokémon with explosive fury. The lower the user’s HP, the lower the move’s power.
  571. Skill Swap
  572. The user employs its psychic power to exchange Abilities with the target.
  573. Imprison
  574. If opposing Pokémon know any move also known by the user, they are prevented from using it.
  575. Refresh
  576. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  577. Grudge
  578. If the user faints, the user’s grudge fully depletes the PP of the opponent’s move that knocked it out.
  579. Snatch
  580. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  581. Secret Power
  582. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  583. Dive
  584. Diving on the first turn, the user floats up and attacks on the next turn.
  585. Arm Thrust
  586. The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row.
  587. Camouflage
  588. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  589. Tail Glow
  590. The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat.
  591. Luster Purge
  592. The user lets loose a damaging burst of light. This may also lower the target’s Sp. Def stat.
  593. Mist Ball
  594. A mist-like flurry of down envelops and damages the target. This may also lower the target’s Sp. Atk stat.
  595. Feather Dance
  596. The user covers the target’s body with a mass of down that harshly lowers its Attack stat.
  597. Teeter Dance
  598. The user performs a wobbly dance that confuses the Pokémon around it.
  599. Blaze Kick
  600. The user launches a kick that lands a critical hit more easily. This may also leave the target with a burn.
  601. Mud Sport
  602. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  603. Ice Ball
  604. The user hurls a chunk of ice at the target, then becomes fixated on using this move.
  605. Needle Arm
  606. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  607. Slack Off
  608. The user slacks off, restoring its own HP by up to half of its max HP.
  609. Hyper Voice
  610. The user lets loose a horribly echoing shout with the power to inflict damage.
  611. Poison Fang
  612. The user bites the target with toxic fangs. This may also leave the target badly poisoned.
  613. Crush Claw
  614. The user slashes the target with hard and sharp claws. This may also lower the target’s Defense stat.
  615. Blast Burn
  616. The target is razed by a fiery explosion. The user can’t move on the next turn.
  617. Hydro Cannon
  618. The target is hit with a watery blast. The user can’t move on the next turn.
  619. Meteor Mash
  620. The target is hit with a hard punch fired like a meteor. This may also raise the user’s Attack stat.
  621. Astonish
  622. The user attacks the target while crying out in a startling fashion.
  623. Weather Ball
  624. This attack move varies in power and type depending on the weather.
  625. Aromatherapy
  626. The user releases a soothing scent that heals all status conditions affecting the user’s party.
  627. Fake Tears
  628. The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
  629. Air Cutter
  630. The user launches razor-like wind to slash the target. This move has a heightened chance of landing a critical hit.
  631. Overheat
  632. The user attacks the target at full power. The recoil from this move lowers the user’s offensive stats.
  633. Odor Sleuth
  634. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  635. Rock Tomb
  636. Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.
  637. Silver Wind
  638. The target is attacked with powdery scales blown by the wind. This may also raise the user’s offensive and defensive stats.
  639. Metal Sound
  640. A horrible sound like scraping metal harshly lowers the target’s Sp. Def stat.
  641. Grass Whistle
  642. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  643. Tickle
  644. The user tickles the target into laughing, reducing its Attack and Defense stats.
  645. Cosmic Power
  646. The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
  647. Water Spout
  648. The user spouts water to damage opposing Pokémon. The lower the user’s HP, the lower the move’s power.
  649. Signal Beam
  650. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  651. Shadow Punch
  652. The user throws a punch from the shadows. This attack never misses.
  653. Extrasensory
  654. The user attacks with an odd, unseeable power.
  655. Sky Uppercut
  656. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  657. Sand Tomb
  658. The user traps the target inside a harshly raging sandstorm for four to five turns.
  659. Sheer Cold
  660. The target faints instantly. It’s less likely to hit the target if it’s used by Pokémon other than Ice types.
  661. Muddy Water
  662. The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy.
  663. Bullet Seed
  664. The user forcefully shoots seeds at the target two to five times in a row.
  665. Aerial Ace
  666. The user confounds the target with speed, then slashes. This attack never misses.
  667. Icicle Spear
  668. The user launches sharp icicles at the target two to five times in a row.
  669. Iron Defense
  670. The user hardens its body’s surface like iron, raising its defensive stats.
  671. Block
  672. The user blocks the target’s way with arms spread wide to prevent escape.
  673. Howl
  674. The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.
  675. Dragon Claw
  676. The user slashes the target with huge, sharp claws. This move has a heightened chance of landing a critical hit.
  677. Frenzy Plant
  678. The user slams the target with the roots of an enormous tree. The user can’t move on the next turn.
  679. Bulk Up
  680. The user tenses its muscles to bulk up its body, raising its offensive and defensive stats.
  681. Bounce
  682. The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.
  683. Mud Shot
  684. The user attacks by hurling a blob of mud at the target. This also lowers the target’s Speed stat.
  685. Poison Tail
  686. The user hits the target with its tail. This may also poison the target. Critical hits land more easily.
  687. Covet
  688. The user endearingly approaches the target, then steals the target’s held item.
  689. Volt Tackle
  690. The user electrifies itself and charges the target to inflict damage. This also damages the user and may leave the target with paralysis.
  691. Magical Leaf
  692. The user scatters curious leaves that chase the target. This attack never misses.
  693. Water Sport
  694. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  695. Calm Mind
  696. The user quietly focuses its mind and calms its spirit to raise its offensive and defensive stats.
  697. Leaf Blade
  698. The user handles a sharp leaf like a sword and attacks by cutting its target. This move has a heightened chance of landing a critical hit.
  699. Dragon Dance
  700. The user vigorously performs a mystic, powerful dance that raises its Attack and Speed stats.
  701. Rock Blast
  702. The user hurls hard rocks at the target. Two to five rocks are launched in a row.
  703. Shock Wave
  704. The user strikes the target with a quick jolt of electricity. This attack never misses.
  705. Water Pulse
  706. The user attacks the target with a pulsing blast of water. This attack never misses.
  707. Doom Desire
  708. Two turns after this move is used, a concentrated bundle of light blasts the target.
  709. Psycho Boost
  710. The user attacks the target at full power. The attack’s recoil harshly lowers the user’s Sp. Atk stat.
  711. Roost
  712. The user lands and rests its body. This move restores the user’s HP.
  713. Gravity
  714. This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.
  715. Miracle Eye
  716. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  717. Wake-Up Slap
  718. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  719. Hammer Arm
  720. The user swings and hits with its strong, heavy fist. It lowers the user’s Speed, however.
  721. Gyro Ball
  722. The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.
  723. Healing Wish
  724. The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.
  725. Brine
  726. If the target’s HP is half or less, this attack will hit with double the power.
  727. Natural Gift
  728. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  729. Feint
  730. This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.
  731. Pluck
  732. The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
  733. Tailwind
  734. The user whips up a turbulent whirlwind that ups the Speed stats of the user and its allies for four turns.
  735. Acupressure
  736. The user applies pressure to stress points, sharply boosting one of its or its allies’ stats.
  737. Metal Burst
  738. The user retaliates with much greater force against the opponent that last inflicted damage on it.
  739. U-turn
  740. After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
  741. Close Combat
  742. The user fights the target up close, inflicting damage without guarding itself. This also lowers the user’s defensive stats.
  743. Payback
  744. The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.
  745. Assurance
  746. If the target has already taken some damage in the same turn, this attack’s power is doubled.
  747. Embargo
  748. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  749. Fling
  750. The user flings its held item at the target to attack. This move’s power and effects depend on the item.
  751. Psycho Shift
  752. Using its psychic power of suggestion, the user transfers its status conditions to the target.
  753. Trump Card
  754. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  755. Heal Block
  756. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  757. Wring Out
  758. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  759. Power Trick
  760. The user employs its psychic power to switch its Attack stat with its Defense stat.
  761. Gastro Acid
  762. The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target’s Ability.
  763. Lucky Chant
  764. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  765. Me First
  766. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  767. Copycat
  768. The user mimics the move used immediately before it. The move fails if no other move has been used yet.
  769. Power Swap
  770. The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
  771. Guard Swap
  772. The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
  773. Punishment
  774. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  775. Last Resort
  776. This move can be used only after the user has used all the other moves it knows in the battle.
  777. Worry Seed
  778. A seed that causes worry is planted on the target. It prevents sleep by making the target’s Ability Insomnia.
  779. Sucker Punch
  780. This move enables the user to attack first. This move fails if the target is not readying an attack.
  781. Toxic Spikes
  782. The user lays a trap of poison spikes at the feet of the opposing team. The spikes will poison opposing Pokémon that switch into battle.
  783. Heart Swap
  784. The user employs its psychic power to switch stat changes with the target.
  785. Aqua Ring
  786. The user envelops itself in a veil made of water. It regains some HP every turn.
  787. Magnet Rise
  788. The user levitates using electrically generated magnetism for five turns.
  789. Flare Blitz
  790. The user cloaks itself in fire and charges the target to inflict damage. This also damages the user and may leave the target with a burn.
  791. Force Palm
  792. The target is attacked with a shock wave. This may also leave the target with paralysis.
  793. Aura Sphere
  794. The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.
  795. Rock Polish
  796. The user polishes its body to reduce drag. This sharply raises the Speed stat.
  797. Poison Jab
  798. The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target.
  799. Dark Pulse
  800. The user releases a horrible aura imbued with ill intent. This attack never misses.
  801. Night Slash
  802. The user slashes the target the instant the target lowers its guard. This move has a heightened chance of landing a critical hit.
  803. Aqua Tail
  804. The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
  805. Seed Bomb
  806. The user slams a barrage of hard-shelled seeds down on the target from above.
  807. Air Slash
  808. The user attacks with a blade of air that slices even the sky.
  809. X-Scissor
  810. The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. This move has a heightened chance of landing a critical hit.
  811. Bug Buzz
  812. The user vibrates to generate a damaging sound wave. This may also lower the target’s defensive stats.
  813. Dragon Pulse
  814. The target is attacked with a shock wave generated by the user’s gaping mouth. This attack never misses.
  815. Dragon Rush
  816. The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch.
  817. Power Gem
  818. The user attacks with a ray of light that sparkles as if it were made of gemstones.
  819. Drain Punch
  820. The user attacks with an energy-draining punch that restores the user’s HP.
  821. Vacuum Wave
  822. The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first.
  823. Focus Blast
  824. The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.
  825. Energy Ball
  826. The user draws power from nature and fires it at the target. This may also lower the target’s defensive stats.
  827. Brave Bird
  828. The user tucks in its wings and charges at a low altitude. This also damages the user.
  829. Earth Power
  830. The user makes the ground under the target erupt with power. This may also lower the target’s defensive stats.
  831. Switcheroo
  832. The user trades held items with the target faster than the eye can follow.
  833. Giga Impact
  834. The user charges at the target using every bit of its power.
  835. Nasty Plot
  836. The user stimulates its brain by thinking bad thoughts, raising the user’s offensive stats.
  837. Bullet Punch
  838. The user strikes the target with tough punches as fast as bullets. This also raises the user’s action speed.
  839. Avalanche
  840. The power of this attack move is doubled if the user has been hurt by the target in the same turn.
  841. Ice Shard
  842. The user flash-freezes chunks of ice and hurls them at the target. This also raises the user’s action speed.
  843. Shadow Claw
  844. The user slashes with a sharp claw made from shadows. This move has a heightened chance of landing a critical hit.
  845. Thunder Fang
  846. The user bites the target with electrified fangs to deal damage. This may also leave the target with paralysis.
  847. Ice Fang
  848. The user bites the target with cold-infused fangs to deal damage. This may also leave the target with frostbite.
  849. Fire Fang
  850. The user bites the target with flame-cloaked fangs to deal damage. This may also leave the target with a burn.
  851. Shadow Sneak
  852. The user extends its shadow and attacks the target from behind. This also raises the user’s action speed.
  853. Mud Bomb
  854. The user launches a hard-packed mud ball to inflict damage. Incoming moves also become more likely to miss.
  855. Psycho Cut
  856. The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit.
  857. Zen Headbutt
  858. The user focuses its willpower to its head and attacks the target.
  859. Mirror Shot
  860. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  861. Flash Cannon
  862. The user gathers all its light energy and releases it at once. This may also lower the target’s defensive stats.
  863. Rock Climb
  864. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  865. Defog
  866. A strong wind blows away the target’s barriers such as Reflect or Light Screen. This also lowers the target’s evasiveness.
  867. Trick Room
  868. The user creates a bizarre area in which slower Pokémon get to move first for five turns.
  869. Draco Meteor
  870. Comets are summoned down from the sky onto the target. The recoil from this move lowers the user’s offensive stats.
  871. Discharge
  872. The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
  873. Lava Plume
  874. The user torches everything around it in an inferno of scarlet flames. This may also leave those it hits with a burn.
  875. Leaf Storm
  876. The user whips up a storm of leaves around the target. The recoil from this move lowers the user’s offensive stats.
  877. Power Whip
  878. The user violently whirls its vines, tentacles, or the like to harshly lash the target.
  879. Rock Wrecker
  880. The user launches a huge boulder at the target to attack. The user can’t move on the next turn.
  881. Cross Poison
  882. A slashing attack with a toxic blade that may also poison the target. This move has a heightened chance of landing a critical hit.
  883. Gunk Shot
  884. The user shoots filthy garbage at the target to attack. This may also poison the target.
  885. Iron Head
  886. The user slams the target with its steel-hard head.
  887. Magnet Bomb
  888. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  889. Stone Edge
  890. The user stabs the target with sharpened stones. This move has a heightened chance of landing a critical hit.
  891. Captivate
  892. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  893. Stealth Rock
  894. The user launches countless stones at the target. Stone splinters left behind by this attack continue to damage the target for several turns.
  895. Grass Knot
  896. The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.
  897. Chatter
  898. The user attacks the target with sound waves of deafening chatter. This confuses the target.
  899. Judgment
  900. The user releases countless shots of light at the target. This move’s type varies depending on the kind of Plate the user last interacted with.
  901. Bug Bite
  902. The user bites the target. If the target is holding a Berry, the user eats it and gains its effect.
  903. Charge Beam
  904. The user attacks the target with an electric charge. The leftover electricity may also raise the user’s offensive stats.
  905. Wood Hammer
  906. The user slams its rugged body into the target to attack. This also damages the user.
  907. Aqua Jet
  908. The user lunges at the target to deal damage, moving at a speed that makes it almost invisible. This also raises the user’s action speed.
  909. Attack Order
  910. The user calls out its underlings to pummel the target. Critical hits land more easily.
  911. Defend Order
  912. The user calls out its underlings to shield its body, raising its Defense and Sp. Def stats.
  913. Heal Order
  914. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  915. Head Smash
  916. The user attacks the target with a hazardous, full-power headbutt. This also damages the user.
  917. Double Hit
  918. The user adopts a hard-hitting stance to increase the damage dealt by its moves by 50 percent.
  919. Roar of Time
  920. The user blasts the target with power that distorts even time.
  921. Spacial Rend
  922. The user tears the target along with the space around it. This move has a heightened chance of landing a critical hit.
  923. Lunar Dance
  924. The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
  925. Crush Grip
  926. The target is crushed with great force. The more HP the target has left, the greater this move’s power.
  927. Magma Storm
  928. The user envelops the target in a maelstrom of fire. This also leaves the target with a burn.
  929. Dark Void
  930. The target is dragged into a world of total darkness that makes the target drowsy and lowers its defensive stats.
  931. Seed Flare
  932. The user emits a shock wave from its body to attack its target. This may also lower the target’s defensive stats.
  933. Ominous Wind
  934. The user blasts the target with a gust of repulsive wind. This may also raise the user’s offensive and defensive stats.
  935. Shadow Force
  936. The user cloaks itself in darkness as it attacks. Incoming moves also become more likely to miss.
  937. Hone Claws
  938. The user sharpens its claws to boost its Attack stat and accuracy.
  939. Wide Guard
  940. The user and its allies are protected from wide-ranging attacks for one turn.
  941. Guard Split
  942. The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
  943. Power Split
  944. The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
  945. Wonder Room
  946. The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.
  947. Psyshock
  948. The user materializes an odd psychic wave to attack the target. This attack does physical damage.
  949. Venoshock
  950. The user drenches the target in a special poisonous liquid to inflict damage. This move’s power is doubled if the target has a status condition.
  951. Autotomize
  952. The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
  953. Rage Powder
  954. The user scatters a cloud of irritating powder to draw attention to itself. Opposing Pokémon aim only at the user.
  955. Telekinesis
  956. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  957. Magic Room
  958. The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.
  959. Smack Down
  960. The user throws a stone or similar projectile to attack the target. A flying Pokémon will fall to the ground when it’s hit.
  961. Storm Throw
  962. The user strikes the target with a fierce blow. This attack always results in a critical hit.
  963. Flame Burst
  964. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  965. Sludge Wave
  966. The user strikes everything around it by swamping the area with a giant sludge wave. This may also poison those hit.
  967. Quiver Dance
  968. The user lightly performs a beautiful, mystic dance. This boosts the user’s Sp. Atk, Sp. Def, and Speed stats.
  969. Heavy Slam
  970. The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power.
  971. Synchronoise
  972. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  973. Electro Ball
  974. The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.
  975. Soak
  976. The user shoots a torrent of water at the target and changes the target’s type to Water.
  977. Flame Charge
  978. Cloaking itself in flame, the user attacks the target. Then, building up more power, the user raises its Speed stat.
  979. Coil
  980. The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
  981. Low Sweep
  982. The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat.
  983. Acid Spray
  984. The user spits fluid that works to melt the target. This may also lower the target’s defensive stats.
  985. Foul Play
  986. The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.
  987. Simple Beam
  988. The user’s mysterious psychic wave changes the target’s Ability to Simple.
  989. Entrainment
  990. 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.
  991. After You
  992. The user helps the target and makes it use its move right after the user.
  993. Round
  994. The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
  995. Echoed Voice
  996. The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.
  997. Chip Away
  998. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  999. Clear Smog
  1000. The user attacks the target by throwing a clump of special mud. All stat changes are returned to normal.
  1001. Stored Power
  1002. The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.
  1003. Quick Guard
  1004. The user protects itself and its allies from priority moves.
  1005. Ally Switch
  1006. The user teleports using a strange power and switches places with one of its allies.
  1007. Scald
  1008. The user shoots boiling hot water at its target. This may also leave the target with a burn.
  1009. Shell Smash
  1010. The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats.
  1011. Heal Pulse
  1012. The user emits a healing pulse that restores the target’s HP by up to half of its max HP.
  1013. Hex
  1014. The user attacks with relentless intensity. This move’s power is doubled if the target has a status condition.
  1015. Sky Drop
  1016. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1017. Shift Gear
  1018. The user rotates its gears, raising its Attack stat and sharply raising its Speed stat.
  1019. Circle Throw
  1020. The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
  1021. Incinerate
  1022. The user attacks opposing Pokémon with fire. If a Pokémon is holding a certain item, such as a Berry, the item becomes burned up and unusable.
  1023. Quash
  1024. The user suppresses the target and makes its move go last.
  1025. Acrobatics
  1026. The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.
  1027. Reflect Type
  1028. The user reflects the target’s type, making the user the same type as the target.
  1029. Retaliate
  1030. The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move’s power is increased.
  1031. Final Gambit
  1032. The user risks everything to attack its target. The user faints but does damage equal to its HP.
  1033. Bestow
  1034. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1035. Inferno
  1036. The user attacks by engulfing the target in an intense fire. This leaves the target with a burn.
  1037. Water Pledge
  1038. A column of water hits the target. When used with its fire equivalent, its power increases and a rainbow appears.
  1039. Fire Pledge
  1040. A column of fire hits the target. When used with its grass equivalent, its power increases and a vast sea of fire appears.
  1041. Grass Pledge
  1042. A column of grass hits the target. When used with its water equivalent, its power increases and a vast swamp appears.
  1043. Volt Switch
  1044. After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
  1045. Struggle Bug
  1046. The user struggles against the target, dealing damage. This also lowers the target’s offensive stats.
  1047. Bulldoze
  1048. The user tramples its target into the ground, dealing damage. This also lowers the target’s action speed.
  1049. Frost Breath
  1050. The user blows its cold breath on the target. This attack always results in a critical hit.
  1051. Dragon Tail
  1052. The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
  1053. Work Up
  1054. The user is roused, and its Attack and Sp. Atk stats increase.
  1055. Electroweb
  1056. The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats.
  1057. Wild Charge
  1058. The user shrouds itself in electricity and smashes into its target. This also damages the user and may leave the target with paralysis.
  1059. Drill Run
  1060. The user crashes into its target while rotating its body like a drill. Critical hits land more easily.
  1061. Dual Chop
  1062. The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row.
  1063. Heart Stamp
  1064. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1065. Horn Leech
  1066. The user drains the target’s energy with its horns. The user’s HP is restored by half the damage taken by the target.
  1067. Sacred Sword
  1068. The user attacks by slicing with a long horn. The target’s stat changes don’t affect this attack’s damage.
  1069. Razor Shell
  1070. The user cuts its target with sharp shells. This may also lower the target’s Defense stat.
  1071. Heat Crash
  1072. The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the move’s power.
  1073. Leaf Tornado
  1074. The user attacks its target by encircling it in sharp leaves. This attack may also lower the target’s accuracy.
  1075. Steamroller
  1076. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1077. Cotton Guard
  1078. The user protects itself by wrapping its body in soft cotton, which drastically raises the user’s Defense stat.
  1079. Night Daze
  1080. The user lets loose a pitch-black shock wave at its target. This may also lower the target’s accuracy.
  1081. Psystrike
  1082. The user materializes an odd psychic wave to attack the target. This attack does physical damage.
  1083. Tail Slap
  1084. The user attacks by striking the target with its hard tail. It hits the target two to five times in a row.
  1085. Hurricane
  1086. The user attacks by wrapping its opponent in a fierce wind.
  1087. Head Charge
  1088. The user charges its head into its target, using its powerful guard hair. This also damages the user a little.
  1089. Gear Grind
  1090. The user attacks by throwing steel gears at its target twice.
  1091. Searing Shot
  1092. The user torches everything around it in an inferno of scarlet flames. This may also leave those it hits with a burn.
  1093. Techno Blast
  1094. The user fires a beam of light at its target. The move’s type changes depending on the Drive the user holds.
  1095. Relic Song
  1096. The user sings an ancient song and attacks by appealing to the hearts of the listening opposing Pokémon. This may also induce sleep.
  1097. Secret Sword
  1098. The user cuts with its long horn. The odd power contained in the horn does physical damage to the target.
  1099. Glaciate
  1100. The user attacks by blowing freezing cold air at opposing Pokémon. This lowers their Speed stats.
  1101. Bolt Strike
  1102. The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis.
  1103. Blue Flare
  1104. The user attacks by engulfing the target in an intense, yet beautiful, blue flame. This may also leave the target with a burn.
  1105. Fiery Dance
  1106. Cloaked in flames, the user attacks the target by dancing and flapping its wings. This may also raise the user’s Sp. Atk stat.
  1107. Freeze Shock
  1108. On the second turn, the user hits the target with electrically charged ice. This may also leave the target with paralysis.
  1109. Ice Burn
  1110. On the second turn, an ultracold, freezing wind surrounds the target. This may leave the target with a burn.
  1111. Snarl
  1112. The user attacks by crying out as if it’s ranting about something. This also lowers the target’s offensive stats.
  1113. Icicle Crash
  1114. The user attacks by crashing large icicles onto the target.
  1115. V-create
  1116. With a hot flame on its forehead, the user hurls itself at its target. This lowers the user’s Defense, Sp. Def, and Speed stats.
  1117. Fusion Flare
  1118. The user brings down a giant flame. This move’s power is increased when influenced by an enormous lightning bolt.
  1119. Fusion Bolt
  1120. The user throws down a giant lightning bolt. This move’s power is increased when influenced by an enormous flame.
  1121. Flying Press
  1122. The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
  1123. Mat Block
  1124. Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
  1125. Belch
  1126. The user lets out a damaging belch at the target. The user must eat a held Berry to use this move.
  1127. Rototiller
  1128. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1129. Sticky Web
  1130. The user weaves a sticky net around the opposing team, which lowers their Speed stats upon switching into battle.
  1131. Fell Stinger
  1132. When the user knocks out a target with this move, the user’s Attack stat rises drastically.
  1133. Phantom Force
  1134. The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.
  1135. Trick-or-Treat
  1136. The user takes the target trick-or-treating. This adds Ghost type to the target’s type.
  1137. Noble Roar
  1138. Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
  1139. Ion Deluge
  1140. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1141. Parabolic Charge
  1142. The user attacks everything around it. The user’s HP is restored by half the damage taken by those hit.
  1143. Forest’s Curse
  1144. The user puts a forest curse on the target. The target is now Grass type as well.
  1145. Petal Blizzard
  1146. The user stirs up a violent petal blizzard and attacks everything around it.
  1147. Freeze-Dry
  1148. The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.
  1149. Disarming Voice
  1150. Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.
  1151. Parting Shot
  1152. With a parting threat, the user lowers the target’s Attack and Sp. Atk stats. Then it switches with a party Pokémon.
  1153. Topsy-Turvy
  1154. All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
  1155. Draining Kiss
  1156. The user attacks with an energy-draining kiss that restores the user’s HP.
  1157. Crafty Shield
  1158. The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
  1159. Flower Shield
  1160. The user raises the Defense stats of all Grass-type Pokémon in battle with a mysterious power.
  1161. Grassy Terrain
  1162. The user turns the ground to grass for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass-type moves.
  1163. Misty Terrain
  1164. This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
  1165. Electrify
  1166. If the target is electrified before it uses a move during that turn, the target’s move becomes Electric type.
  1167. Play Rough
  1168. The user plays rough with the target and attacks it. This may also lower the target’s offensive stats.
  1169. Fairy Wind
  1170. The user stirs up a fairy wind and strikes the target with it.
  1171. Moonblast
  1172. Borrowing the power of the moon, the user attacks the target. This may also lower the target’s offensive stats.
  1173. Boomburst
  1174. The user attacks everything around it with the destructive power of a terrible, explosive sound.
  1175. Fairy Lock
  1176. By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
  1177. King’s Shield
  1178. The user takes a defensive stance while it protects itself from damage. It also lowers the Attack stat of any attacker that makes direct contact.
  1179. Play Nice
  1180. The user and the target become friends, and the target loses its will to fight. This lowers the target’s Attack stat.
  1181. Confide
  1182. The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.
  1183. Diamond Storm
  1184. The user whips up a storm of diamonds to damage opposing Pokémon. This may also sharply raise the user’s Defense stat.
  1185. Steam Eruption
  1186. The user immerses the target in superheated steam. This may also leave the target with a burn.
  1187. Hyperspace Hole
  1188. Using a hyperspace hole, the user appears right next to the target and strikes. This also hits a target using a move such as Protect or Detect.
  1189. Water Shuriken
  1190. The user hits the target with throwing stars two to five times in a row. This move always goes first.
  1191. Mystical Fire
  1192. The user attacks by breathing a special, hot fire. This also lowers the target’s offensive stats.
  1193. Spiky Shield
  1194. In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact.
  1195. Aromatic Mist
  1196. The user raises the Sp. Def stat of an ally Pokémon by using a mysterious aroma.
  1197. Eerie Impulse
  1198. The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.
  1199. Venom Drench
  1200. Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target.
  1201. Powder
  1202. The user covers the target in a combustible powder. If the target uses a Fire-type move, the powder explodes and damages the target.
  1203. Geomancy
  1204. The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn.
  1205. Magnetic Flux
  1206. The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
  1207. Happy Hour
  1208. Using Happy Hour doubles the amount of prize money received after battle.
  1209. Electric Terrain
  1210. The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.
  1211. Dazzling Gleam
  1212. The user emits a powerful flash of light to inflict damage on the target.
  1213. Celebrate
  1214. The Pokémon congratulates you on your special day!
  1215. Hold Hands
  1216. The user and an ally hold hands. This makes them very happy.
  1217. Baby-Doll Eyes
  1218. The user stares at the target with its baby-doll eyes. This lowers the target’s offensive stats.
  1219. Nuzzle
  1220. The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
  1221. Hold Back
  1222. The user holds back when it attacks, and the target is left with at least 1 HP.
  1223. Infestation
  1224. The target is infested and attacked for four to five turns. The target can’t flee during this time.
  1225. Power-Up Punch
  1226. Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.
  1227. Oblivion Wing
  1228. The user absorbs its target’s HP. The user’s HP is restored by over half of the damage taken by the target.
  1229. Thousand Arrows
  1230. This move also hits opposing Pokémon that are in the air. Those Pokémon are knocked down to the ground.
  1231. Thousand Waves
  1232. The user attacks with a wave that crawls along the ground. Those it hits can’t flee from battle.
  1233. Land’s Wrath
  1234. The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them.
  1235. Light of Ruin
  1236. Drawing power from the Eternal Flower, the user fires a powerful beam of light. This also damages the user quite a lot.
  1237. Origin Pulse
  1238. The user attacks opposing Pokémon with countless beams of light that glow a deep and brilliant blue.
  1239. Precipice Blades
  1240. The user attacks opposing Pokémon by manifesting the power of the land in fearsome blades of stone.
  1241. Dragon Ascent
  1242. After soaring upward, the user attacks its target by dropping out of the sky at high speeds. But it lowers its own Defense and Sp. Def stats in the process.
  1243. Hyperspace Fury
  1244. Using its many arms, the user unleashes a barrage of attacks that ignore the effects of moves like Protect and Detect. But the user’s Defense stat falls.
  1245. Breakneck Blitz
  1246. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1247. Breakneck Blitz
  1248. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1249. All-Out Pummeling
  1250. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1251. All-Out Pummeling
  1252. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1253. Supersonic Skystrike
  1254. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1255. Supersonic Skystrike
  1256. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1257. Acid Downpour
  1258. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1259. Acid Downpour
  1260. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1261. Tectonic Rage
  1262. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1263. Tectonic Rage
  1264. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1265. Continental Crush
  1266. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1267. Continental Crush
  1268. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1269. Savage Spin-Out
  1270. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1271. Savage Spin-Out
  1272. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1273. Never-Ending Nightmare
  1274. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1275. Never-Ending Nightmare
  1276. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1277. Corkscrew Crash
  1278. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1279. Corkscrew Crash
  1280. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1281. Inferno Overdrive
  1282. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1283. Inferno Overdrive
  1284. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1285. Hydro Vortex
  1286. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1287. Hydro Vortex
  1288. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1289. Bloom Doom
  1290. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1291. Bloom Doom
  1292. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1293. Gigavolt Havoc
  1294. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1295. Gigavolt Havoc
  1296. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1297. Shattered Psyche
  1298. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1299. Shattered Psyche
  1300. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1301. Subzero Slammer
  1302. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1303. Subzero Slammer
  1304. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1305. Devastating Drake
  1306. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1307. Devastating Drake
  1308. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1309. Black Hole Eclipse
  1310. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1311. Black Hole Eclipse
  1312. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1313. Twinkle Tackle
  1314. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1315. Twinkle Tackle
  1316. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1317. Catastropika
  1318. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1319. Shore Up
  1320. The user regains up to half of its max HP. It restores more HP in a sandstorm.
  1321. First Impression
  1322. Although this move has great power, it only works the first turn each time the user enters battle.
  1323. Baneful Bunker
  1324. In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
  1325. Spirit Shackle
  1326. The user attacks while simultaneously stitching the target’s shadow to the ground to prevent the target from escaping.
  1327. Darkest Lariat
  1328. The user swings both arms and hits the target. The target’s stat changes don’t affect this attack’s damage.
  1329. Sparkling Aria
  1330. The user bursts into song, emitting many bubbles. Any Pokémon suffering from a burn will be healed by the touch of these bubbles.
  1331. Ice Hammer
  1332. The user swings and hits with its strong, heavy fist. It lowers the user’s Speed, however.
  1333. Floral Healing
  1334. The user restores the target’s HP by up to half of its max HP. It restores more HP when the terrain is grass.
  1335. High Horsepower
  1336. The user fiercely attacks the target using its entire body.
  1337. Strength Sap
  1338. The user restores its HP by the same amount as the target’s Attack stat. It also lowers the target’s Attack stat.
  1339. Solar Blade
  1340. In this two-turn attack, the user gathers light and fills a blade with the light’s energy, attacking the target on the next turn.
  1341. Leafage
  1342. The user attacks by pelting the target with leaves.
  1343. Spotlight
  1344. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1345. Toxic Thread
  1346. The user shoots poisonous threads to poison the target and lower the target’s Speed stat.
  1347. Laser Focus
  1348. The user concentrates intensely. The attack on the next turn always results in a critical hit.
  1349. Gear Up
  1350. The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.
  1351. Throat Chop
  1352. The user attacks the target’s throat, and the resultant suffering prevents the target from using moves that emit sound for two turns.
  1353. Pollen Puff
  1354. The user attacks the enemy with a pollen puff that explodes. If the target is an ally, it gives the ally a pollen puff that restores its HP instead.
  1355. Anchor Shot
  1356. The user entangles the target with its anchor chain while attacking. The target becomes unable to flee.
  1357. Psychic Terrain
  1358. This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
  1359. Lunge
  1360. The user makes a lunge at the target, attacking with full force. This also lowers the target’s Attack stat.
  1361. Fire Lash
  1362. The user strikes the target with a burning lash. This also lowers the target’s Defense stat.
  1363. Power Trip
  1364. The user boasts its strength and attacks the target. The more the user’s stats are raised, the greater the move’s power.
  1365. Burn Up
  1366. To inflict massive damage, the user burns itself out. After using this move, the user will no longer be Fire type.
  1367. Speed Swap
  1368. The user exchanges Speed stats with the target.
  1369. Smart Strike
  1370. The user stabs the target with a sharp horn. This attack never misses.
  1371. Purify
  1372. The user heals the target’s status condition. If the move succeeds, it also restores the user’s own HP.
  1373. Revelation Dance
  1374. The user attacks the target by dancing very hard. The user’s type determines the type of this move.
  1375. Core Enforcer
  1376. If the Pokémon the user has inflicted damage on have already used their moves, this move eliminates the effect of the target’s Ability.
  1377. Trop Kick
  1378. The user lands an intense kick of tropical origins on the target. This also lowers the target’s Attack stat.
  1379. Instruct
  1380. The user instructs the target to use the target’s last move again.
  1381. Beak Blast
  1382. The user first heats up its beak, and then it attacks the target. Making direct contact with the Pokémon while it’s heating up its beak results in a burn.
  1383. Clanging Scales
  1384. The user rubs the scales on its entire body and makes a huge noise to attack opposing Pokémon. The user’s Defense stat goes down after the attack.
  1385. Dragon Hammer
  1386. The user uses its body like a hammer to attack the target and inflict damage.
  1387. Brutal Swing
  1388. The user swings its body around violently to inflict damage on everything in its vicinity.
  1389. Aurora Veil
  1390. This move reduces damage from physical and special moves for five turns. This can be used only in a hailstorm.
  1391. Sinister Arrow Raid
  1392. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1393. Malicious Moonsault
  1394. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1395. Oceanic Operetta
  1396. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1397. Guardian of Alola
  1398. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1399. Soul-Stealing 7-Star Strike
  1400. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1401. Stoked Sparksurfer
  1402. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1403. Pulverizing Pancake
  1404. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1405. Extreme Evoboost
  1406. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1407. Genesis Supernova
  1408. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1409. Shell Trap
  1410. The user sets a shell trap. If the user is hit by a physical move, the trap will explode and inflict damage on opposing Pokémon.
  1411. Fleur Cannon
  1412. The user unleashes a strong beam. The attack’s recoil harshly lowers the user’s Sp. Atk stat.
  1413. Psychic Fangs
  1414. The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect.
  1415. Stomping Tantrum
  1416. Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles.
  1417. Shadow Bone
  1418. The user attacks by beating the target with a bone that contains a spirit. This may also lower the target’s Defense stat.
  1419. Accelerock
  1420. The user smashes into the target at high speed. This move always goes first.
  1421. Liquidation
  1422. The user slams into the target using a full-force blast of water. This may also lower the target’s defensive stats.
  1423. Prismatic Laser
  1424. The user shoots powerful lasers using the power of a prism. The user can’t move on the next turn.
  1425. Spectral Thief
  1426. The user hides in the target’s shadow, steals the target’s stat boosts, and then attacks.
  1427. Sunsteel Strike
  1428. The user slams into the target with the force of a meteor. This move can be used on the target regardless of its Abilities.
  1429. Moongeist Beam
  1430. The user emits a sinister ray to attack the target. This move can be used on the target regardless of its Abilities.
  1431. Tearful Look
  1432. The user gets teary eyed to make the target lose its combative spirit. This lowers the target’s Attack and Sp. Atk stats.
  1433. Zing Zap
  1434. A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch.
  1435. Nature’s Madness
  1436. The user hits the target with the force of nature. It halves the target’s HP.
  1437. Multi-Attack
  1438. Cloaking itself in high energy, the user slams into the target. The memory held determines the move’s type.
  1439. 10,000,000 Volt Thunderbolt
  1440. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1441. Mind Blown
  1442. The user attacks everything around it by causing its own head to explode. This also damages the user.
  1443. Plasma Fists
  1444. The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.
  1445. Photon Geyser
  1446. The user attacks a target with a pillar of light. This move inflicts Attack or Sp. Atk damage—whichever stat is higher for the user.
  1447. Light That Burns the Sky
  1448. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1449. Searing Sunraze Smash
  1450. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1451. Menacing Moonraze Maelstrom
  1452. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1453. Let’s Snuggle Forever
  1454. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1455. Splintered Stormshards
  1456. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1457. Clangorous Soulblaze
  1458. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1459. Zippy Zap
  1460. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1461. Splishy Splash
  1462. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1463. Floaty Fall
  1464. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1465. Pika Papow
  1466. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1467. Bouncy Bubble
  1468. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1469. Buzzy Buzz
  1470. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1471. Sizzly Slide
  1472. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1473. Glitzy Glow
  1474. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1475. Baddy Bad
  1476. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1477. Sappy Seed
  1478. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1479. Freezy Frost
  1480. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1481. Sparkly Swirl
  1482. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1483. Veevee Volley
  1484. This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  1485. Double Iron Bash
  1486. The user rotates, centering the hex nut in its chest, and then strikes with its arms twice in a row. This may also make the target flinch.
  1487. Max Guard
  1488. This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
  1489. Dynamax Cannon
  1490. The user unleashes a strong beam from its core. This move deals twice the damage if the target is Dynamaxed.
  1491. Snipe Shot
  1492. The user ignores the effects of opposing Pokémon’s moves and Abilities that draw in moves, allowing this move to hit the chosen target.
  1493. Jaw Lock
  1494. This move prevents the user and the target from switching out until either of them faints. The effect goes away if either of the Pokémon leaves the field.
  1495. Stuff Cheeks
  1496. The user eats its held Berry, then sharply raises its Defense stat.
  1497. No Retreat
  1498. This move raises all the user’s stats but prevents the user from switching out or fleeing.
  1499. Tar Shot
  1500. The user pours sticky tar over the target, lowering the target’s Speed stat. The target becomes weaker to Fire-type moves.
  1501. Magic Powder
  1502. The user scatters a cloud of magic powder that changes the target to Psychic type.
  1503. Dragon Darts
  1504. The user attacks twice using Dreepy. If there are two targets, this move hits each target once.
  1505. Teatime
  1506. The user has teatime with all the Pokémon in the battle. Each Pokémon eats its held Berry.
  1507. Octolock
  1508. The user locks the target in and prevents it from fleeing. This move also lowers the target’s Defense and Sp. Def every turn.
  1509. Bolt Beak
  1510. The user stabs the target with its electrified beak. If the user attacks before the target, the power of this move is doubled.
  1511. Fishious Rend
  1512. The user rends the target with its hard gills. If the user attacks before the target, the power of this move is doubled.
  1513. Court Change
  1514. With its mysterious power, the user swaps the effects on either side of the field.
  1515. Max Flare
  1516. This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns.
  1517. Max Flutterby
  1518. This is a Bug-type attack Dynamax Pokémon use. This lowers the target’s Sp. Atk stat.
  1519. Max Lightning
  1520. This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.
  1521. Max Strike
  1522. This is a Normal-type attack Dynamax Pokémon use. This lowers the target’s Speed stat.
  1523. Max Knuckle
  1524. This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon’s Attack stats.
  1525. Max Phantasm
  1526. This is a Ghost-type attack Dynamax Pokémon use. This lowers the target’s Defense stat.
  1527. Max Hailstorm
  1528. This is an Ice-type attack Dynamax Pokémon use. The user summons a hailstorm lasting five turns.
  1529. Max Ooze
  1530. This is a Poison-type attack Dynamax Pokémon use. This raises ally Pokémon’s Sp. Atk stats.
  1531. Max Geyser
  1532. This is a Water-type attack Dynamax Pokémon use. The user summons a heavy rain that falls for five turns.
  1533. Max Airstream
  1534. This is a Flying-type attack Dynamax Pokémon use. This raises ally Pokémon’s Speed stats.
  1535. Max Starfall
  1536. This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns.
  1537. Max Wyrmwind
  1538. This is a Dragon-type attack Dynamax Pokémon use. This lowers the target’s Attack stat.
  1539. Max Mindstorm
  1540. This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns.
  1541. Max Rockfall
  1542. This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns.
  1543. Max Quake
  1544. This is a Ground-type attack Dynamax Pokémon use. This raises ally Pokémon’s Sp. Def stats.
  1545. Max Darkness
  1546. This is a Dark-type attack Dynamax Pokémon use. This lowers the target’s Sp. Def stat.
  1547. Max Overgrowth
  1548. This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns.
  1549. Max Steelspike
  1550. This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon’s Defense stats.
  1551. Clangorous Soul
  1552. The user raises all its stats by using some of its HP.
  1553. Body Press
  1554. The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target.
  1555. Decorate
  1556. The user sharply raises the target’s Attack and Sp. Atk stats by decorating the target.
  1557. Drum Beating
  1558. The user plays its drum, controlling the drum’s roots to attack the target. This also lowers the target’s Speed stat.
  1559. Snap Trap
  1560. The user snares the target in a snap trap for four to five turns.
  1561. Pyro Ball
  1562. The user attacks by igniting a small stone and launching it as a fiery ball at the target. This may also leave the target with a burn.
  1563. Behemoth Blade
  1564. The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed.
  1565. Behemoth Bash
  1566. The user becomes a gigantic shield and slams into the target. This move deals twice the damage if the target is Dynamaxed.
  1567. Aura Wheel
  1568. Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move’s type changes depending on the user’s form.
  1569. Breaking Swipe
  1570. The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats.
  1571. Branch Poke
  1572. The user attacks the target by poking it with a sharply pointed branch.
  1573. Overdrive
  1574. The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.
  1575. Apple Acid
  1576. The user attacks the target with an acidic liquid created from tart apples. This also lowers the target’s Sp. Def stat.
  1577. Grav Apple
  1578. The user inflicts damage by dropping an apple from high above. This also lowers the target’s Defense stat.
  1579. Spirit Break
  1580. The user attacks the target with so much force that it could break the target’s spirit. This also lowers the target’s Sp. Atk stat.
  1581. Strange Steam
  1582. The user attacks the target by emitting steam. This may also confuse the target.
  1583. Life Dew
  1584. The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.
  1585. Obstruct
  1586. This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. Direct contact harshly lowers the attacker’s Defense stat.
  1587. False Surrender
  1588. The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses.
  1589. Meteor Assault
  1590. The user attacks wildly with its thick leek. The user can’t move on the next turn, because the force of this move makes it stagger.
  1591. Eternabeam
  1592. This is Eternatus’s most powerful attack in its original form. The user can’t move on the next turn.
  1593. Steel Beam
  1594. The user fires a beam of steel that it collected from its entire body. This also damages the user.
  1595. Expanding Force
  1596. The user attacks the target with its psychic power. This move’s power goes up and damages all opposing Pokémon on Psychic Terrain.
  1597. Steel Roller
  1598. The user attacks while destroying the terrain. This move fails when the ground hasn’t turned into a terrain.
  1599. Scale Shot
  1600. The user attacks by shooting scales two to five times in a row. This move boosts the user’s Speed stat but lowers its Defense stat.
  1601. Meteor Beam
  1602. In this two-turn attack, the user gathers space power and boosts its Sp. Atk stat, then attacks the target on the next turn.
  1603. Shell Side Arm
  1604. This move inflicts physical or special damage, whichever will be more effective. This may also poison the target.
  1605. Misty Explosion
  1606. The user attacks everything around it and faints upon using this move. This move’s power is increased on Misty Terrain.
  1607. Grassy Glide
  1608. Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain.
  1609. Rising Voltage
  1610. The user attacks with electric voltage rising from the ground. This move’s power doubles when the target is on Electric Terrain.
  1611. Terrain Pulse
  1612. The user utilizes the power of the terrain to attack. This move’s type and power changes depending on the terrain when it’s used.
  1613. Skitter Smack
  1614. The user skitters behind the target to attack. This also lowers the target’s Sp. Atk stat.
  1615. Burning Jealousy
  1616. The user attacks with energy from jealousy. This leaves all opposing Pokémon that have had their stats boosted during the turn with a burn.
  1617. Lash Out
  1618. The user lashes out to vent its frustration toward the target. If the user’s stats were lowered during this turn, the power of this move is doubled.
  1619. Poltergeist
  1620. The user attacks the target by controlling the target’s item. The move fails if the target doesn’t have an item.
  1621. Corrosive Gas
  1622. The user surrounds everything around it with highly acidic gas and melts away items they hold.
  1623. Coaching
  1624. The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
  1625. Flip Turn
  1626. After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
  1627. Triple Axel
  1628. A consecutive three-kick attack that becomes more powerful with each successful hit.
  1629. Dual Wingbeat
  1630. The user slams the target with its wings. The target is hit twice in a row.
  1631. Scorching Sands
  1632. The user throws scorching sand at the target to attack. This may also leave the target with a burn.
  1633. Jungle Healing
  1634. The user becomes one with the jungle, restoring HP and healing any status conditions of itself and its ally Pokémon in battle.
  1635. Wicked Blow
  1636. The user, having mastered the Dark style, strikes the target with a fierce blow. This attack always results in a critical hit.
  1637. Surging Strikes
  1638. The user, having mastered the Water style, strikes the target with a flowing motion three times in a row. This attack always results in a critical hit.
  1639. Thunder Cage
  1640. The user traps the target in a cage of sparking electricity for four to five turns.
  1641. Dragon Energy
  1642. Converting its life-force into power, the user attacks opposing Pokémon. The lower the user’s HP, the lower the move’s power.
  1643. Freezing Glare
  1644. The user shoots its psychic power from its eyes to attack. This may also leave the target frozen.
  1645. Fiery Wrath
  1646. The user transforms its wrath into a fire-like aura to attack. This may also make opposing Pokémon flinch.
  1647. Thunderous Kick
  1648. The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target’s Defense stat.
  1649. Glacial Lance
  1650. The user attacks by hurling a blizzard-cloaked icicle lance at opposing Pokémon.
  1651. Astral Barrage
  1652. The user attacks by sending a frightful amount of small ghosts at opposing Pokémon.
  1653. Eerie Spell
  1654. The user attacks with its tremendous psychic power. This also removes 3 PP from the target’s last move.
  1655. Dire Claw
  1656. The user lashes out at the target with ruinous claws, aiming to land a critical hit. This may also leave the target poisoned, paralyzed, or drowsy.
  1657. Psyshield Bash
  1658. Cloaking itself in psychic energy, the user slams into the target. This may also raise the user’s defensive stats.
  1659. Power Shift
  1660. The user swaps its offensive and defensive stats.
  1661. Stone Axe
  1662. The user swings its stone axes at the target, aiming to land a critical hit. Stone splinters left behind by this attack continue to damage the target for several turns.
  1663. Springtide Storm
  1664. The user attacks by wrapping the target in fierce winds brimming with love and hate. This move’s additional effects depend on the user’s form.
  1665. Mystical Power
  1666. The user strengthens itself with a mysterious power. If it excels in offense, its offensive stats are raised. If it excels in defense, its defensive stats are raised.
  1667. Raging Fury
  1668. The user rampages and spews vicious flames to inflict damage on the target, then becomes fixated on using this move.
  1669. Wave Crash
  1670. The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user and raises the user’s action speed.
  1671. Chloroblast
  1672. The user launches its amassed chlorophyll to inflict damage on the target. This also damages the user and lowers the user’s action speed.
  1673. Mountain Gale
  1674. The user hurls giant chunks of ice at the target to inflict damage.
  1675. Victory Dance
  1676. The user performs a dance to usher in victory. This raises the user’s offensive and defensive stats and increases the damage dealt by the user’s moves by 50 percent.
  1677. Headlong Rush
  1678. The user smashes into the target in a full-body tackle. This also lowers the user’s defensive stats.
  1679. Barb Barrage
  1680. The user launches countless toxic barbs to inflict damage. This may also poison the target. This move’s power is doubled if the target has a status condition.
  1681. Esper Wing
  1682. The user slashes the target with aura-enriched wings. This also raises the user’s action speed. This move has a heightened chance of landing a critical hit.
  1683. Bitter Malice
  1684. The user attacks its target with spine-chilling resentment. This may also leave the target with frostbite. This move’s power is doubled if the target has a status condition.
  1685. Shelter
  1686. The user makes its skin as hard as an iron shield, raising its defensive stats. Incoming moves also become more likely to miss.
  1687. Triple Arrows
  1688. The user delivers an axe kick, then fires three arrows. This raises the chance of its future attacks landing critical hits and also lowers the target’s defensive stats.
  1689. Infernal Parade
  1690. The user attacks with myriad fireballs. This may also leave the target with a burn. This move’s power is doubled if the target has a status condition.
  1691. Ceaseless Edge
  1692. The user slashes its shell blade at the target, aiming to land a critical hit. Shell splinters left behind by this attack will continue to damage the target for several turns.
  1693. Bleakwind Storm
  1694. The user attacks with savagely cold winds that cause both body and spirit to tremble. This may also leave the target with frostbite.
  1695. Wildbolt Storm
  1696. The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave the target with paralysis.
  1697. Sandsear Storm
  1698. The user attacks by wrapping the target in fierce winds and searingly hot sand. This also leaves the target with a burn.
  1699. Lunar Blessing
  1700. The user heals its own status conditions and restores its HP. Incoming moves also become more likely to miss.
  1701. Take Heart
  1702. The user lifts its spirits, healing its own status conditions and raising its offensive and defensive stats.
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