Kaphotics

Sword/Shield Move descriptions

Nov 11th, 2019
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  1. ———
  2. Pound The target is physically pounded with a long tail, a foreleg, or the like.
  3. Karate Chop This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  4. Double Slap This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  5. Comet Punch This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  6. Mega Punch The target is slugged by a punch thrown with muscle-packed power.
  7. Pay Day Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.
  8. Fire Punch The target is punched with a fiery fist. This may also leave the target with a burn.
  9. Ice Punch The target is punched with an icy fist. This may also leave the target frozen.
  10. Thunder Punch The target is punched with an electrified fist. This may also leave the target with paralysis.
  11. Scratch Hard, pointed, sharp claws rake the target to inflict damage.
  12. Vise Grip The target is gripped and squeezed from both sides to inflict damage.
  13. Guillotine A vicious, tearing attack with big pincers. The target faints instantly if this attack hits.
  14. Razor Wind This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  15. Swords Dance A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat.
  16. Cut The target is cut with a scythe or claw.
  17. Gust A gust of wind is whipped up by wings and launched at the target to inflict damage.
  18. Wing Attack The target is struck with large, imposing wings spread wide to inflict damage.
  19. Whirlwind The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
  20. Fly The user flies up into the sky and then strikes its target on the next turn.
  21. Bind Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
  22. Slam The target is slammed with a long tail, vines, or the like to inflict damage.
  23. Vine Whip The target is struck with slender, whiplike vines to inflict damage.
  24. Stomp The target is stomped with a big foot. This may also make the target flinch.
  25. Double Kick The target is quickly kicked twice in succession using both feet.
  26. Mega Kick The target is attacked by a kick launched with muscle-packed power.
  27. Jump Kick This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  28. Rolling Kick This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  29. Sand Attack Sand is hurled in the target’s face, reducing the target’s accuracy.
  30. Headbutt The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
  31. Horn Attack The target is jabbed with a sharply pointed horn to inflict damage.
  32. Fury Attack The target is jabbed repeatedly with a horn or beak two to five times in a row.
  33. Horn Drill The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.
  34. Tackle A physical attack in which the user charges and slams into the target with its whole body.
  35. Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis.
  36. Wrap A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
  37. Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
  38. Thrash The user rampages and attacks for two to three turns. The user then becomes confused.
  39. Double-Edge A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.
  40. Tail Whip The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stats.
  41. Poison Sting The user stabs the target with a poisonous stinger. This may also poison the target.
  42. Twineedle This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  43. Pin Missile Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
  44. Leer The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
  45. Bite The target is bitten with viciously sharp fangs. This may also make the target flinch.
  46. Growl The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.
  47. Roar The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
  48. Sing A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
  49. Supersonic The user generates odd sound waves from its body that confuse the target.
  50. Sonic Boom This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  51. Disable For four turns, this move prevents the target from using the move it last used.
  52. Acid Opposing Pokémon are attacked with a spray of harsh acid. This may also lower their Sp. Def stats.
  53. Ember The target is attacked with small flames. This may also leave the target with a burn.
  54. Flamethrower The target is scorched with an intense blast of fire. This may also leave the target with a burn.
  55. Mist The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.
  56. Water Gun The target is blasted with a forceful shot of water.
  57. Hydro Pump The target is blasted by a huge volume of water launched under great pressure.
  58. Surf The user attacks everything around it by swamping its surroundings with a giant wave.
  59. Ice Beam The target is struck with an icy-cold beam of energy. This may also leave the target frozen.
  60. Blizzard A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.
  61. Psybeam The target is attacked with a peculiar ray. This may also leave the target confused.
  62. Bubble Beam A spray of bubbles is forcefully ejected at the target. This may also lower the target’s Speed stat.
  63. Aurora Beam The target is hit with a rainbow-colored beam. This may also lower the target’s Attack stat.
  64. Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn.
  65. Peck The target is jabbed with a sharply pointed beak or horn.
  66. Drill Peck A corkscrewing attack that strikes the target with a sharp beak acting as a drill.
  67. Submission The user grabs the target and recklessly dives for the ground. This also damages the user a little.
  68. Low Kick A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power.
  69. Counter A retaliation move that counters any physical attack, inflicting double the damage taken.
  70. Seismic Toss The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.
  71. Strength The target is slugged with a punch thrown at maximum power.
  72. Absorb A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.
  73. Mega Drain A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.
  74. Leech Seed A seed is planted on the target. It steals some HP from the target every turn.
  75. Growth The user’s body grows all at once, raising the Attack and Sp. Atk stats.
  76. Razor Leaf Sharp-edged leaves are launched to slash at opposing Pokémon. Critical hits land more easily.
  77. Solar Beam In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.
  78. Poison Powder The user scatters a cloud of poisonous dust that poisons the target.
  79. Stun Spore The user scatters a cloud of numbing powder that paralyzes the target.
  80. Sleep Powder The user scatters a big cloud of sleep-inducing dust around the target.
  81. Petal Dance The user attacks the target by scattering petals for two to three turns. The user then becomes confused.
  82. String Shot Opposing Pokémon are bound with silk blown from the user’s mouth that harshly lowers the Speed stat.
  83. Dragon Rage This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  84. Fire Spin The target becomes trapped within a fierce vortex of fire that rages for four to five turns.
  85. Thunder Shock A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
  86. Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis.
  87. Thunder Wave The user launches a weak jolt of electricity that paralyzes the target.
  88. Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
  89. Rock Throw The user picks up and throws a small rock at the target to attack.
  90. Earthquake The user sets off an earthquake that strikes every Pokémon around it.
  91. Fissure The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits.
  92. Dig The user burrows into the ground, then attacks on the next turn.
  93. Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn.
  94. Confusion The target is hit by a weak telekinetic force. This may also confuse the target.
  95. Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
  96. Hypnosis The user employs hypnotic suggestion to make the target fall into a deep sleep.
  97. Meditate This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  98. Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
  99. Quick Attack The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
  100. Rage This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  101. Teleport The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees.
  102. Night Shade The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level.
  103. Mimic The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.
  104. Screech An earsplitting screech harshly lowers the target’s Defense stat.
  105. Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
  106. Recover Restoring its own cells, the user restores its own HP by half of its max HP.
  107. Harden The user stiffens all the muscles in its body to raise its Defense stat.
  108. Minimize The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
  109. Smokescreen The user releases an obscuring cloud of smoke or ink. This lowers the target’s accuracy.
  110. Confuse Ray The target is exposed to a sinister ray that triggers confusion.
  111. Withdraw The user withdraws its body into its hard shell, raising its Defense stat.
  112. Defense Curl The user curls up to conceal weak spots and raise its Defense stat.
  113. Barrier This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  114. Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns.
  115. Haze The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
  116. Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
  117. Focus Energy The user takes a deep breath and focuses so that critical hits land more easily.
  118. Bide This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  119. Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move.
  120. Mirror Move This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  121. Self-Destruct The user attacks everything around it by causing an explosion. The user faints upon using this move.
  122. Egg Bomb This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  123. Lick The target is licked with a long tongue, causing damage. This may also leave the target with paralysis.
  124. Smog The target is attacked with a discharge of filthy gases. This may also poison the target.
  125. Sludge Unsanitary sludge is hurled at the target. This may also poison the target.
  126. Bone Club This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  127. Fire Blast The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn.
  128. Waterfall The user charges at the target and may make it flinch.
  129. Clamp This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  130. Swift Star-shaped rays are shot at opposing Pokémon. This attack never misses.
  131. Skull Bash The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.
  132. Spike Cannon This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  133. Constrict This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  134. Amnesia The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.
  135. Kinesis This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  136. Soft-Boiled The user restores its own HP by up to half of its max HP.
  137. High Jump Kick The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
  138. Glare The user intimidates the target with the pattern on its belly to cause paralysis.
  139. Dream Eater The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.
  140. Poison Gas A cloud of poison gas is sprayed in the face of opposing Pokémon, poisoning those it hits.
  141. Barrage This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  142. Leech Life The user drains the target’s blood. The user’s HP is restored by half the damage taken by the target.
  143. Lovely Kiss With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
  144. Sky Attack A second-turn attack move where critical hits land more easily. This may also make the target flinch.
  145. Transform The user transforms into a copy of the target right down to having the same move set.
  146. Bubble This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  147. Dizzy Punch This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  148. Spore The user scatters bursts of spores that induce sleep.
  149. Flash This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  150. Psywave This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  151. Splash The user just flops and splashes around to no effect at all...
  152. Acid Armor The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.
  153. Crabhammer The target is hammered with a large pincer. Critical hits land more easily.
  154. Explosion The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
  155. Fury Swipes The target is raked with sharp claws or scythes quickly two to five times in a row.
  156. Bonemerang The user throws the bone it holds. The bone loops around to hit the target twice—coming and going.
  157. Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
  158. Rock Slide Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
  159. Hyper Fang The user bites hard on the target with its sharp front fangs. This may also make the target flinch.
  160. Sharpen This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  161. Conversion The user changes its type to become the same type as the move at the top of the list of moves it knows.
  162. Tri Attack The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.
  163. Super Fang The user chomps hard on the target with its sharp front fangs. This cuts the target’s HP in half.
  164. Slash The target is attacked with a slash of claws or blades. Critical hits land more easily.
  165. Substitute The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.
  166. Struggle This attack is used in desperation only if the user has no PP. It also damages the user a little.
  167. Sketch It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
  168. Triple Kick A consecutive three-kick attack that becomes more powerful with each successful hit.
  169. Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
  170. Spider Web This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  171. Mind Reader The user senses the target’s movements with its mind to ensure its next attack does not miss the target.
  172. Nightmare This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  173. Flame Wheel The user cloaks itself in fire and charges at the target. This may also leave the target with a burn.
  174. Snore This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
  175. Curse A move that works differently for the Ghost type than for all other types.
  176. Flail The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.
  177. Conversion 2 The user changes its type to make itself resistant to the type of the attack the target used last.
  178. Aeroblast A vortex of air is shot at the target to inflict damage. Critical hits land more easily.
  179. Cotton Spore The user releases cotton-like spores that cling to opposing Pokémon, which harshly lowers their Speed stats.
  180. Reversal An all-out attack that becomes more powerful the less HP the user has.
  181. Spite The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
  182. Powder Snow The user attacks with a chilling gust of powdery snow. This may also freeze opposing Pokémon.
  183. Protect This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
  184. Mach Punch The user throws a punch at blinding speed. This move always goes first.
  185. Scary Face The user frightens the target with a scary face to harshly lower its Speed stat.
  186. Feint Attack This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  187. Sweet Kiss The user kisses the target with a sweet, angelic cuteness that causes confusion.
  188. Belly Drum The user maximizes its Attack stat in exchange for HP equal to half its max HP.
  189. Sludge Bomb Unsanitary sludge is hurled at the target. This may also poison the target.
  190. Mud-Slap The user hurls mud in the target’s face to inflict damage and lower its accuracy.
  191. Octazooka The user attacks by spraying ink in the target’s face or eyes. This may also lower the target’s accuracy.
  192. Spikes The user lays a trap of spikes at the opposing team’s feet. The trap hurts Pokémon that switch into battle.
  193. Zap Cannon The user fires an electric blast like a cannon to inflict damage and cause paralysis.
  194. Foresight This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  195. Destiny Bond 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.
  196. Perish Song Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
  197. Icy Wind The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.
  198. Detect This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
  199. Bone Rush The user strikes the target with a hard bone two to five times in a row.
  200. Lock-On The user takes sure aim at the target. This ensures the next attack does not miss the target.
  201. Outrage The user rampages and attacks for two to three turns. The user then becomes confused.
  202. Sandstorm 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.
  203. Giga Drain A nutrient-draining attack. The user’s HP is restored by half the damage taken by the target.
  204. Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
  205. Charm The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.
  206. Rollout The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
  207. False Swipe A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
  208. Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
  209. Milk Drink The user restores its own HP by up to half of its max HP.
  210. Spark The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
  211. Fury Cutter The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.
  212. Steel Wing The target is hit with wings of steel. This may also raise the user’s Defense stat.
  213. Mean Look The user pins the target with a dark, arresting look. The target becomes unable to flee.
  214. Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
  215. Sleep Talk While it is asleep, the user randomly uses one of the moves it knows.
  216. Heal Bell The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
  217. Return This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  218. Present The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
  219. Frustration This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  220. Safeguard The user creates a protective field that prevents status conditions for five turns.
  221. Pain Split The user adds its HP to the target’s HP, then equally shares the combined HP with the target.
  222. Sacred Fire The target is razed with a mystical fire of great intensity. This may also leave the target with a burn.
  223. Magnitude This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  224. Dynamic Punch The user punches the target with full, concentrated power. This confuses the target if it hits.
  225. Megahorn Using its tough and impressive horn, the user rams into the target with no letup.
  226. Dragon Breath The user exhales a mighty gust that inflicts damage. This may also leave the target with paralysis.
  227. Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes.
  228. Encore The user compels the target to keep using the move it encored for three turns.
  229. Pursuit This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  230. Rapid Spin A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user’s Speed stat.
  231. Sweet Scent A sweet scent that harshly lowers opposing Pokémon’s evasiveness.
  232. Iron Tail The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.
  233. Metal Claw The target is raked with steel claws. This may also raise the user’s Attack stat.
  234. Vital Throw The user attacks last. In return, this throw move never misses.
  235. Morning Sun The user restores its own HP. The amount of HP regained varies with the weather.
  236. Synthesis The user restores its own HP. The amount of HP regained varies with the weather.
  237. Moonlight The user restores its own HP. The amount of HP regained varies with the weather.
  238. Hidden Power This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  239. Cross Chop The user delivers a double chop with its forearms crossed. Critical hits land more easily.
  240. Twister The user whips up a vicious tornado to tear at opposing Pokémon. This may also make them flinch.
  241. Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
  242. Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
  243. Crunch The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat.
  244. Mirror Coat A retaliation move that counters any special attack, inflicting double the damage taken.
  245. Psych Up The user hypnotizes itself into copying any stat change made by the target.
  246. Extreme Speed The user charges the target at blinding speed. This move always goes first.
  247. Ancient Power The user attacks with a prehistoric power. This may also raise all the user’s stats at once.
  248. Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
  249. Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target.
  250. Rock Smash The user attacks with a punch. This may also lower the target’s Defense stat.
  251. Whirlpool The user traps the target in a violent swirling whirlpool for four to five turns.
  252. Beat Up The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks.
  253. Fake Out This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.
  254. Uproar The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
  255. Stockpile The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.
  256. Spit Up 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.
  257. Swallow The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
  258. Heat Wave The user attacks by exhaling hot breath on opposing Pokémon. This may also leave those Pokémon with a burn.
  259. Hail The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.
  260. Torment The user torments and enrages the target, making it incapable of using the same move twice in a row.
  261. Flatter Flattery is used to confuse the target. However, this also raises the target’s Sp. Atk stat.
  262. Will-O-Wisp The user shoots a sinister flame at the target to inflict a burn.
  263. Memento The user faints when using this move. In return, this harshly lowers the target’s Attack and Sp. Atk stats.
  264. Facade This attack move doubles its power if the user is poisoned, burned, or paralyzed.
  265. Focus Punch The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
  266. Smelling Salts This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  267. Follow Me The user draws attention to itself, making all targets take aim only at the user.
  268. Nature Power This attack makes use of nature’s power. Its effects vary depending on the user’s environment.
  269. Charge The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.
  270. Taunt The target is taunted into a rage that allows it to use only attack moves for three turns.
  271. Helping Hand The user assists an ally by boosting the power of that ally’s attack.
  272. Trick The user catches the target off guard and swaps its held item with its own.
  273. Role Play The user mimics the target completely, copying the target’s Ability.
  274. Wish One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.
  275. Assist This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  276. Ingrain The user lays roots that restore its HP on every turn. Because it’s rooted, it can’t switch out.
  277. Superpower The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats.
  278. Magic Coat Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
  279. Recycle The user recycles a held item that has been used in battle so it can be used again.
  280. Revenge This attack move’s power is doubled if the user has been hurt by the opponent in the same turn.
  281. Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
  282. Yawn The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
  283. Knock Off 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.
  284. Endeavor This attack move cuts down the target’s HP to equal the user’s HP.
  285. Eruption The user attacks opposing Pokémon with explosive fury. The lower the user’s HP, the lower the move’s power.
  286. Skill Swap The user employs its psychic power to exchange Abilities with the target.
  287. Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it.
  288. Refresh This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  289. Grudge If the user faints, the user’s grudge fully depletes the PP of the opponent’s move that knocked it out.
  290. Snatch This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  291. Secret Power This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  292. Dive Diving on the first turn, the user floats up and attacks on the next turn.
  293. Arm Thrust The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row.
  294. Camouflage This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  295. Tail Glow The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat.
  296. Luster Purge The user lets loose a damaging burst of light. This may also lower the target’s Sp. Def stat.
  297. Mist Ball A mist-like flurry of down envelops and damages the target. This may also lower the target’s Sp. Atk stat.
  298. Feather Dance The user covers the target’s body with a mass of down that harshly lowers its Attack stat.
  299. Teeter Dance The user performs a wobbly dance that confuses the Pokémon around it.
  300. Blaze Kick The user launches a kick that lands a critical hit more easily. This may also leave the target with a burn.
  301. Mud Sport This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  302. Ice Ball This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  303. Needle Arm This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  304. Slack Off The user slacks off, restoring its own HP by up to half of its max HP.
  305. Hyper Voice The user lets loose a horribly echoing shout with the power to inflict damage.
  306. Poison Fang The user bites the target with toxic fangs. This may also leave the target badly poisoned.
  307. Crush Claw The user slashes the target with hard and sharp claws. This may also lower the target’s Defense stat.
  308. Blast Burn The target is razed by a fiery explosion. The user can’t move on the next turn.
  309. Hydro Cannon The target is hit with a watery blast. The user can’t move on the next turn.
  310. Meteor Mash The target is hit with a hard punch fired like a meteor. This may also raise the user’s Attack stat.
  311. Astonish The user attacks the target while shouting in a startling fashion. This may also make the target flinch.
  312. Weather Ball This attack move varies in power and type depending on the weather.
  313. Aromatherapy The user releases a soothing scent that heals all status conditions affecting the user’s party.
  314. Fake Tears The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
  315. Air Cutter The user launches razor-like wind to slash opposing Pokémon. Critical hits land more easily.
  316. Overheat The user attacks the target at full power. The attack’s recoil harshly lowers the user’s Sp. Atk stat.
  317. Odor Sleuth This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  318. Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.
  319. Silver Wind This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  320. Metal Sound A horrible sound like scraping metal harshly lowers the target’s Sp. Def stat.
  321. Grass Whistle This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  322. Tickle The user tickles the target into laughing, reducing its Attack and Defense stats.
  323. Cosmic Power The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
  324. Water Spout The user spouts water to damage opposing Pokémon. The lower the user’s HP, the lower the move’s power.
  325. Signal Beam This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  326. Shadow Punch The user throws a punch from the shadows. This attack never misses.
  327. Extrasensory The user attacks with an odd, unseeable power. This may also make the target flinch.
  328. Sky Uppercut This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  329. Sand Tomb The user traps the target inside a harshly raging sandstorm for four to five turns.
  330. Sheer Cold The target faints instantly. It’s less likely to hit the target if it’s used by Pokémon other than Ice types.
  331. Muddy Water The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy.
  332. Bullet Seed The user forcefully shoots seeds at the target two to five times in a row.
  333. Aerial Ace The user confounds the target with speed, then slashes. This attack never misses.
  334. Icicle Spear The user launches sharp icicles at the target two to five times in a row.
  335. Iron Defense The user hardens its body’s surface like iron, sharply raising its Defense stat.
  336. Block The user blocks the target’s way with arms spread wide to prevent escape.
  337. Howl The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.
  338. Dragon Claw The user slashes the target with huge sharp claws.
  339. Frenzy Plant The user slams the target with the roots of an enormous tree. The user can’t move on the next turn.
  340. Bulk Up The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.
  341. Bounce The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.
  342. Mud Shot The user attacks by hurling a blob of mud at the target. This also lowers the target’s Speed stat.
  343. Poison Tail The user hits the target with its tail. This may also poison the target. Critical hits land more easily.
  344. Covet The user endearingly approaches the target, then steals the target’s held item.
  345. Volt Tackle The user electrifies itself and charges the target. This also damages the user quite a lot. This attack may leave the target with paralysis.
  346. Magical Leaf The user scatters curious leaves that chase the target. This attack never misses.
  347. Water Sport This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  348. Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
  349. Leaf Blade The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily.
  350. Dragon Dance The user vigorously performs a mystic, powerful dance that raises its Attack and Speed stats.
  351. Rock Blast The user hurls hard rocks at the target. Two to five rocks are launched in a row.
  352. Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses.
  353. Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target.
  354. Doom Desire Two turns after this move is used, a concentrated bundle of light blasts the target.
  355. Psycho Boost The user attacks the target at full power. The attack’s recoil harshly lowers the user’s Sp. Atk stat.
  356. Roost The user lands and rests its body. This move restores the user’s HP by up to half of its max HP.
  357. Gravity 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.
  358. Miracle Eye This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  359. Wake-Up Slap This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  360. Hammer Arm The user swings and hits with its strong, heavy fist. It lowers the user’s Speed, however.
  361. Gyro Ball The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.
  362. Healing Wish The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.
  363. Brine If the target’s HP is half or less, this attack will hit with double the power.
  364. Natural Gift This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  365. Feint This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.
  366. Pluck The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
  367. Tailwind The user whips up a turbulent whirlwind that ups the Speed stats of the user and its allies for four turns.
  368. Acupressure The user applies pressure to stress points, sharply boosting one of its or its allies’ stats.
  369. Metal Burst The user retaliates with much greater force against the opponent that last inflicted damage on it.
  370. U-turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
  371. Close Combat The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats.
  372. Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.
  373. Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled.
  374. Embargo This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  375. Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item.
  376. Psycho Shift Using its psychic power of suggestion, the user transfers its status conditions to the target.
  377. Trump Card This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  378. Heal Block This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  379. Wring Out This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  380. Power Trick The user employs its psychic power to switch its Attack stat with its Defense stat.
  381. Gastro Acid The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target’s Ability.
  382. Lucky Chant This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  383. Me First This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  384. Copycat The user mimics the move used immediately before it. The move fails if no other move has been used yet.
  385. Power Swap The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
  386. Guard Swap The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
  387. Punishment This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  388. Last Resort This move can be used only after the user has used all the other moves it knows in the battle.
  389. Worry Seed A seed that causes worry is planted on the target. It prevents sleep by making the target’s Ability Insomnia.
  390. Sucker Punch This move enables the user to attack first. This move fails if the target is not readying an attack.
  391. Toxic Spikes 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.
  392. Heart Swap The user employs its psychic power to switch stat changes with the target.
  393. Aqua Ring The user envelops itself in a veil made of water. It regains some HP every turn.
  394. Magnet Rise The user levitates using electrically generated magnetism for five turns.
  395. Flare Blitz The user cloaks itself in fire and charges the target. This also damages the user quite a lot. This attack may leave the target with a burn.
  396. Force Palm The target is attacked with a shock wave. This may also leave the target with paralysis.
  397. Aura Sphere The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.
  398. Rock Polish The user polishes its body to reduce drag. This sharply raises the Speed stat.
  399. Poison Jab The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target.
  400. Dark Pulse The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
  401. Night Slash The user slashes the target the instant an opportunity arises. Critical hits land more easily.
  402. Aqua Tail The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
  403. Seed Bomb The user slams a barrage of hard-shelled seeds down on the target from above.
  404. Air Slash The user attacks with a blade of air that slices even the sky. This may also make the target flinch.
  405. X-Scissor The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.
  406. Bug Buzz The user generates a damaging sound wave by vibration. This may also lower the target’s Sp. Def stat.
  407. Dragon Pulse The target is attacked with a shock wave generated by the user’s gaping mouth.
  408. Dragon Rush The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch.
  409. Power Gem The user attacks with a ray of light that sparkles as if it were made of gemstones.
  410. Drain Punch An energy-draining punch. The user’s HP is restored by half the damage taken by the target.
  411. Vacuum Wave The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first.
  412. Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.
  413. Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat.
  414. Brave Bird The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot.
  415. Earth Power The user makes the ground under the target erupt with power. This may also lower the target’s Sp. Def stat.
  416. Switcheroo The user trades held items with the target faster than the eye can follow.
  417. Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn.
  418. Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.
  419. Bullet Punch The user strikes the target with tough punches as fast as bullets. This move always goes first.
  420. Avalanche The power of this attack move is doubled if the user has been hurt by the target in the same turn.
  421. Ice Shard The user flash-freezes chunks of ice and hurls them at the target. This move always goes first.
  422. Shadow Claw The user slashes with a sharp claw made from shadows. Critical hits land more easily.
  423. Thunder Fang The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.
  424. Ice Fang The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen.
  425. Fire Fang The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.
  426. Shadow Sneak The user extends its shadow and attacks the target from behind. This move always goes first.
  427. Mud Bomb This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  428. Psycho Cut The user tears at the target with blades formed by psychic power. Critical hits land more easily.
  429. Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
  430. Mirror Shot This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  431. Flash Cannon The user gathers all its light energy and releases it all at once. This may also lower the target’s Sp. Def stat.
  432. Rock Climb This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  433. Defog A strong wind blows away the target’s barriers such as Reflect or Light Screen. This also lowers the target’s evasiveness.
  434. Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns.
  435. Draco Meteor Comets are summoned down from the sky onto the target. The attack’s recoil harshly lowers the user’s Sp. Atk stat.
  436. Discharge The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
  437. Lava Plume The user torches everything around it in an inferno of scarlet flames. This may also leave those it hits with a burn.
  438. Leaf Storm The user whips up a storm of leaves around the target. The attack’s recoil harshly lowers the user’s Sp. Atk stat.
  439. Power Whip The user violently whirls its vines, tentacles, or the like to harshly lash the target.
  440. Rock Wrecker The user launches a huge boulder at the target to attack. The user can’t move on the next turn.
  441. Cross Poison A slashing attack with a poisonous blade that may also poison the target. Critical hits land more easily.
  442. Gunk Shot The user shoots filthy garbage at the target to attack. This may also poison the target.
  443. Iron Head The user slams the target with its steel-hard head. This may also make the target flinch.
  444. Magnet Bomb This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  445. Stone Edge The user stabs the target from below with sharpened stones. Critical hits land more easily.
  446. Captivate This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  447. Stealth Rock The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.
  448. Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.
  449. Chatter The user attacks the target with sound waves of deafening chatter. This confuses the target.
  450. Judgment The user releases countless shots of light at the target. This move’s type varies depending on the kind of Plate the user is holding.
  451. Bug Bite The user bites the target. If the target is holding a Berry, the user eats it and gains its effect.
  452. Charge Beam The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
  453. Wood Hammer The user slams its rugged body into the target to attack. This also damages the user quite a lot.
  454. Aqua Jet The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
  455. Attack Order The user calls out its underlings to pummel the target. Critical hits land more easily.
  456. Defend Order The user calls out its underlings to shield its body, raising its Defense and Sp. Def stats.
  457. Heal Order This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  458. Head Smash The user attacks the target with a hazardous, full-power headbutt. This also damages the user terribly.
  459. Double Hit The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.
  460. Roar of Time The user blasts the target with power that distorts even time. The user can’t move on the next turn.
  461. Spacial Rend The user tears the target along with the space around it. Critical hits land more easily.
  462. Lunar Dance The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
  463. Crush Grip The target is crushed with great force. The more HP the target has left, the greater this move’s power.
  464. Magma Storm The target becomes trapped within a maelstrom of fire that rages for four to five turns.
  465. Dark Void Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
  466. Seed Flare The user emits a shock wave from its body to attack its target. This may also harshly lower the target’s Sp. Def stat.
  467. Ominous Wind This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  468. Shadow Force The user disappears, then strikes the target on the next turn. This move hits even if the target protects itself.
  469. Hone Claws The user sharpens its claws to boost its Attack stat and accuracy.
  470. Wide Guard The user and its allies are protected from wide-ranging attacks for one turn.
  471. Guard Split The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
  472. Power Split The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
  473. Wonder Room The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.
  474. Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage.
  475. Venoshock The user drenches the target in a special poisonous liquid. This move’s power is doubled if the target is poisoned.
  476. Autotomize The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
  477. Rage Powder The user scatters a cloud of irritating powder to draw attention to itself. Opposing Pokémon aim only at the user.
  478. Telekinesis This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  479. Magic Room The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.
  480. Smack Down The user throws a stone or similar projectile to attack the target. A flying Pokémon will fall to the ground when it’s hit.
  481. Storm Throw The user strikes the target with a fierce blow. This attack always results in a critical hit.
  482. Flame Burst This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  483. Sludge Wave The user strikes everything around it by swamping the area with a giant sludge wave. This may also poison those hit.
  484. Quiver Dance The user lightly performs a beautiful, mystic dance. This boosts the user’s Sp. Atk, Sp. Def, and Speed stats.
  485. Heavy Slam The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power.
  486. Synchronoise This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  487. Electro Ball The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.
  488. Soak The user shoots a torrent of water at the target and changes the target’s type to Water.
  489. Flame Charge Cloaking itself in flame, the user attacks the target. Then, building up more power, the user raises its Speed stat.
  490. Coil The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
  491. Low Sweep The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat.
  492. Acid Spray The user spits fluid that works to melt the target. This harshly lowers the target’s Sp. Def stat.
  493. Foul Play The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.
  494. Simple Beam The user’s mysterious psychic wave changes the target’s Ability to Simple.
  495. Entrainment 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.
  496. After You The user helps the target and makes it use its move right after the user.
  497. Round The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
  498. Echoed Voice The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.
  499. Chip Away This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  500. Clear Smog The user attacks the target by throwing a clump of special mud. All stat changes are returned to normal.
  501. Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power.
  502. Quick Guard The user protects itself and its allies from priority moves.
  503. Ally Switch The user teleports using a strange power and switches places with one of its allies.
  504. Scald The user shoots boiling hot water at its target. This may also leave the target with a burn.
  505. Shell Smash The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats.
  506. Heal Pulse The user emits a healing pulse that restores the target’s HP by up to half of its max HP.
  507. Hex This relentless attack does massive damage to a target affected by status conditions.
  508. Sky Drop This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  509. Shift Gear The user rotates its gears, raising its Attack stat and sharply raising its Speed stat.
  510. Circle Throw The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
  511. Incinerate 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.
  512. Quash The user suppresses the target and makes its move go last.
  513. Acrobatics The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.
  514. Reflect Type The user reflects the target’s type, making the user the same type as the target.
  515. Retaliate The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move’s power is increased.
  516. Final Gambit The user risks everything to attack its target. The user faints but does damage equal to its HP.
  517. Bestow This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  518. Inferno The user attacks by engulfing the target in an intense fire. This leaves the target with a burn.
  519. Water Pledge A column of water hits the target. When used with its fire equivalent, its power increases and a rainbow appears.
  520. Fire Pledge A column of fire hits the target. When used with its grass equivalent, its power increases and a vast sea of fire appears.
  521. Grass Pledge A column of grass hits the target. When used with its water equivalent, its power increases and a vast swamp appears.
  522. Volt Switch After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
  523. Struggle Bug While resisting, the user attacks opposing Pokémon. This lowers the Sp. Atk stats of those hit.
  524. Bulldoze The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.
  525. Frost Breath The user blows its cold breath on the target. This attack always results in a critical hit.
  526. Dragon Tail The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
  527. Work Up The user is roused, and its Attack and Sp. Atk stats increase.
  528. Electroweb The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats.
  529. Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
  530. Drill Run The user crashes into its target while rotating its body like a drill. Critical hits land more easily.
  531. Dual Chop The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row.
  532. Heart Stamp This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  533. Horn Leech The user drains the target’s energy with its horns. The user’s HP is restored by half the damage taken by the target.
  534. Sacred Sword The user attacks by slicing with a long horn. The target’s stat changes don’t affect this attack’s damage.
  535. Razor Shell The user cuts its target with sharp shells. This may also lower the target’s Defense stat.
  536. Heat Crash The user slams its target with its flame-covered body. The more the user outweighs the target, the greater the move’s power.
  537. Leaf Tornado The user attacks its target by encircling it in sharp leaves. This attack may also lower the target’s accuracy.
  538. Steamroller This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  539. Cotton Guard The user protects itself by wrapping its body in soft cotton, which drastically raises the user’s Defense stat.
  540. Night Daze The user lets loose a pitch-black shock wave at its target. This may also lower the target’s accuracy.
  541. Psystrike The user materializes an odd psychic wave to attack the target. This attack does physical damage.
  542. Tail Slap The user attacks by striking the target with its hard tail. It hits the target two to five times in a row.
  543. Hurricane The user attacks by wrapping its opponent in a fierce wind that flies up into the sky. This may also confuse the target.
  544. Head Charge The user charges its head into its target, using its powerful guard hair. This also damages the user a little.
  545. Gear Grind The user attacks by throwing steel gears at its target twice.
  546. Searing Shot The user torches everything around it in an inferno of scarlet flames. This may also leave those it hits with a burn.
  547. Techno Blast The user fires a beam of light at its target. The move’s type changes depending on the Drive the user holds.
  548. Relic Song The user sings an ancient song and attacks by appealing to the hearts of the listening opposing Pokémon. This may also induce sleep.
  549. Secret Sword The user cuts with its long horn. The odd power contained in the horn does physical damage to the target.
  550. Glaciate The user attacks by blowing freezing cold air at opposing Pokémon. This lowers their Speed stats.
  551. Bolt Strike The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis.
  552. Blue Flare The user attacks by engulfing the target in an intense, yet beautiful, blue flame. This may also leave the target with a burn.
  553. Fiery Dance Cloaked in flames, the user attacks the target by dancing and flapping its wings. This may also raise the user’s Sp. Atk stat.
  554. Freeze Shock On the second turn, the user hits the target with electrically charged ice. This may also leave the target with paralysis.
  555. Ice Burn On the second turn, an ultracold, freezing wind surrounds the target. This may leave the target with a burn.
  556. Snarl The user yells as if it’s ranting about something, which lowers the Sp. Atk stats of opposing Pokémon.
  557. Icicle Crash The user attacks by harshly dropping large icicles onto the target. This may also make the target flinch.
  558. V-create 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.
  559. Fusion Flare The user brings down a giant flame. This move’s power is increased when influenced by an enormous lightning bolt.
  560. Fusion Bolt The user throws down a giant lightning bolt. This move’s power is increased when influenced by an enormous flame.
  561. Flying Press The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
  562. Mat Block Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
  563. Belch The user lets out a damaging belch at the target. The user must eat a held Berry to use this move.
  564. Rototiller This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  565. Sticky Web The user weaves a sticky net around the opposing team, which lowers their Speed stats upon switching into battle.
  566. Fell Stinger When the user knocks out a target with this move, the user’s Attack stat rises drastically.
  567. Phantom Force The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself.
  568. Trick-or-Treat The user takes the target trick-or-treating. This adds Ghost type to the target’s type.
  569. Noble Roar Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
  570. Ion Deluge This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  571. Parabolic Charge The user attacks everything around it. The user’s HP is restored by half the damage taken by those hit.
  572. Forest’s Curse The user puts a forest curse on the target. The target is now Grass type as well.
  573. Petal Blizzard The user stirs up a violent petal blizzard and attacks everything around it.
  574. Freeze-Dry The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.
  575. Disarming Voice Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.
  576. Parting Shot With a parting threat, the user lowers the target’s Attack and Sp. Atk stats. Then it switches with a party Pokémon.
  577. Topsy-Turvy All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
  578. Draining Kiss The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target.
  579. Crafty Shield The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
  580. Flower Shield The user raises the Defense stats of all Grass-type Pokémon in battle with a mysterious power.
  581. Grassy Terrain 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.
  582. Misty Terrain This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
  583. Electrify If the target is electrified before it uses a move during that turn, the target’s move becomes Electric type.
  584. Play Rough The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.
  585. Fairy Wind The user stirs up a fairy wind and strikes the target with it.
  586. Moonblast Borrowing the power of the moon, the user attacks the target. This may also lower the target’s Sp. Atk stat.
  587. Boomburst The user attacks everything around it with the destructive power of a terrible, explosive sound.
  588. Fairy Lock By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
  589. King’s Shield 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.
  590. Play Nice The user and the target become friends, and the target loses its will to fight. This lowers the target’s Attack stat.
  591. Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.
  592. Diamond Storm The user whips up a storm of diamonds to damage opposing Pokémon. This may also sharply raise the user’s Defense stat.
  593. Steam Eruption The user immerses the target in superheated steam. This may also leave the target with a burn.
  594. Hyperspace Hole 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.
  595. Water Shuriken The user hits the target with throwing stars two to five times in a row. This move always goes first.
  596. Mystical Fire The user attacks by breathing a special, hot fire. This also lowers the target’s Sp. Atk stat.
  597. Spiky Shield In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact.
  598. Aromatic Mist The user raises the Sp. Def stat of an ally Pokémon by using a mysterious aroma.
  599. Eerie Impulse The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.
  600. Venom Drench Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target.
  601. Powder The user covers the target in a combustible powder. If the target uses a Fire-type move, the powder explodes and damages the target.
  602. Geomancy The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn.
  603. Magnetic Flux The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
  604. Happy Hour Using Happy Hour doubles the amount of prize money received after battle.
  605. Electric Terrain The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.
  606. Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash.
  607. Celebrate The Pokémon congratulates you on your special day!
  608. Hold Hands The user and an ally hold hands. This makes them very happy.
  609. Baby-Doll Eyes The user stares at the target with its baby-doll eyes, which lowers the target’s Attack stat. This move always goes first.
  610. Nuzzle The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
  611. Hold Back The user holds back when it attacks, and the target is left with at least 1 HP.
  612. Infestation The target is infested and attacked for four to five turns. The target can’t flee during this time.
  613. Power-Up Punch Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.
  614. Oblivion Wing The user absorbs its target’s HP. The user’s HP is restored by over half of the damage taken by the target.
  615. Thousand Arrows This move also hits opposing Pokémon that are in the air. Those Pokémon are knocked down to the ground.
  616. Thousand Waves The user attacks with a wave that crawls along the ground. Those it hits can’t flee from battle.
  617. Land’s Wrath The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them.
  618. Light of Ruin Drawing power from the Eternal Flower, the user fires a powerful beam of light. This also damages the user quite a lot.
  619. Origin Pulse The user attacks opposing Pokémon with countless beams of light that glow a deep and brilliant blue.
  620. Precipice Blades The user attacks opposing Pokémon by manifesting the power of the land in fearsome blades of stone.
  621. Dragon Ascent 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.
  622. Hyperspace Fury 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.
  623. Breakneck Blitz This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  624. Breakneck Blitz This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  625. All-Out Pummeling This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  626. All-Out Pummeling This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  627. Supersonic Skystrike This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  628. Supersonic Skystrike This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  629. Acid Downpour This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  630. Acid Downpour This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  631. Tectonic Rage This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  632. Tectonic Rage This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  633. Continental Crush This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  634. Continental Crush This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  635. Savage Spin-Out This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  636. Savage Spin-Out This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  637. Never-Ending Nightmare This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  638. Never-Ending Nightmare This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  639. Corkscrew Crash This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  640. Corkscrew Crash This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  641. Inferno Overdrive This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  642. Inferno Overdrive This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  643. Hydro Vortex This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  644. Hydro Vortex This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  645. Bloom Doom This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  646. Bloom Doom This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  647. Gigavolt Havoc This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  648. Gigavolt Havoc This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  649. Shattered Psyche This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  650. Shattered Psyche This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  651. Subzero Slammer This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  652. Subzero Slammer This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  653. Devastating Drake This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  654. Devastating Drake This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  655. Black Hole Eclipse This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  656. Black Hole Eclipse This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  657. Twinkle Tackle This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  658. Twinkle Tackle This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  659. Catastropika This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  660. Shore Up The user regains up to half of its max HP. It restores more HP in a sandstorm.
  661. First Impression Although this move has great power, it only works the first turn each time the user enters battle.
  662. Baneful Bunker In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
  663. Spirit Shackle The user attacks while simultaneously stitching the target’s shadow to the ground to prevent the target from escaping.
  664. Darkest Lariat The user swings both arms and hits the target. The target’s stat changes don’t affect this attack’s damage.
  665. Sparkling Aria The user bursts into song, emitting many bubbles. Any Pokémon suffering from a burn will be healed by the touch of these bubbles.
  666. Ice Hammer The user swings and hits with its strong, heavy fist. It lowers the user’s Speed, however.
  667. Floral Healing The user restores the target’s HP by up to half of its max HP. It restores more HP when the terrain is grass.
  668. High Horsepower The user fiercely attacks the target using its entire body.
  669. Strength Sap The user restores its HP by the same amount as the target’s Attack stat. It also lowers the target’s Attack stat.
  670. Solar Blade 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.
  671. Leafage The user attacks by pelting the target with leaves.
  672. Spotlight This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  673. Toxic Thread The user shoots poisonous threads to poison the target and lower the target’s Speed stat.
  674. Laser Focus The user concentrates intensely. The attack on the next turn always results in a critical hit.
  675. Gear Up The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.
  676. Throat Chop The user attacks the target’s throat, and the resultant suffering prevents the target from using moves that emit sound for two turns.
  677. Pollen Puff 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.
  678. Anchor Shot The user entangles the target with its anchor chain while attacking. The target becomes unable to flee.
  679. Psychic Terrain This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
  680. Lunge The user makes a lunge at the target, attacking with full force. This also lowers the target’s Attack stat.
  681. Fire Lash The user strikes the target with a burning lash. This also lowers the target’s Defense stat.
  682. Power Trip The user boasts its strength and attacks the target. The more the user’s stats are raised, the greater the move’s power.
  683. Burn Up To inflict massive damage, the user burns itself out. After using this move, the user will no longer be Fire type.
  684. Speed Swap The user exchanges Speed stats with the target.
  685. Smart Strike The user stabs the target with a sharp horn. This attack never misses.
  686. Purify The user heals the target’s status condition. If the move succeeds, it also restores the user’s own HP.
  687. Revelation Dance The user attacks the target by dancing very hard. The user’s type determines the type of this move.
  688. Core Enforcer If the Pokémon the user has inflicted damage on have already used their moves, this move eliminates the effect of the target’s Ability.
  689. Trop Kick The user lands an intense kick of tropical origins on the target. This also lowers the target’s Attack stat.
  690. Instruct The user instructs the target to use the target’s last move again.
  691. Beak Blast 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.
  692. Clanging Scales 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.
  693. Dragon Hammer The user uses its body like a hammer to attack the target and inflict damage.
  694. Brutal Swing The user swings its body around violently to inflict damage on everything in its vicinity.
  695. Aurora Veil This move reduces damage from physical and special moves for five turns. This can be used only in a hailstorm.
  696. Sinister Arrow Raid This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  697. Malicious Moonsault This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  698. Oceanic Operetta This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  699. Guardian of Alola This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  700. Soul-Stealing 7-Star Strike This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  701. Stoked Sparksurfer This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  702. Pulverizing Pancake This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  703. Extreme Evoboost This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  704. Genesis Supernova This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  705. Shell Trap 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.
  706. Fleur Cannon The user unleashes a strong beam. The attack’s recoil harshly lowers the user’s Sp. Atk stat.
  707. Psychic Fangs The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect.
  708. Stomping Tantrum Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles.
  709. Shadow Bone The user attacks by beating the target with a bone that contains a spirit. This may also lower the target’s Defense stat.
  710. Accelerock The user smashes into the target at high speed. This move always goes first.
  711. Liquidation The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat.
  712. Prismatic Laser The user shoots powerful lasers using the power of a prism. The user can’t move on the next turn.
  713. Spectral Thief The user hides in the target’s shadow, steals the target’s stat boosts, and then attacks.
  714. Sunsteel Strike The user slams into the target with the force of a meteor. This move can be used on the target regardless of its Abilities.
  715. Moongeist Beam The user emits a sinister ray to attack the target. This move can be used on the target regardless of its Abilities.
  716. Tearful Look The user gets teary eyed to make the target lose its combative spirit. This lowers the target’s Attack and Sp. Atk stats.
  717. Zing Zap A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch.
  718. Nature’s Madness The user hits the target with the force of nature. It halves the target’s HP.
  719. Multi-Attack Cloaking itself in high energy, the user slams into the target. The memory held determines the move’s type.
  720. 10,000,000 Volt Thunderbolt This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  721. Mind Blown The user attacks everything around it by causing its own head to explode. This also damages the user.
  722. Plasma Fists The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.
  723. Photon Geyser 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.
  724. Light That Burns the Sky This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  725. Searing Sunraze Smash This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  726. Menacing Moonraze Maelstrom This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  727. Let’s Snuggle Forever This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  728. Splintered Stormshards This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  729. Clangorous Soulblaze This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  730. Zippy Zap This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  731. Splishy Splash This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  732. Floaty Fall This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  733. Pika Papow This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  734. Bouncy Bubble This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  735. Buzzy Buzz This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  736. Sizzly Slide This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  737. Glitzy Glow This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  738. Baddy Bad This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  739. Sappy Seed This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  740. Freezy Frost This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  741. Sparkly Swirl This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  742. Veevee Volley This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
  743. Double Iron Bash 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.
  744. Max Guard This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
  745. Dynamax Cannon The user unleashes a strong beam from its core. This move deals twice the damage if the target is Dynamaxed.
  746. Snipe Shot The user ignores the effects of opposing Pokémon’s moves and Abilities that draw in moves, allowing this move to hit the chosen target.
  747. Jaw Lock 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.
  748. Stuff Cheeks The user eats its held Berry, then sharply raises its Defense stat.
  749. No Retreat This move raises all the user’s stats but prevents the user from switching out or fleeing.
  750. Tar Shot The user pours sticky tar over the target, lowering the target’s Speed stat. The target becomes weaker to Fire-type moves.
  751. Magic Powder The user scatters a cloud of magic powder that changes the target to Psychic type.
  752. Dragon Darts The user attacks twice using Dreepy. If there are two targets, this move hits each target once.
  753. Teatime The user has teatime with all the Pokémon in the battle. Each Pokémon eats its held Berry.
  754. Octolock The user locks the target in and prevents it from fleeing. This move also lowers the target’s Defense and Sp. Def every turn.
  755. Bolt Beak The user stabs the target with its electrified beak. If the user attacks before the target, the power of this move is doubled.
  756. Fishious Rend The user rends the target with its hard gills. If the user attacks before the target, the power of this move is doubled.
  757. Court Change With its mysterious power, the user swaps the effects on either side of the field.
  758. Max Flare This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns.
  759. Max Flutterby This is a Bug-type attack Dynamax Pokémon use. This lowers the target’s Sp. Atk stat.
  760. Max Lightning This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.
  761. Max Strike This is a Normal-type attack Dynamax Pokémon use. This lowers the target’s Speed stat.
  762. Max Knuckle This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon’s Attack stats.
  763. Max Phantasm This is a Ghost-type attack Dynamax Pokémon use. This lowers the target’s Defense stat.
  764. Max Hailstorm This is an Ice-type attack Dynamax Pokémon use. The user summons a hailstorm lasting five turns.
  765. Max Ooze This is a Poison-type attack Dynamax Pokémon use. This raises ally Pokémon’s Sp. Atk stats.
  766. Max Geyser This is a Water-type attack Dynamax Pokémon use. The user summons a heavy rain that falls for five turns.
  767. Max Airstream This is a Flying-type attack Dynamax Pokémon use. This raises ally Pokémon’s Speed stats.
  768. Max Starfall This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns.
  769. Max Wyrmwind This is a Dragon-type attack Dynamax Pokémon use. This lowers the target’s Attack stat.
  770. Max Mindstorm This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns.
  771. Max Rockfall This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns.
  772. Max Quake This is a Ground-type attack Dynamax Pokémon use. This raises ally Pokémon’s Sp. Def stats.
  773. Max Darkness This is a Dark-type attack Dynamax Pokémon use. This lowers the target’s Sp. Def stat.
  774. Max Overgrowth This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns.
  775. Max Steelspike This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon’s Defense stats.
  776. Clangorous Soul The user raises all its stats by using some of its HP.
  777. Body Press 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.
  778. Decorate The user sharply raises the target’s Attack and Sp. Atk stats by decorating the target.
  779. Drum Beating The user plays its drum, controlling the drum’s roots to attack the target. This also lowers the target’s Speed stat.
  780. Snap Trap The user snares the target in a snap trap for four to five turns.
  781. Pyro Ball 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.
  782. Behemoth Blade The user becomes a gigantic sword and cuts the target. This move deals twice the damage if the target is Dynamaxed.
  783. Behemoth Bash The user becomes a gigantic shield and slams into the target. This move deals twice the damage if the target is Dynamaxed.
  784. Aura Wheel Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move’s type changes depending on the user’s form.
  785. Breaking Swipe The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats.
  786. Branch Poke The user attacks the target by poking it with a sharply pointed branch.
  787. Overdrive The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.
  788. Apple Acid The user attacks the target with an acidic liquid created from tart apples. This also lowers the target’s Sp. Def stat.
  789. Grav Apple The user inflicts damage by dropping an apple from high above. This also lowers the target’s Defense stat.
  790. Spirit Break 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.
  791. Strange Steam The user attacks the target by emitting steam. This may also confuse the target.
  792. Life Dew The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.
  793. Obstruct 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.
  794. False Surrender The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses.
  795. Meteor Assault 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.
  796. Eternabeam This is Eternatus’s most powerful attack in its original form. The user can’t move on the next turn.
  797. Steel Beam The user fires a beam of steel that it collected from its entire body. This also damages the user.
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