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Sword/Shield Move descriptions

Kaphotics Nov 11th, 2019 31,422 Never
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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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