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- 000: ———
- 001: Pound
- The target is physically pounded with a long tail, a
- foreleg, or the like.
- 002: Karate Chop
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 003: Double Slap
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 004: Comet Punch
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 005: Mega Punch
- The target is slugged by a punch thrown with muscle-
- packed power.
- 006: Pay Day
- Coins are hurled at the target to inflict damage.
- Money is earned after the battle.
- 007: Fire Punch
- The target is attacked with a fiery punch. This may also
- leave the target with a burn.
- 008: Ice Punch
- The target is attacked with an icy punch. This may also
- leave the target frozen.
- 009: Thunder Punch
- The target is attacked with an electrified punch. This may
- also leave the target with paralysis.
- 010: Scratch
- Hard, pointed, sharp claws rake the target to inflict
- damage.
- 011: Vise Grip
- The target is gripped and squeezed from both sides
- to inflict damage.
- 012: Guillotine
- A vicious tearing attack with big pincers. The target
- faints instantly if this attack hits.
- 013: Razor Wind
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 014: Swords Dance
- A frenetic dance to uplift the fighting spirit. This sharply
- boosts the user’s Attack stat.
- 015: Cut
- The target is cut with a scythe, a claw, or the like
- to inflict damage.
- 016: Gust
- A gust of wind is whipped up by wings and launched
- at the target to inflict damage.
- 017: Wing Attack
- The target is struck with large, imposing wings spread
- wide to inflict damage.
- 018: Whirlwind
- The target is blown away, and a different Pokémon is
- dragged out. In the wild, this ends a battle against a
- single Pokémon.
- 019: Fly
- The user flies up into the sky on the first turn, then
- attacks on the next turn.
- 020: Bind
- A long body, tentacles, or the like are used to bind
- and squeeze the target for four to five turns.
- 021: Slam
- The target is slammed with a long tail, vines, or the like
- to inflict damage.
- 022: Vine Whip
- The target is struck with slender, whiplike vines to
- inflict damage.
- 023: Stomp
- The user attacks by stomping on the target with a big
- foot. This may also make the target flinch.
- 024: Double Kick
- The user attacks by kicking the target twice in a row
- using two feet.
- 025: Mega Kick
- The target is attacked by a kick launched with muscle-
- packed power.
- 026: Jump Kick
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 027: Rolling Kick
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 028: Sand Attack
- Sand is hurled in the target’s face, lowering the
- target’s accuracy.
- 029: Headbutt
- The user sticks out its head and attacks by charging
- straight into the target. This may also make the
- target flinch.
- 030: Horn Attack
- The target is jabbed with a sharply pointed horn to
- inflict damage.
- 031: Fury Attack
- The user attacks by jabbing the target with a horn,
- a beak, or the like. This move hits two to five times
- in a row.
- 032: Horn Drill
- The user stabs the target with a horn that rotates like a
- drill. The target faints instantly if this attack hits.
- 033: Tackle
- A physical attack in which the user charges and slams
- into the target with its whole body.
- 034: Body Slam
- The user attacks by dropping onto the target with its
- full body weight. This may also leave the target with
- paralysis.
- 035: Wrap
- A long body, vines, or the like are used to wrap and
- squeeze the target for four to five turns.
- 036: Take Down
- A reckless full-body charge attack for slamming into
- the target. This also damages the user a little.
- 037: Thrash
- The user rampages and attacks for two to three turns.
- The user then becomes confused.
- 038: Double-Edge
- A reckless life-risking tackle in which the user rushes
- the target. This also damages the user quite a lot.
- 039: Tail Whip
- The user wags its tail cutely, making opposing Pokémon
- less wary. This lowers their Defense stats.
- 040: Poison Sting
- The user stabs the target with a poisonous stinger to
- inflict damage. This may also poison the target.
- 041: Twineedle
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 042: Pin Missile
- The user attacks by shooting sharp spikes at the target.
- This move hits two to five times in a row.
- 043: Leer
- The user gives opposing Pokémon an intimidating leer
- that lowers their Defense stats.
- 044: Bite
- The target is bitten with viciously sharp fangs. This may
- also make the target flinch.
- 045: Growl
- The user growls in an endearing way, making opposing
- Pokémon less wary. This lowers their Attack stats.
- 046: Roar
- The target is scared off, and a different Pokémon is
- dragged out. In the wild, this ends a battle against a
- single Pokémon.
- 047: Sing
- A soothing lullaby is sung in a beautiful voice that puts
- the target to sleep.
- 048: Supersonic
- The user generates odd sound waves from its body
- that confuse the target.
- 049: Sonic Boom
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 050: Disable
- For four turns, the target will be unable to use whichever
- move it last used.
- 051: Acid
- Opposing Pokémon are attacked with a spray of harsh
- acid. This may also lower their Sp. Def stats.
- 052: Ember
- The target is attacked with small flames. This may also
- leave the target with a burn.
- 053: Flamethrower
- The target is scorched with an intense blast of fire.
- This may also leave the target with a burn.
- 054: Mist
- The user cloaks itself and its allies in a white mist
- that prevents any of their stats from being lowered
- for five turns.
- 055: Water Gun
- The target is blasted with a forceful shot of water.
- 056: Hydro Pump
- The target is blasted by a huge volume of water
- launched under great pressure.
- 057: Surf
- The user attacks everything around it by swamping
- its surroundings with a giant wave.
- 058: Ice Beam
- The target is struck with an icy-cold beam of energy.
- This may also leave the target frozen.
- 059: Blizzard
- A howling blizzard is summoned to strike opposing
- Pokémon. This may also leave the opposing Pokémon
- frozen.
- 060: Psybeam
- The target is attacked with a peculiar ray. This may also
- confuse the target.
- 061: Bubble Beam
- A spray of bubbles is forcefully ejected at the target.
- This may also lower the target’s Speed stat.
- 062: Aurora Beam
- The target is hit with a rainbow-colored beam. This may
- also lower the target’s Attack stat.
- 063: Hyper Beam
- The target is attacked with a powerful beam. The user
- can’t move on the next turn.
- 064: Peck
- The target is jabbed with a sharply pointed beak or horn
- to inflict damage.
- 065: Drill Peck
- A corkscrewing attack that strikes the target with a sharp
- beak acting as a drill.
- 066: Submission
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 067: Low Kick
- A powerful low kick that makes the target fall over.
- The heavier the target, the greater the move’s power.
- 068: Counter
- A retaliatory attack that counters any physical move,
- inflicting double the damage taken.
- 069: Seismic Toss
- The target is thrown using the power of gravity. It inflicts
- damage equal to the user’s level.
- 070: Strength
- The target is slugged with a punch thrown at maximum
- power.
- 071: Absorb
- A nutrient-draining attack. The user’s HP is restored
- by up to half the damage taken by the target.
- 072: Mega Drain
- A nutrient-draining attack. The user’s HP is restored
- by up to half the damage taken by the target.
- 073: Leech Seed
- A seed is planted on the target. It steals some HP from
- the target every turn.
- 074: Growth
- The user’s body grows all at once, boosting the Attack
- and Sp. Atk stats.
- 075: Razor Leaf
- Sharp-edged leaves are launched to slash at opposing
- Pokémon. This move has a heightened chance of landing
- a critical hit.
- 076: Solar Beam
- The user gathers light on the first turn, then blasts a
- bundled beam on the next turn.
- 077: Poison Powder
- The user scatters a cloud of poisonous dust that poisons
- the target.
- 078: Stun Spore
- The user scatters a cloud of numbing powder that
- paralyzes the target.
- 079: Sleep Powder
- The user scatters a cloud of soporific dust that puts the
- target to sleep.
- 080: Petal Dance
- The user attacks the target by scattering petals for
- two to three turns. The user then becomes confused.
- 081: String Shot
- The user blows silk from its mouth that binds opposing
- Pokémon and harshly lowers their Speed stats.
- 082: Dragon Rage
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 083: Fire Spin
- The user traps the target inside a fierce vortex of fire
- that inflicts damage for four to five turns.
- 084: Thunder Shock
- The user attacks the target with a jolt of electricity.
- This may also leave the target with paralysis.
- 085: Thunderbolt
- The user attacks the target with a strong electric blast.
- This may also leave the target with paralysis.
- 086: Thunder Wave
- The user launches a weak jolt of electricity that
- paralyzes the target.
- 087: Thunder
- A wicked thunderbolt is dropped on the target to inflict
- damage. This may also leave the target with paralysis.
- 088: Rock Throw
- The user picks up and throws a small rock at the target
- to inflict damage.
- 089: Earthquake
- The user sets off an earthquake that strikes every
- Pokémon around it.
- 090: Fissure
- The user opens up a fissure in the ground and drops the
- target in. The target faints instantly if this attack hits.
- 091: Dig
- The user burrows into the ground on the first turn, then
- attacks on the next turn.
- 092: Toxic
- A move that leaves the target badly poisoned. Its poison
- damage worsens every turn.
- 093: Confusion
- The target is hit with a weak telekinetic force to inflict
- damage. This may also confuse the target.
- 094: Psychic
- The target is hit with a strong telekinetic force to inflict
- damage. This may also lower the target’s Sp. Def stat.
- 095: Hypnosis
- The user employs hypnotic suggestion to make the
- target fall asleep.
- 096: Meditate
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 097: Agility
- The user relaxes and lightens its body to move faster.
- This sharply boosts its Speed stat.
- 098: Quick Attack
- The user lunges at the target to inflict damage, moving
- at blinding speed. This move always goes first.
- 099: Rage
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 100: Teleport
- The user switches places with a party Pokémon in
- waiting, if any. If a wild Pokémon uses this move, it flees.
- 101: Night Shade
- The user makes the target see a frightening mirage.
- It inflicts damage equal to the user’s level.
- 102: Mimic
- The user copies the move last used by the target.
- The copied move can be used until the user of Mimic
- leaves the battle.
- 103: Screech
- An earsplitting screech harshly lowers the target’s
- Defense stat.
- 104: Double Team
- By moving rapidly, the user makes illusory copies of
- itself to boost its evasiveness.
- 105: Recover
- The user regenerates its cells, restoring its own HP by up
- to half its max HP.
- 106: Harden
- The user stiffens all the muscles in its body to boost
- its Defense stat.
- 107: Minimize
- The user compresses its body to make itself look smaller,
- which sharply boosts its evasiveness.
- 108: Smokescreen
- The user releases an obscuring cloud of smoke or ink.
- This lowers the target’s accuracy.
- 109: Confuse Ray
- The target is exposed to a sinister ray that causes
- confusion.
- 110: Withdraw
- The user withdraws its body into its hard shell,
- boosting its Defense stat.
- 111: Defense Curl
- The user curls up and boosts its Defense stat.
- 112: Barrier
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 113: Light Screen
- A wondrous wall of light is put up to reduce damage
- from special moves for five turns.
- 114: Haze
- The user creates a haze that eliminates every stat change
- among all the Pokémon engaged in battle.
- 115: Reflect
- A wondrous wall of light is put up to reduce damage
- from physical moves for five turns.
- 116: Focus Energy
- The user takes a deep breath and focuses so that its
- future attacks have a heightened chance of landing
- critical hits.
- 117: Bide
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 118: Metronome
- The user waggles a finger and stimulates its brain into
- randomly using nearly any move.
- 119: Mirror Move
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 120: Self-Destruct
- The user attacks everything around it by causing an
- explosion. The user faints upon using this move.
- 121: Egg Bomb
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 122: Lick
- The user licks the target with a long tongue to inflict
- damage. This may also leave the target with paralysis.
- 123: Smog
- The target is attacked with a discharge of filthy gases.
- This may also poison the target.
- 124: Sludge
- The user hurls unsanitary sludge at the target to inflict
- damage. This may also poison the target.
- 125: Bone Club
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 126: Fire Blast
- The target is attacked with an intense blast of all-
- consuming fire. This may also leave the target with
- a burn.
- 127: Waterfall
- The user charges at the target and may make it flinch.
- 128: Clamp
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 129: Swift
- Star-shaped rays are shot at opposing Pokémon.
- This attack never misses.
- 130: Skull Bash
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 131: Spike Cannon
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 132: Constrict
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 133: Amnesia
- The user temporarily empties its mind to forget its
- concerns. This sharply boosts the user’s Sp. Def stat.
- 134: Kinesis
- The user distracts the target by bending a spoon.
- This lowers the target’s accuracy.
- 135: Soft-Boiled
- The user restores its own HP by up to half its max HP.
- 136: High Jump Kick
- The target is attacked with a knee kick from a jump.
- If this move misses, the user takes damage instead.
- 137: Glare
- The user intimidates the target with the pattern on
- its belly to cause paralysis.
- 138: Dream Eater
- The user eats the dreams of a sleeping target.
- The user’s HP is restored by up to half the damage
- taken by the target.
- 139: Poison Gas
- A cloud of poison gas is sprayed in the faces of
- opposing Pokémon, poisoning those it hits.
- 140: Barrage
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 141: Leech Life
- The user drains the target’s blood. The user’s HP is
- restored by up to half the damage taken by the target.
- 142: Lovely Kiss
- With a scary face, the user tries to kiss the target.
- If it succeeds, the target falls asleep.
- 143: Sky Attack
- The user attacks the turn after using this move. This move
- has a heightened chance of landing a critical hit and may
- also make the target flinch.
- 144: Transform
- The user transforms into a copy of the target, right down
- to having the same move set.
- 145: Bubble
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 146: Dizzy Punch
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 147: Spore
- The user scatters bursts of spores that induce sleep.
- 148: Flash
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 149: Psywave
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 150: Splash
- The user just flops and splashes around to no effect
- at all...
- 151: Acid Armor
- The user alters its cellular structure to liquefy itself,
- sharply boosting its Defense stat.
- 152: Crabhammer
- The target is hammered with a large pincer. This move
- has a heightened chance of landing a critical hit.
- 153: Explosion
- The user attacks everything around it by causing a
- tremendous explosion. The user faints upon using
- this move.
- 154: Fury Swipes
- The user attacks by raking the target with claws, scythes,
- or the like. This move hits two to five times in a row.
- 155: Bonemerang
- The user throws the bone it holds. The bone loops
- around to damage the target twice—coming and going.
- 156: Rest
- The user goes to sleep for two turns. This fully restores
- the user’s HP and cures any status conditions.
- 157: Rock Slide
- Large boulders are hurled at opposing Pokémon to
- inflict damage. This may also make the opposing
- Pokémon flinch.
- 158: Hyper Fang
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 159: Sharpen
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 160: Conversion
- The user changes its type to become the same type
- as the move at the top of the list of moves it knows.
- 161: Tri Attack
- The user strikes with a simultaneous three-beam attack.
- This may also burn, freeze, or paralyze the target.
- 162: Super Fang
- The user chomps hard on the target with its sharp
- front fangs. This cuts the target’s HP in half.
- 163: Slash
- The target is attacked with a slash of claws, scythes, or
- the like. This move has a heightened chance of landing
- a critical hit.
- 164: Substitute
- The user creates a substitute for itself using some of
- its own HP. The substitute serves as the user’s decoy.
- 165: Struggle
- This attack is used in desperation only if the user has
- no remaining PP. It also damages the user a little.
- 166: Sketch
- This move enables the user to permanently learn
- the move last used by the target. Once used,
- Sketch disappears.
- 167: Triple Kick
- A consecutive three-kick attack that becomes more
- powerful with each successful hit.
- 168: Thief
- The user attacks and steals the target’s held item
- simultaneously. The user can’t steal anything if it
- already holds an item.
- 169: Spider Web
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 170: Mind Reader
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 171: Nightmare
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 172: Flame Wheel
- The user attacks by cloaking itself in fire and charging
- at the target. This may also leave the target with a burn.
- 173: Snore
- This attack can be used only if the user is asleep.
- The harsh noise may also make the target flinch.
- 174: Curse
- A move that has different effects depending on whether
- the user is a Ghost type or not.
- 175: Flail
- The user flails about aimlessly to attack. The less HP
- the user has, the greater the move’s power.
- 176: Conversion 2
- The user changes its type to make itself resistant to
- the type of the move the target used last.
- 177: Aeroblast
- A vortex of air is shot at the target to inflict damage.
- This move has a heightened chance of landing a
- critical hit.
- 178: Cotton Spore
- The user releases cotton-like spores that cling to
- opposing Pokémon. This harshly lowers their Speed stats.
- 179: Reversal
- An all-out attack that becomes more powerful the
- less HP the user has.
- 180: Spite
- The user unleashes its grudge on the move last used
- by the target by cutting 4 PP from it.
- 181: Powder Snow
- The user attacks with a chilling gust of powdery snow.
- This may also leave opposing Pokémon frozen.
- 182: Protect
- This move enables the user to protect itself from
- all attacks. Its chance of failing rises if it is used
- in succession.
- 183: Mach Punch
- The user throws a punch at blinding speed. This move
- always goes first.
- 184: Scary Face
- The user frightens the target with a scary face to harshly
- lower its Speed stat.
- 185: Feint Attack
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 186: Sweet Kiss
- The user kisses the target with a sweet, angelic cuteness
- that causes confusion.
- 187: Belly Drum
- The user maximizes its Attack stat but loses HP equal to
- half its max HP.
- 188: Sludge Bomb
- The user hurls unsanitary sludge at the target to inflict
- damage. This may also poison the target.
- 189: Mud-Slap
- The user hurls mud in the target’s face to inflict damage
- and lower its accuracy.
- 190: Octazooka
- The user attacks by spraying ink in the target’s face.
- This may also lower the target’s accuracy.
- 191: Spikes
- The user lays a trap of spikes at the feet of the
- opposing team. The spikes will damage opposing
- Pokémon that switch into battle.
- 192: Zap Cannon
- The user attacks by firing an electric blast like a cannon.
- This also leaves the target with paralysis.
- 193: Foresight
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 194: Destiny Bond
- If the user is knocked out after using this move, the
- Pokémon that knocked it out will also faint. This move’s
- chance of failing rises if it is used in succession.
- 195: Perish Song
- Any Pokémon that hears this song faints in three turns,
- unless it switches out of battle.
- 196: Icy Wind
- The user attacks with a gust of chilled air. This also
- lowers opposing Pokémon’s Speed stats.
- 197: Detect
- This move enables the user to protect itself from
- all attacks. Its chance of failing rises if it is used
- in succession.
- 198: Bone Rush
- The user attacks by striking the target with a hard bone.
- This move hits two to five times in a row.
- 199: Lock-On
- The user takes sure aim at the target. This ensures
- the user’s next move does not miss that target.
- 200: Outrage
- The user rampages and attacks for two to three turns.
- The user then becomes confused.
- 201: Sandstorm
- A five-turn sandstorm is summoned to damage all
- Pokémon except Rock, Ground, and Steel types. The
- sandstorm also boosts the Sp. Def stats of Rock types.
- 202: Giga Drain
- A nutrient-draining attack. The user’s HP is restored by
- up to half the damage taken by the target.
- 203: Endure
- The user endures any attack with at least 1 HP.
- This move’s chance of failing rises if used in succession.
- 204: Charm
- The user gazes at the target rather charmingly, making it
- less wary. This harshly lowers the target’s Attack stat.
- 205: Rollout
- The user continually rolls into the target over five turns.
- This attack becomes more powerful each time it hits.
- 206: False Swipe
- A restrained attack that prevents the target from
- fainting. The target is left with at least 1 HP.
- 207: Swagger
- The user enrages and confuses the target. However, this
- also sharply boosts the target’s Attack stat.
- 208: Milk Drink
- The user restores its own HP by up to half its max HP.
- 209: Spark
- The user attacks the target with an electrically charged
- tackle. This may also leave the target with paralysis.
- 210: Fury Cutter
- The user attacks by slashing the target with scythes,
- claws, or the like. This attack becomes more powerful
- if it hits in succession.
- 211: Steel Wing
- The target is hit with wings of steel. This may also boost
- the user’s Defense stat.
- 212: Mean Look
- The user pins the target with a dark, arresting look.
- The target becomes unable to flee.
- 213: Attract
- If the target is of the opposite gender to the user, it
- becomes infatuated with the user and will sometimes be
- unable to use its moves.
- 214: Sleep Talk
- The user randomly uses one of the moves it knows.
- This move can only be used while the user is asleep.
- 215: Heal Bell
- The user makes a soothing bell chime to cure the status
- conditions of all its fellow party Pokémon and allies.
- 216: Return
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 217: Present
- The user attacks by giving the target a gift with a hidden
- trap. The gift restores HP sometimes, however.
- 218: Frustration
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 219: Safeguard
- The user creates a protective field that prevents status
- conditions for five turns.
- 220: Pain Split
- The user adds its HP to the target’s HP, then equally
- splits the combined HP between the target and itself.
- 221: Sacred Fire
- The target is razed with a mystical fire of great intensity.
- This may also leave the target with a burn.
- 222: Magnitude
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 223: Dynamic Punch
- The user attacks by punching the target with full
- concentrated power. This also confuses the target.
- 224: Megahorn
- Using its tough and impressive horn, the user rams into
- the target with no letup.
- 225: Dragon Breath
- The user exhales a mighty gust that inflicts damage.
- This may also leave the target with paralysis.
- 226: Baton Pass
- The user switches places with a party Pokémon in waiting
- and passes along any stat changes.
- 227: Encore
- The user compels the target to keep using the move it
- encored for three turns.
- 228: Pursuit
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 229: Rapid Spin
- The user performs a spin attack that can also eliminate
- the effects of such moves as Bind, Wrap, and Leech
- Seed. This also boosts the user’s Speed stat.
- 230: Sweet Scent
- The user releases a scent that harshly lowers opposing
- Pokémon’s evasiveness.
- 231: Iron Tail
- The target is slammed with a steel-hard tail. This may
- also lower the target’s Defense stat.
- 232: Metal Claw
- The target is raked with steel claws. This may also boost
- the user’s Attack stat.
- 233: Vital Throw
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 234: Morning Sun
- The user restores its own HP. The amount of HP regained
- varies with the weather.
- 235: Synthesis
- The user restores its own HP. The amount of HP regained
- varies with the weather.
- 236: Moonlight
- The user restores its own HP. The amount of HP regained
- varies with the weather.
- 237: Hidden Power
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 238: Cross Chop
- The user delivers a double chop with its forearms
- crossed. This move has a heightened chance of landing
- a critical hit.
- 239: Twister
- The user whips up a vicious tornado to tear at opposing
- Pokémon. This may also make them flinch.
- 240: Rain Dance
- The user summons a heavy rain that falls for five turns,
- powering up Water-type attacks. The rain also lowers the
- power of Fire-type attacks.
- 241: Sunny Day
- The user intensifies the sun for five turns, powering up
- Fire-type attacks. The sunlight also lowers the power of
- Water-type attacks.
- 242: Crunch
- The user crunches up the target with sharp fangs.
- This may also lower the target’s Defense stat.
- 243: Mirror Coat
- A retaliatory attack that counters any special move,
- inflicting double the damage taken.
- 244: Psych Up
- The user hypnotizes itself into copying any stat change
- made by the target.
- 245: Extreme Speed
- The user charges the target at blinding speed. This move
- always goes first.
- 246: Ancient Power
- The user attacks with a prehistoric power. This may also
- boost all the user’s stats at once.
- 247: Shadow Ball
- The user attacks by hurling a shadowy blob at the target.
- This may also lower the target’s Sp. Def stat.
- 248: Future Sight
- Two turns after this move is used, a hunk of psychic
- energy attacks the target.
- 249: Rock Smash
- The user attacks with a punch. This may also lower the
- target’s Defense stat.
- 250: Whirlpool
- The user traps the target inside a violent, swirling
- whirlpool that inflicts damage for four to five turns.
- 251: Beat Up
- The user gets all party Pokémon to attack the target.
- The more party Pokémon, the greater the number
- of attacks.
- 252: Fake Out
- This attack hits first and makes the target flinch. It works
- only on the first turn each time the user enters battle.
- 253: Uproar
- The user attacks in an uproar for three turns. During that
- time, no Pokémon can fall asleep.
- 254: Stockpile
- The user stores power and boosts its Defense and
- Sp. Def stats. This move can be used up to three times.
- 255: 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.
- 256: Swallow
- The power stored using the move Stockpile is absorbed
- by the user to restore its own HP. The more power is
- stored, the more HP is restored.
- 257: Heat Wave
- The user attacks by exhaling hot breath on opposing
- Pokémon. This may also leave them with a burn.
- 258: Hail
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 259: Torment
- The user torments and enrages the target, making it
- incapable of using the same move twice in a row.
- 260: Flatter
- Flattery is used to confuse the target. However, this also
- boosts the target’s Sp. Atk stat.
- 261: Will-O-Wisp
- The user shoots a sinister flame at the target to inflict
- a burn.
- 262: Memento
- The user faints. In return, the target’s Attack and Sp. Atk
- stats are harshly lowered.
- 263: Facade
- This move’s power is doubled if the user is poisoned,
- burned, or paralyzed.
- 264: Focus Punch
- The user focuses its mind before launching a punch.
- This move fails if the user is hit before using the move.
- 265: Smelling Salts
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 266: Follow Me
- The user draws attention to itself, making all opposing
- Pokémon take aim only at the user.
- 267: Nature Power
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 268: Charge
- The user becomes charged, boosting the power of the
- next Electric-type move it uses. This also boosts the
- user’s Sp. Def stat.
- 269: Taunt
- The target is taunted into a rage that allows it to use
- only attack moves for three turns.
- 270: Helping Hand
- The user assists an ally by boosting the power of that
- ally’s attack.
- 271: Trick
- The user catches the target off guard and swaps the
- target’s held item with its own.
- 272: Role Play
- The user mimics the target completely, copying the
- target’s Ability.
- 273: Wish
- One turn after this move is used, the user’s or its
- replacement’s HP is restored by up to half the user’s
- max HP.
- 274: Assist
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 275: Ingrain
- The user lays roots that restore its own HP every turn.
- Because the user is now rooted, it can’t switch out.
- 276: Superpower
- The user attacks the target with great power. This also
- lowers the user’s Attack and Defense stats.
- 277: Magic Coat
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 278: Recycle
- The user recycles a held item that has been used in
- battle so it can be used again.
- 279: Revenge
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 280: Brick Break
- The user attacks with a swift chop. This move can also
- break barriers, such as Light Screen and Reflect.
- 281: Yawn
- The user lets loose a huge yawn that lulls the target into
- falling asleep on the next turn.
- 282: Knock Off
- The user slaps down the target’s held item, making it
- unusable for that battle. This move does more damage
- if the target has a held item.
- 283: Endeavor
- The user inflicts damage by cutting down the target’s HP
- to roughly equal the user’s HP.
- 284: Eruption
- The user attacks opposing Pokémon with explosive fury.
- The lower the user’s HP, the lower the move’s power.
- 285: Skill Swap
- The user employs its psychic power to exchange Abilities
- with the target.
- 286: Imprison
- If opposing Pokémon know any move also known by the
- user, they are prevented from using it.
- 287: Refresh
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 288: Grudge
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 289: Snatch
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 290: Secret Power
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 291: Dive
- The user dives on the first turn, then floats up and
- attacks on the next turn.
- 292: Arm Thrust
- The user attacks the target with open-palmed arm
- thrusts. This move hits two to five times in a row.
- 293: Camouflage
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 294: Tail Glow
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 295: Luster Purge
- The user lets loose a damaging burst of light. This may
- also lower the target’s Sp. Def stat.
- 296: Mist Ball
- A mist-like flurry of down envelops and damages the
- target. This may also lower the target’s Sp. Atk stat.
- 297: Feather Dance
- The user covers the target’s body with a mass of down
- that harshly lowers its Attack stat.
- 298: Teeter Dance
- The user performs a wobbly dance that confuses every
- Pokémon around it.
- 299: Blaze Kick
- The user launches a kick that has a heightened chance of
- landing a critical hit. This may also leave the target with
- a burn.
- 300: Mud Sport
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 301: Ice Ball
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 302: Needle Arm
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 303: Slack Off
- The user slacks off, restoring its own HP by up to half its
- max HP.
- 304: Hyper Voice
- The user attacks by letting loose a horribly loud,
- resounding cry.
- 305: Poison Fang
- The user bites the target with toxic fangs. This may also
- leave the target badly poisoned.
- 306: Crush Claw
- The user slashes the target with hard and sharp claws.
- This may also lower the target’s Defense stat.
- 307: Blast Burn
- The target is razed by a fiery explosion. The user can’t
- move on the next turn.
- 308: Hydro Cannon
- The target is hit with a watery blast. The user can’t move
- on the next turn.
- 309: Meteor Mash
- The target is hit with a hard punch fired like a meteor.
- This may also boost the user’s Attack stat.
- 310: Astonish
- The user attacks the target by crying out in a startling
- fashion. This may also make the target flinch.
- 311: Weather Ball
- This move’s type and power change depending on the
- weather at the time the move is used.
- 312: Aromatherapy
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 313: Fake Tears
- The user feigns crying to fluster the target. This harshly
- lowers the target’s Sp. Def stat.
- 314: Air Cutter
- The user launches razor-like wind to slash opposing
- Pokémon. This move has a heightened chance of landing
- a critical hit.
- 315: Overheat
- The user attacks the target with all its might. The recoil
- from this move harshly lowers the user’s Sp. Atk stat.
- 316: Odor Sleuth
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 317: Rock Tomb
- The user hurls boulders at the target to inflict damage.
- This also lowers the target’s Speed stat by cutting off
- its movement.
- 318: Silver Wind
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 319: Metal Sound
- A horrible sound like scraping metal harshly lowers the
- target’s Sp. Def stat.
- 320: Grass Whistle
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 321: Tickle
- The user tickles the target into laughing, lowering its
- Attack and Defense stats.
- 322: Cosmic Power
- The user absorbs a mystical power from space to boost
- its Defense and Sp. Def stats.
- 323: Water Spout
- The user spouts water to damage opposing Pokémon.
- The lower the user’s HP, the lower the move’s power.
- 324: Signal Beam
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 325: Shadow Punch
- The user throws a punch from the shadows. This attack
- never misses.
- 326: Extrasensory
- The user attacks with an odd, unseeable power. This may
- also make the target flinch.
- 327: Sky Uppercut
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 328: Sand Tomb
- The user traps the target inside a harshly raging
- sandstorm that inflicts damage for four to five turns.
- 329: Sheer Cold
- The target faints instantly. This move is less likely to hit
- the target if used by Pokémon other than Ice types.
- 330: Muddy Water
- The user attacks by shooting muddy water at opposing
- Pokémon. This may also lower their accuracy.
- 331: Bullet Seed
- The user attacks by forcefully shooting seeds at the
- target. This move hits two to five times in a row.
- 332: Aerial Ace
- The user confounds the target with speed, then slashes.
- This attack never misses.
- 333: Icicle Spear
- The user attacks by launching sharp icicles at the target.
- This move hits two to five times in a row.
- 334: Iron Defense
- The user hardens its body’s surface like iron, sharply
- boosting its Defense stat.
- 335: Block
- The user blocks the target’s way with arms spread wide
- to prevent the target from fleeing.
- 336: Howl
- The user howls loudly to rouse itself and its allies.
- This boosts their Attack stats.
- 337: Dragon Claw
- The user slashes the target with huge, sharp claws to
- inflict damage.
- 338: Frenzy Plant
- The user slams the target with the roots of an enormous
- tree. The user can’t move on the next turn.
- 339: Bulk Up
- The user tenses its muscles to bulk up its body, boosting
- its Attack and Defense stats.
- 340: Bounce
- The user bounces up high on the first turn, then drops
- onto the target on the next turn. This may also leave the
- target with paralysis.
- 341: Mud Shot
- The user attacks by hurling a blob of mud at the target.
- This also lowers the target’s Speed stat.
- 342: Poison Tail
- The user hits the target with its tail. This move has a
- heightened chance of landing a critical hit and may also
- poison the target.
- 343: Covet
- The user endearingly approaches the target, then steals
- the target’s held item.
- 344: Volt Tackle
- The user electrifies itself and charges the target to inflict
- damage. This also damages the user quite a lot and may
- leave the target with paralysis.
- 345: Magical Leaf
- The user scatters curious leaves that chase the target.
- This attack never misses.
- 346: Water Sport
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 347: Calm Mind
- The user quietly focuses its mind and calms its spirit to
- boost its Sp. Atk and Sp. Def stats.
- 348: Leaf Blade
- The user handles a sharp leaf like a sword and cuts the
- target to inflict damage. This move has a heightened
- chance of landing a critical hit.
- 349: Dragon Dance
- The user vigorously performs a mystic, powerful dance
- that boosts its Attack and Speed stats.
- 350: Rock Blast
- The user attacks by hurling hard rocks at the target.
- This move hits two to five times in a row.
- 351: Shock Wave
- The user strikes the target with a quick jolt of electricity.
- This attack never misses.
- 352: Water Pulse
- The user attacks the target with a pulsing blast of water.
- This may also confuse the target.
- 353: Doom Desire
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 354: Psycho Boost
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 355: Roost
- The user lands and rests its body. This move restores the
- user’s HP by up to half its max HP.
- 356: Gravity
- Enables Flying types or Pokémon with the Levitate
- Ability to be hit by Ground-type moves for five turns.
- Moves that involve flying can’t be used.
- 357: Miracle Eye
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 358: 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.
- 359: Hammer Arm
- The user swings its strong, heavy fist at the target to
- inflict damage. This also lowers the user’s Speed stat.
- 360: Gyro Ball
- The user tackles the target with a high-speed spin.
- The slower the user is than the target, the greater
- the move’s power.
- 361: Healing Wish
- The user faints. In return, the Pokémon taking its place
- will have its HP restored and status conditions cured.
- 362: Brine
- This move’s power is doubled if the target’s HP is at half
- or less.
- 363: Natural Gift
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 364: Feint
- This attack can hit a target using a move such as Protect
- or Detect. This also lifts the effects of those moves.
- 365: Pluck
- The user attacks by pecking the target. If the target is
- holding a Berry, the user eats it and gains its effect.
- 366: Tailwind
- The user whips up a turbulent whirlwind that boosts the
- Speed stats of itself and its allies for four turns.
- 367: Acupressure
- The user applies pressure to stress points, sharply
- boosting one of its or its allies’ stats.
- 368: Metal Burst
- The user retaliates with much greater force against the
- opponent that last inflicted damage on it.
- 369: U-turn
- After making its attack, the user rushes back to switch
- places with a party Pokémon in waiting.
- 370: Close Combat
- The user fights the target up close, inflicting damage
- without guarding itself. This also lowers the user’s
- Defense and Sp. Def stats.
- 371: Payback
- The user stores power, then attacks. This move’s power
- is doubled if the user moves after the target.
- 372: Assurance
- This move’s power is doubled if the target has already
- taken some damage in the same turn.
- 373: Embargo
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 374: Fling
- The user flings its held item at the target to attack.
- This move’s power and effects depend on the item.
- 375: Psycho Shift
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 376: Trump Card
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 377: Heal Block
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 378: Wring Out
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 379: Power Trick
- The user employs its psychic power to switch its Attack
- stat with its Defense stat.
- 380: Gastro Acid
- The user hurls up its stomach acids on the target.
- The fluid eliminates the effect of the target’s Ability.
- 381: Lucky Chant
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 382: Me First
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 383: Copycat
- The user mimics the move used immediately before it.
- This move fails if no other move has been used yet.
- 384: Power Swap
- The user employs its psychic power to switch changes to
- its Attack and Sp. Atk stats with the target.
- 385: Guard Swap
- The user employs its psychic power to switch changes to
- its Defense and Sp. Def stats with the target.
- 386: Punishment
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 387: Last Resort
- This move can be used only after the user has used all
- the other moves it knows in the battle.
- 388: Worry Seed
- A seed that causes worry is planted on the target.
- It prevents sleep by making the target’s Ability Insomnia.
- 389: Sucker Punch
- This move enables the user to attack first. This move fails
- if the target is not readying an attack.
- 390: 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.
- 391: Heart Swap
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 392: Aqua Ring
- The user envelops itself in a veil made of water.
- It regains some HP every turn.
- 393: Magnet Rise
- The user levitates using electrically generated magnetism
- for five turns.
- 394: Flare Blitz
- The user cloaks itself in fire and charges the target to
- inflict damage. This also damages the user quite a lot
- and may leave the target with a burn.
- 395: Force Palm
- The target is attacked with a shock wave. This may also
- leave the target with paralysis.
- 396: Aura Sphere
- The user lets loose a pulse of aura power from deep
- within its body at the target. This attack never misses.
- 397: Rock Polish
- The user polishes its body to reduce drag. This sharply
- boosts the user’s Speed stat.
- 398: Poison Jab
- The target is stabbed with a tentacle, an arm, or the like
- steeped in poison. This may also poison the target.
- 399: Dark Pulse
- The user releases a horrible aura imbued with ill intent.
- This may also make the target flinch.
- 400: Night Slash
- The user slashes the target the instant an opportunity
- arises. This move has a heightened chance of landing
- a critical hit.
- 401: Aqua Tail
- The user attacks by swinging its tail as if it were a vicious
- wave in a raging storm.
- 402: Seed Bomb
- The user attacks by slamming a barrage of hard-shelled
- seeds down on the target from above.
- 403: Air Slash
- The user attacks with a blade of air that slices even the
- sky. This may also make the target flinch.
- 404: X-Scissor
- The user slashes at the target by crossing its scythes,
- claws, or the like as if they were a pair of scissors.
- 405: Bug Buzz
- The user vibrates to generate a damaging sound wave.
- This may also lower the target’s Sp. Def stat.
- 406: Dragon Pulse
- The target is attacked with a shock wave generated by
- the user’s gaping mouth.
- 407: Dragon Rush
- The user tackles the target while exhibiting
- overwhelming menace. This may also make the
- target flinch.
- 408: Power Gem
- The user attacks with a ray of light that sparkles as if it
- were made of gemstones.
- 409: Drain Punch
- The user attacks with an energy-draining punch. The
- user’s HP is restored by up to half the damage taken
- by the target.
- 410: Vacuum Wave
- The user whirls its fists to send a wave of pure vacuum at
- the target. This move always goes first.
- 411: Focus Blast
- The user heightens its mental focus and unleashes its
- power. This may also lower the target’s Sp. Def stat.
- 412: Energy Ball
- The user draws power from nature and fires it at the
- target. This may also lower the target’s Sp. Def stat.
- 413: Brave Bird
- The user tucks in its wings and charges at a low altitude.
- This also damages the user quite a lot.
- 414: Earth Power
- The user makes the ground under the target erupt with
- power. This may also lower the target’s Sp. Def stat.
- 415: Switcheroo
- The user trades held items with the target faster than the
- eye can follow.
- 416: Giga Impact
- The user charges at the target using every bit of its
- power. The user can’t move on the next turn.
- 417: Nasty Plot
- The user stimulates its brain by thinking bad thoughts.
- This sharply boosts the user’s Sp. Atk stat.
- 418: Bullet Punch
- The user strikes the target with tough punches as fast as
- bullets. This move always goes first.
- 419: Avalanche
- This move’s power is doubled if the target has inflicted
- damage on the user in the same turn.
- 420: Ice Shard
- The user flash-freezes chunks of ice and hurls them at the
- target. This move always goes first.
- 421: Shadow Claw
- The user attacks by slashing the target with a sharp claw
- made from shadows. This move has a heightened chance
- of landing a critical hit.
- 422: Thunder Fang
- The user bites with electrified fangs. This may also make
- the target flinch or leave it with paralysis.
- 423: Ice Fang
- The user bites with cold-infused fangs. This may also
- make the target flinch or leave it frozen.
- 424: Fire Fang
- The user bites with flame-cloaked fangs. This may also
- make the target flinch or leave it with a burn.
- 425: Shadow Sneak
- The user extends its shadow and attacks the target from
- behind. This move always goes first.
- 426: Mud Bomb
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 427: Psycho Cut
- The user tears at the target with blades formed by
- psychic power. This move has a heightened chance of
- landing a critical hit.
- 428: Zen Headbutt
- The user focuses its willpower to its head and attacks
- the target. This may also make the target flinch.
- 429: Mirror Shot
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 430: Flash Cannon
- The user gathers all its light energy and releases it at
- once. This may also lower the target’s Sp. Def stat.
- 431: Rock Climb
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 432: Defog
- A strong wind blows away the target’s barriers such as
- Reflect or Light Screen. This also lowers the target’s
- evasiveness.
- 433: Trick Room
- The user creates a bizarre area in which slower Pokémon
- get to move first for five turns.
- 434: Draco Meteor
- Comets are summoned down from the sky onto the
- target. The recoil from this move harshly lowers the
- user’s Sp. Atk stat.
- 435: Discharge
- The user strikes everything around it by letting loose
- a flare of electricity. This may also leave those hit by the
- attack with paralysis.
- 436: Lava Plume
- The user torches everything around it in an inferno
- of scarlet flames. This may also leave those it hits
- with a burn.
- 437: Leaf Storm
- The user whips up a storm of leaves around the target.
- The recoil from this move harshly lowers the user’s
- Sp. Atk stat.
- 438: Power Whip
- The user violently whirls its vines, tentacles, or the like to
- lash the target.
- 439: Rock Wrecker
- The user launches a huge boulder at the target to attack.
- The user can’t move on the next turn.
- 440: Cross Poison
- A slashing attack with a poisonous blade that may also
- poison the target. This move has a heightened chance of
- landing a critical hit.
- 441: Gunk Shot
- The user shoots filthy garbage at the target to attack.
- This may also poison the target.
- 442: Iron Head
- The user slams the target with its steel-hard head.
- This may also make the target flinch.
- 443: Magnet Bomb
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 444: Stone Edge
- The user stabs the target with sharpened stones.
- This move has a heightened chance of landing a
- critical hit.
- 445: Captivate
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 446: Stealth Rock
- The user lays a trap of levitating stones around the
- opposing team. The trap damages opposing Pokémon
- that switch into battle.
- 447: Grass Knot
- The user snares the target with grass and trips it.
- The heavier the target, the greater the move’s power.
- 448: Chatter
- The user attacks the target with sound waves of
- deafening chatter. This also confuses the target.
- 449: Judgment
- The user releases countless shots of light at the target.
- This move’s type changes depending on the kind of
- plate held by the user.
- 450: Bug Bite
- The user attacks by biting the target. If the target is
- holding a Berry, the user eats it and gains its effect.
- 451: Charge Beam
- The user attacks the target with an electric charge.
- The residual electricity may also boost the user’s
- Sp. Atk stat.
- 452: Wood Hammer
- The user slams its rugged body into the target to attack.
- This also damages the user quite a lot.
- 453: Aqua Jet
- The user lunges at the target to inflict damage, moving
- at blinding speed. This move always goes first.
- 454: Attack Order
- The user calls out its underlings to pummel the target.
- This move has a heightened chance of landing a
- critical hit.
- 455: Defend Order
- The user calls out its underlings to shield its body,
- boosting its Defense and Sp. Def stats.
- 456: Heal Order
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 457: Head Smash
- The user attacks the target with a hazardous full-power
- headbutt. This also damages the user terribly.
- 458: Double Hit
- The user slams the target with a tail or the like.
- The target is hit twice in a row.
- 459: Roar of Time
- The user blasts the target with power that distorts even
- time. The user can’t move on the next turn.
- 460: Spacial Rend
- The user tears the target along with the space around it.
- This move has a heightened chance of landing a
- critical hit.
- 461: Lunar Dance
- The user faints. In return, the Pokémon taking its place
- will have its HP and PP restored and its status conditions
- cured.
- 462: Crush Grip
- The target is crushed with great force. The more HP the
- target has left, the greater the move’s power.
- 463: Magma Storm
- The user traps the target inside a maelstrom of fire that
- inflicts damage for four to five turns.
- 464: Dark Void
- Opposing Pokémon are dragged into a world of total
- darkness that puts them to sleep.
- 465: Seed Flare
- The user emits a shock wave from its body to attack
- the target. This may also harshly lower the target’s
- Sp. Def stat.
- 466: Ominous Wind
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 467: Shadow Force
- The user disappears on the first turn, then attacks on the
- next turn. This move hits even if the target protects itself.
- 468: Hone Claws
- The user sharpens its claws to boost its Attack stat
- and accuracy.
- 469: Wide Guard
- The user and its allies are protected from wide-ranging
- attacks for one turn.
- 470: Guard Split
- The user employs its psychic power to average its
- Defense and Sp. Def stats with those of the target.
- 471: Power Split
- The user employs its psychic power to average its Attack
- and Sp. Atk stats with those of the target.
- 472: Wonder Room
- The user creates a bizarre area in which Pokémon’s
- Defense and Sp. Def stats are swapped for five turns.
- 473: Psyshock
- The user materializes an odd psychic wave to attack
- the target. This move deals physical damage.
- 474: Venoshock
- The user drenches the target in a special poisonous
- liquid. This move’s power is doubled if the target
- is poisoned.
- 475: Autotomize
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 476: Rage Powder
- The user scatters a cloud of irritating powder to draw
- attention to itself. Opposing Pokémon aim only at
- the user.
- 477: Telekinesis
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 478: Magic Room
- The user creates a bizarre area in which Pokémon’s held
- items lose their effects for five turns.
- 479: Smack Down
- The user throws a stone or similar projectile to attack
- the target. If the target is in the air, it will be knocked
- down to the ground.
- 480: Storm Throw
- The user attacks by striking the target with a fierce blow.
- This move always lands a critical hit.
- 481: Flame Burst
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 482: Sludge Wave
- The user strikes everything around it by swamping the
- area with a giant sludge wave. This may also poison
- those it hits.
- 483: Quiver Dance
- The user lightly performs a beautiful, mystic dance.
- This boosts the user’s Sp. Atk, Sp. Def, and Speed stats.
- 484: 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.
- 485: Synchronoise
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 486: 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.
- 487: Soak
- The user shoots a torrent of water that changes the
- target’s type to Water.
- 488: Flame Charge
- Cloaking itself in flame, the user attacks the target.
- Then, building up momentum, the user boosts its
- Speed stat.
- 489: Coil
- The user coils up and concentrates. This boosts its
- Attack and Defense stats as well as its accuracy.
- 490: Low Sweep
- The user makes a swift attack on the target’s legs,
- which lowers the target’s Speed stat.
- 491: Acid Spray
- The user attacks by spitting fluid that works to melt the
- target. This also harshly lowers the target’s Sp. Def stat.
- 492: Foul Play
- The user turns the target’s strength against it. The higher
- the target’s Attack stat, the greater the damage this
- move inflicts.
- 493: Simple Beam
- The user emits a mysterious psychic wave that changes
- the target’s Ability to Simple.
- 494: 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.
- 495: After You
- The user helps the target and makes it use its move right
- after the user.
- 496: Round
- The user attacks the target with a song. If others use this
- move, they will act immediately after the initial user, and
- the power of their Rounds will be boosted.
- 497: Echoed Voice
- The user attacks the target with an echoing voice.
- If this move is used consecutively by any Pokémon,
- its power is boosted.
- 498: Chip Away
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 499: Clear Smog
- The user attacks the target by throwing a clump of
- special mud. All stat changes are eliminated.
- 500: Stored Power
- The user attacks the target with stored power.
- The more the user’s stats are boosted, the greater
- the move’s power.
- 501: Quick Guard
- The user protects itself and its allies from priority moves.
- 502: Ally Switch
- The user teleports using a strange power and switches
- places with one of its allies. This move’s chance of failing
- rises if it is used in succession.
- 503: Scald
- The user attacks by shooting boiling hot water at
- the target. This may also leave the target with a burn.
- 504: Shell Smash
- The user breaks its shell, which lowers its Defense and
- Sp. Def stats but sharply boosts its Attack, Sp. Atk, and
- Speed stats.
- 505: Heal Pulse
- The user emits a healing pulse that restores the target’s
- HP by up to half its max HP.
- 506: Hex
- This relentless attack does massive damage to a target
- affected by status conditions.
- 507: Sky Drop
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 508: Shift Gear
- The user rotates its gears, boosting its Attack stat and
- sharply boosting its Speed stat.
- 509: Circle Throw
- The target is thrown, and a different Pokémon is
- dragged out. In the wild, this ends a battle against
- a single Pokémon.
- 510: 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.
- 511: Quash
- The user suppresses the target and makes its move
- go last.
- 512: Acrobatics
- The user nimbly strikes the target. This attack does
- massive damage if the user isn’t holding an item.
- 513: Reflect Type
- The user reflects the target’s type to become the same
- type as the target.
- 514: Retaliate
- The user takes revenge for a fainted ally. This move’s
- power is boosted if an ally fainted in the previous turn.
- 515: Final Gambit
- The user risks everything to attack the target. The user
- faints but inflicts damage equal to its own HP.
- 516: Bestow
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 517: Inferno
- The user attacks by engulfing the target in an intense
- fire. This leaves the target with a burn.
- 518: Water Pledge
- A column of water hits the target. When used with its fire
- counterpart, this move’s power is boosted and a rainbow
- appears.
- 519: Fire Pledge
- A column of fire hits the target. When used with its grass
- counterpart, this move’s power is boosted and a vast sea
- of fire appears.
- 520: Grass Pledge
- A column of grass hits the target. When used with its
- water counterpart, this move’s power is boosted and
- a vast swamp appears.
- 521: Volt Switch
- After making its attack, the user rushes back to switch
- places with a party Pokémon in waiting.
- 522: Struggle Bug
- The user attacks by struggling against opposing
- Pokémon. This also lowers their Sp. Atk stats.
- 523: Bulldoze
- The user strikes everything around it by stomping down
- on the ground. This lowers the Speed stats of those hit.
- 524: Frost Breath
- The user attacks by blowing its cold breath on the target.
- This move always lands a critical hit.
- 525: 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.
- 526: Work Up
- The user is roused, and its Attack and Sp. Atk stats
- are boosted.
- 527: Electroweb
- The user captures opposing Pokémon in an electric net
- to inflict damage. This also lowers their Speed stats.
- 528: Wild Charge
- The user shrouds itself in electricity and smashes into the
- target. This also damages the user a little.
- 529: Drill Run
- The user crashes into the target while rotating its body
- like a drill. This move has a heightened chance of landing
- a critical hit.
- 530: Dual Chop
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 531: Heart Stamp
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 532: Horn Leech
- The user drains the target’s energy with its horns.
- The user’s HP is restored by up to half the damage
- taken by the target.
- 533: Sacred Sword
- The user attacks by slicing with a sword. The target’s stat
- changes don’t affect the damage inflicted by this move.
- 534: Razor Shell
- The user cuts the target with sharp shells to inflict
- damage. This may also lower the target’s Defense stat.
- 535: Heat Crash
- The user slams into the target with its flame-covered
- body. The more the user outweighs the target, the
- greater the move’s power.
- 536: Leaf Tornado
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 537: Steamroller
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 538: Cotton Guard
- The user protects itself by wrapping its body in soft
- cotton, drastically boosting its Defense stat.
- 539: Night Daze
- The user looses a pitch-black shock wave at the target to
- inflict damage. This may also lower the target’s accuracy.
- 540: Psystrike
- The user materializes an odd psychic wave to attack
- the target. This move deals physical damage.
- 541: Tail Slap
- The user attacks by striking the target with its hard tail.
- This move hits two to five times in a row.
- 542: Hurricane
- The user attacks by wrapping the target in a fierce wind.
- This may also confuse the target.
- 543: Head Charge
- The user charges its head into the target, using its
- powerful guard hair. This also damages the user a little.
- 544: Gear Grind
- The user attacks by throwing steel gears at the target
- twice in a row.
- 545: Searing Shot
- The user torches everything around it in an inferno
- of scarlet flames. This may also leave those it hits
- with a burn.
- 546: Techno Blast
- The user attacks by firing a beam of light at the target.
- This move’s type changes depending on the kind of
- drive held by the user.
- 547: 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.
- 548: Secret Sword
- The user cuts with its long horn. The odd power
- contained in the horn deals physical damage to
- the target.
- 549: Glaciate
- The user attacks by blowing freezing cold air at
- opposing Pokémon. This also lowers their Speed stats.
- 550: Bolt Strike
- The user surrounds itself with a great amount of
- electricity and charges the target. This may also
- leave the target with paralysis.
- 551: 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.
- 552: Fiery Dance
- Cloaked in flames, the user attacks the target by dancing
- and flapping its wings. This may also boost the user’s
- Sp. Atk stat.
- 553: Freeze Shock
- The turn after using this move, the user hits the target
- with electrically charged ice to inflict damage. This may
- also leave the target with paralysis.
- 554: Ice Burn
- The turn after using this move, the user surrounds the
- target with an ultracold, freezing wind to inflict damage.
- This may also leave the target with a burn.
- 555: Snarl
- The user yells as if it’s ranting about something, which
- lowers the Sp. Atk stats of opposing Pokémon.
- 556: Icicle Crash
- The user attacks by crashing large icicles onto the target.
- This may also make the target flinch.
- 557: V-create
- The user emits a hot flame from its forehead and hurls
- itself at the target to inflict damage. This also lowers the
- user’s Defense, Sp. Def, and Speed stats.
- 558: Fusion Flare
- The user brings down a giant flame. This move’s
- power is boosted when influenced by an enormous
- lightning bolt.
- 559: Fusion Bolt
- The user throws down a giant lightning bolt. This
- move’s power is boosted when influenced by an
- enormous flame.
- 560: Flying Press
- The user dives down onto the target from the sky.
- This move is Fighting and Flying type simultaneously.
- 561: Mat Block
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 562: Belch
- The user lets out a damaging belch at the target.
- The user must eat a held Berry to use this move.
- 563: Rototiller
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 564: Sticky Web
- The user weaves a sticky net around the opposing team,
- which lowers their Speed stats upon switching into battle.
- 565: Fell Stinger
- When the user knocks out a target with this move, the
- user’s Attack stat is boosted drastically.
- 566: Phantom Force
- The user vanishes somewhere, then strikes the target on
- the next turn. This move hits even if the target protects
- itself.
- 567: Trick-or-Treat
- The user takes the target trick-or-treating. This adds
- Ghost type to the target’s type.
- 568: Noble Roar
- Letting out a noble roar, the user intimidates the target
- and lowers the target’s Attack and Sp. Atk stats.
- 569: Ion Deluge
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 570: Parabolic Charge
- The user attacks everything around it. The user’s HP is
- restored by half the damage taken by those hit.
- 571: Forest’s Curse
- The user puts a forest curse on the target. This adds
- Grass type to the target’s type.
- 572: Petal Blizzard
- The user stirs up a violent petal blizzard and damages
- everything around it.
- 573: Freeze-Dry
- The user rapidly cools the target. This may also leave
- the target frozen. This move is super effective on
- Water types.
- 574: Disarming Voice
- Letting out a charming cry, the user does emotional
- damage to opposing Pokémon. This attack never misses.
- 575: Parting Shot
- With a parting threat, the user lowers the target’s Attack
- and Sp. Atk stats. Then it switches places with a party
- Pokémon in waiting.
- 576: Topsy-Turvy
- All stat changes affecting the target turn topsy-turvy
- and become the opposite of what they were.
- 577: Draining Kiss
- The user steals the target’s HP with a kiss. The user’s HP
- is restored by over half the damage taken by the target.
- 578: Crafty Shield
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 579: Flower Shield
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 580: Grassy Terrain
- The user turns the ground into Grassy Terrain for five
- turns. This restores the HP of Pokémon on the ground a
- little every turn and powers up Grass-type moves.
- 581: Misty Terrain
- This protects Pokémon on the ground from status
- conditions and halves damage from Dragon-type
- moves for five turns.
- 582: Electrify
- If the target is electrified before it uses a move, the
- target’s move becomes Electric type for that turn.
- 583: Play Rough
- The user attacks by playing rough with the target.
- This may also lower the target’s Attack stat.
- 584: Fairy Wind
- The user attacks by stirring up a fairy wind to strike
- the target.
- 585: Moonblast
- Borrowing the power of the moon, the user attacks
- the target. This may also lower the target’s Sp. Atk stat.
- 586: Boomburst
- The user attacks everything around it with the destructive
- power of a terrible explosive sound.
- 587: Fairy Lock
- By locking down the battlefield, the user keeps all
- Pokémon from fleeing during the next turn.
- 588: King’s Shield
- The user takes a defensive stance while it protects itself
- from damage. This also lowers the Attack stat of any
- attacker that makes direct contact.
- 589: Play Nice
- The user and the target become friends, and the target
- loses its will to fight. This lowers the target’s Attack stat.
- 590: Confide
- The user tells the target a secret, and the target loses
- its ability to concentrate. This lowers the target’s
- Sp. Atk stat.
- 591: Diamond Storm
- The user whips up a storm of diamonds to damage
- opposing Pokémon. This may also sharply boost the
- user’s Defense stat.
- 592: Steam Eruption
- The user immerses the target in superheated steam.
- This may also leave the target with a burn.
- 593: Hyperspace Hole
- Using a hyperspace hole, the user appears right next to
- the target and strikes. This attack can hit a target using a
- move such as Protect or Detect.
- 594: Water Shuriken
- The user hits the target with throwing stars two to five
- times in a row. This move always goes first.
- 595: Mystical Fire
- The user attacks by breathing a special, hot fire.
- This also lowers the target’s Sp. Atk stat.
- 596: Spiky Shield
- In addition to protecting the user from attacks, this move
- also damages any attacker that makes direct contact.
- 597: Aromatic Mist
- The user boosts the Sp. Def stat of an ally Pokémon
- by using a mysterious aroma.
- 598: Eerie Impulse
- The user’s body generates an eerie impulse. Exposing
- the target to it harshly lowers the target’s Sp. Atk stat.
- 599: Venom Drench
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 600: Powder
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 601: Geomancy
- The user absorbs energy on the first turn, then sharply
- boosts its Sp. Atk, Sp. Def, and Speed stats on the
- next turn.
- 602: Magnetic Flux
- The user manipulates magnetic fields, which boosts
- the Defense and Sp. Def stats of ally Pokémon with
- the Plus Ability or the Minus Ability.
- 603: Happy Hour
- Using Happy Hour doubles the amount of prize money
- received after battle.
- 604: Electric Terrain
- The user turns the ground into Electric Terrain for five
- turns, powering up Electric-type moves. Pokémon on
- the ground can no longer fall asleep.
- 605: Dazzling Gleam
- The user damages opposing Pokémon by emitting a
- powerful flash.
- 606: Celebrate
- The Pokémon congratulates you on your special day!
- 607: Hold Hands
- The user and an ally hold hands. This makes them
- very happy.
- 608: 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.
- 609: Nuzzle
- The user attacks by nuzzling its electrified cheeks against
- the target. This also leaves the target with paralysis.
- 610: Hold Back
- The user holds back when it attacks, and the target is left
- with at least 1 HP.
- 611: Infestation
- The target is infested and attacked for four to five turns.
- The target can’t flee during this time.
- 612: Power-Up Punch
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 613: Oblivion Wing
- The user absorbs the target’s HP. The user’s HP is
- restored by over half the damage taken by the target.
- 614: Thousand Arrows
- This move can hit opposing Pokémon that are in the air.
- Those Pokémon will be knocked down to the ground.
- 615: Thousand Waves
- The user attacks with a wave that crawls along the
- ground. Those it hits can’t flee from battle.
- 616: Land’s Wrath
- The user gathers the energy of the land and focuses
- that power on opposing Pokémon to inflict damage.
- 617: Light of Ruin
- Drawing power from the Eternal Flower, the user
- fires a powerful beam of light. This also damages
- the user terribly.
- 618: Origin Pulse
- The user attacks opposing Pokémon with countless
- beams of light that glow a deep and brilliant blue.
- 619: Precipice Blades
- The user attacks opposing Pokémon by manifesting
- the power of the land in fearsome blades of stone.
- 620: Dragon Ascent
- The user attacks the target by dropping out of the sky
- at high speed. This also lowers the user’s Defense and
- Sp. Def stats.
- 621: Hyperspace Fury
- Using its many arms, the user unleashes a barrage of
- attacks that ignore the effects of moves like Protect
- and Detect. This also lowers the user’s Defense stat.
- 622: Breakneck Blitz
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 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: 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.
- 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: Supersonic Skystrike
- 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: Acid Downpour
- 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: Tectonic Rage
- 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: Continental Crush
- 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: 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.
- 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: 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.
- 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: Corkscrew Crash
- 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: Inferno Overdrive
- 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: Hydro Vortex
- 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: Bloom Doom
- 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: Gigavolt Havoc
- 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: Shattered Psyche
- 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: Subzero Slammer
- 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: Devastating Drake
- 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: 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.
- 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: Twinkle Tackle
- 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: Catastropika
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 659: Shore Up
- The user restores its own HP by up to half its max HP.
- It regains more HP in a sandstorm.
- 660: First Impression
- Although this move has great power, it works only on
- the first turn each time the user enters battle.
- 661: Baneful Bunker
- In addition to protecting the user from attacks, this move
- also poisons any attacker that makes direct contact.
- 662: Spirit Shackle
- The user attacks while simultaneously stitching the
- target’s shadow to the ground to prevent the target
- from fleeing.
- 663: Darkest Lariat
- The user swings both arms and hits the target.
- The target’s stat changes don’t affect the damage
- inflicted by this move.
- 664: Sparkling Aria
- The user bursts into song, emitting many bubbles.
- Any Pokémon suffering from a burn will be cured
- by the touch of these bubbles.
- 665: Ice Hammer
- The user swings its strong, heavy fist at the target to
- inflict damage. This also lowers the user’s Speed stat.
- 666: Floral Healing
- The user restores the target’s HP by up to half its
- max HP. More HP is restored when the ground is
- Grassy Terrain.
- 667: High Horsepower
- The user fiercely attacks the target using its entire body.
- 668: Strength Sap
- The user restores its own HP by the same amount as
- the target’s Attack stat. It then lowers the target’s
- Attack stat.
- 669: Solar Blade
- The user gathers light on the first turn, then fills a blade
- with the light’s energy and attacks on the next turn.
- 670: Leafage
- The user attacks by pelting the target with leaves.
- 671: Spotlight
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 672: Toxic Thread
- The user shoots poisonous threads to poison the target
- and lower the target’s Speed stat.
- 673: Laser Focus
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 674: Gear Up
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 675: Throat Chop
- The user attacks the target’s throat, and the resultant
- suffering prevents the target from using sound-based
- moves for two turns.
- 676: 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.
- 677: Anchor Shot
- The user entangles the target with its anchor chain while
- attacking. The target becomes unable to flee.
- 678: Psychic Terrain
- This protects Pokémon on the ground from priority
- moves and powers up Psychic-type moves for five turns.
- 679: Lunge
- The user makes a lunge at the target, attacking with
- full force. This also lowers the target’s Attack stat.
- 680: Fire Lash
- The user strikes the target with a burning lash. This also
- lowers the target’s Defense stat.
- 681: Power Trip
- The user boasts its strength and attacks the target.
- The more the user’s stats are boosted, the greater the
- move’s power.
- 682: Burn Up
- To inflict massive damage, the user burns itself out.
- After using this move, the user will no longer be
- Fire type.
- 683: Speed Swap
- The user exchanges Speed stats with the target.
- 684: Smart Strike
- The user stabs the target with a sharp horn. This attack
- never misses.
- 685: Purify
- The user cures the target’s status condition. If the move
- succeeds, it also restores the user’s own HP.
- 686: Revelation Dance
- The user attacks the target by dancing with all its might.
- This move becomes the same type as the user’s type.
- 687: Core Enforcer
- If the Pokémon damaged by this move have already
- used their moves that turn, this move eliminates the
- effects of those Pokémon’s Abilities.
- 688: Trop Kick
- The user lands an intense kick of tropical origins on
- the target. This also lowers the target’s Attack stat.
- 689: Instruct
- The user instructs the target to reuse the move last used
- by the target.
- 690: Beak Blast
- The user first heats up its beak, and then it attacks the
- target. Making direct contact with the user while it’s
- heating up its beak results in a burn.
- 691: 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 is lowered after the attack.
- 692: Dragon Hammer
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 693: Brutal Swing
- The user swings its body around violently to inflict
- damage on everything in its vicinity.
- 694: Aurora Veil
- This move reduces damage from physical and special
- moves for five turns. This can be used only when it is
- snowing.
- 695: 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.
- 696: Malicious Moonsault
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 697: Oceanic Operetta
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 698: 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.
- 699: 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.
- 700: Stoked Sparksurfer
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 701: Pulverizing Pancake
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 702: Extreme Evoboost
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 703: Genesis Supernova
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 704: 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.
- 705: Fleur Cannon
- The user unleashes a strong beam. The recoil from this
- move harshly lowers the user’s Sp. Atk stat.
- 706: Psychic Fangs
- The user attacks by biting the target with its psychic
- capabilities. This move can also break barriers, such as
- Light Screen and Reflect.
- 707: Stomping Tantrum
- Driven by frustration, the user attacks the target.
- This move’s power is doubled if the user’s previous
- move failed.
- 708: 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.
- 709: Accelerock
- The user smashes into the target at high speed.
- This move always goes first.
- 710: Liquidation
- The user slams into the target using a full-force blast of
- water. This may also lower the target’s Defense stat.
- 711: Prismatic Laser
- The user shoots powerful lasers using the power of
- a prism. The user can’t move on the next turn.
- 712: Spectral Thief
- The user hides in the target’s shadow, steals the target’s
- stat boosts, and then attacks.
- 713: 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 Ability.
- 714: Moongeist Beam
- The user emits a sinister ray to attack the target.
- This move can be used on the target regardless of
- its Ability.
- 715: 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.
- 716: Zing Zap
- The user crashes into the target, delivering a powerful
- electric shock. This may also make the target flinch.
- 717: Nature’s Madness
- The user hits the target with the full wrath of nature.
- This cuts the target’s HP in half.
- 718: Multi-Attack
- Cloaking itself in powerful energy, the user slams into
- the target to inflict damage. This move’s type changes
- depending on the kind of memory disc held by the user.
- 719: 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.
- 720: Mind Blown
- The user attacks everything around it by causing its own
- head to explode. This also damages the user.
- 721: Plasma Fists
- The user attacks with electrically charged fists. This move
- changes Normal-type moves to Electric-type moves.
- 722: Photon Geyser
- The user attacks the target with a pillar of light. This
- move inflicts damage using the Attack or Sp. Atk stat—
- whichever is higher for the user.
- 723: 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.
- 724: 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.
- 725: 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.
- 726: 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.
- 727: Splintered Stormshards
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 728: Clangorous Soulblaze
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 729: Zippy Zap
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 730: Splishy Splash
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 731: Floaty Fall
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 732: Pika Papow
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 733: Bouncy Bubble
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 734: Buzzy Buzz
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 735: Sizzly Slide
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 736: Glitzy Glow
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 737: Baddy Bad
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 738: Sappy Seed
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 739: Freezy Frost
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 740: Sparkly Swirl
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 741: Veevee Volley
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 742: Double Iron Bash
- The user uses the hex nut in its chest as an axis to spin,
- striking the target with its arms twice in a row. This may
- also make the target flinch.
- 743: Max Guard
- This move enables the user to protect itself from
- all attacks. Its chance of failing rises if it is used
- in succession.
- 744: Dynamax Cannon
- The user condenses energy within its body and unleashes
- that energy from its core to inflict damage.
- 745: 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.
- 746: 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.
- 747: Stuff Cheeks
- The user eats its held Berry, then sharply boosts its
- Defense stat.
- 748: No Retreat
- This move boosts all the user’s stats but prevents
- the user from switching out or fleeing.
- 749: Tar Shot
- The user pours sticky tar over the target, lowering the
- target’s Speed stat. The target becomes weaker to
- Fire-type moves.
- 750: Magic Powder
- The user scatters a cloud of magic powder that changes
- the target’s type to Psychic.
- 751: Dragon Darts
- The user attacks twice using Dreepy. If there are two
- opposing Pokémon, this move hits each of them once.
- 752: Teatime
- The user has teatime with all the Pokémon currently in
- the battle. Each Pokémon eats its held Berry.
- 753: 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.
- 754: Bolt Beak
- The user stabs the target with its electrified beak.
- This move’s power is doubled if the user moves
- before the target.
- 755: Fishious Rend
- The user rends the target with its hard gills. This move’s
- power is doubled if the user moves before the target.
- 756: Court Change
- With its mysterious power, the user swaps the effects on
- either side of the field.
- 757: Max Flare
- This is a Fire-type attack Dynamax Pokémon use.
- The user intensifies the sun for five turns.
- 758: Max Flutterby
- This is a Bug-type attack Dynamax Pokémon use.
- This lowers the target’s Sp. Atk stat.
- 759: Max Lightning
- This is an Electric-type attack Dynamax Pokémon use.
- The user turns the ground into Electric Terrain for
- five turns.
- 760: Max Strike
- This is a Normal-type attack Dynamax Pokémon use.
- This lowers the target’s Speed stat.
- 761: Max Knuckle
- This is a Fighting-type attack Dynamax Pokémon use.
- This boosts ally Pokémon’s Attack stats.
- 762: Max Phantasm
- This is a Ghost-type attack Dynamax Pokémon use.
- This lowers the target’s Defense stat.
- 763: Max Hailstorm
- This is an Ice-type attack Dynamax Pokémon use.
- The user summons a snowstorm lasting five turns.
- 764: Max Ooze
- This is a Poison-type attack Dynamax Pokémon use.
- This boosts ally Pokémon’s Sp. Atk stats.
- 765: Max Geyser
- This is a Water-type attack Dynamax Pokémon use.
- The user summons a heavy rain that falls for five turns.
- 766: Max Airstream
- This is a Flying-type attack Dynamax Pokémon use.
- This boosts ally Pokémon’s Speed stats.
- 767: Max Starfall
- This is a Fairy-type attack Dynamax Pokémon use.
- The user turns the ground into Misty Terrain for
- five turns.
- 768: Max Wyrmwind
- This is a Dragon-type attack Dynamax Pokémon use.
- This lowers the target’s Attack stat.
- 769: Max Mindstorm
- This is a Psychic-type attack Dynamax Pokémon use.
- The user turns the ground into Psychic Terrain for
- five turns.
- 770: Max Rockfall
- This is a Rock-type attack Dynamax Pokémon use.
- The user summons a sandstorm lasting five turns.
- 771: Max Quake
- This is a Ground-type attack Dynamax Pokémon use.
- This boosts ally Pokémon’s Sp. Def stats.
- 772: Max Darkness
- This is a Dark-type attack Dynamax Pokémon use.
- This lowers the target’s Sp. Def stat.
- 773: Max Overgrowth
- This is a Grass-type attack Dynamax Pokémon use.
- The user turns the ground into Grassy Terrain for
- five turns.
- 774: Max Steelspike
- This is a Steel-type attack Dynamax Pokémon use.
- This boosts ally Pokémon’s Defense stats.
- 775: Clangorous Soul
- The user boosts all its stats by using some of its own HP.
- 776: Body Press
- The user attacks by slamming its body into the target.
- The higher the user’s Defense stat, the greater the
- damage this move deals.
- 777: Decorate
- The user sharply boosts the target’s Attack and Sp. Atk
- stats by decorating the target.
- 778: Drum Beating
- The user plays its drum, controlling the drum’s roots
- to attack the target. This also lowers the target’s
- Speed stat.
- 779: Snap Trap
- The user snares the target in a snap trap that inflicts
- damage for four to five turns.
- 780: 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.
- 781: Behemoth Blade
- The user becomes a gigantic sword and cuts the target.
- This move inflicts twice the damage if the target
- is Dynamaxed.
- 782: Behemoth Bash
- The user becomes a gigantic shield and slams into
- the target. This move inflicts twice the damage if the
- target is Dynamaxed.
- 783: Aura Wheel
- Morpeko attacks and boosts its Speed stat with the
- energy stored in its cheeks. This move’s type changes
- depending on the user’s form.
- 784: Breaking Swipe
- The user swings its tough tail wildly and attacks opposing
- Pokémon. This also lowers their Attack stats.
- 785: Branch Poke
- The user attacks the target by poking it with a sharply
- pointed branch.
- 786: Overdrive
- The user attacks opposing Pokémon by twanging a guitar
- or bass guitar, causing a huge echo and strong vibration.
- 787: Apple Acid
- The user attacks the target with an acidic liquid created
- from tart apples. This also lowers the target’s
- Sp. Def stat.
- 788: Grav Apple
- The user inflicts damage by dropping an apple from
- high above. This also lowers the target’s Defense stat.
- 789: 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.
- 790: Strange Steam
- The user attacks the target by emitting steam. This may
- also confuse the target.
- 791: Life Dew
- The user scatters mysterious water around and restores
- the HP of itself and its ally Pokémon currently in
- the battle.
- 792: Obstruct
- This move enables the user to protect itself from all
- attacks. Its chance of failing rises if used in succession.
- Direct contact harshly lowers the attacker’s Defense stat.
- 793: False Surrender
- The user pretends to bow its head, but then it stabs the
- target with its disheveled hair. This attack never misses.
- 794: 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.
- 795: Eternabeam
- This move can’t be used. It’s recommended that this
- move is forgotten. Once forgotten, this move can’t
- be remembered.
- 796: Steel Beam
- The user fires a beam of steel that it collected from its
- entire body. This also damages the user.
- 797: Expanding Force
- The user attacks the target with its psychic power.
- When the ground is Psychic Terrain, this move’s power
- is boosted and it damages all opposing Pokémon.
- 798: Steel Roller
- The user attacks while destroying the terrain. This move
- fails if the ground hasn’t turned into a terrain.
- 799: Scale Shot
- The user attacks by shooting scales two to five times
- in a row. This move boosts the user’s Speed stat but
- lowers its Defense stat.
- 800: Meteor Beam
- The user gathers energy from space and boosts its
- Sp. Atk stat on the first turn, then attacks on the
- next turn.
- 801: Shell Side Arm
- This move is either physical or special—whichever will
- inflict more damage. This may also poison the target.
- 802: Misty Explosion
- The user attacks everything around it and faints upon
- using this move. This move’s power is boosted on
- Misty Terrain.
- 803: Grassy Glide
- Gliding on the ground, the user attacks the target.
- This move always goes first on Grassy Terrain.
- 804: Rising Voltage
- The user attacks with electricity rising from the ground.
- This move’s power is doubled if the target is on
- Electric Terrain.
- 805: Terrain Pulse
- The user utilizes the energy of the terrain to attack.
- This move’s type and power change depending on
- the terrain at the time the move is used.
- 806: Skitter Smack
- The user skitters behind the target to attack. This also
- lowers the target’s Sp. Atk stat.
- 807: Burning Jealousy
- The user attacks with energy from jealousy. This leaves
- all opposing Pokémon that have had their stats boosted
- during the turn with a burn.
- 808: Lash Out
- The user lashes out to vent its frustration toward the
- target. This move’s power is doubled if the user’s stats
- were lowered during this turn.
- 809: Poltergeist
- The user attacks by controlling the target’s item.
- This move fails if the target isn’t holding an item.
- 810: Corrosive Gas
- The user surrounds everything around it with highly
- acidic gas and melts away items held by other Pokémon.
- 811: Coaching
- The user properly coaches its ally Pokémon, boosting
- their Attack and Defense stats.
- 812: Flip Turn
- After making its attack, the user rushes back to switch
- places with a party Pokémon in waiting.
- 813: Triple Axel
- A consecutive three-kick attack that becomes more
- powerful with each successful hit.
- 814: Dual Wingbeat
- The user slams the target with its wings to inflict damage.
- The target is hit twice in a row.
- 815: Scorching Sands
- The user throws scorching sand at the target to attack.
- This may also leave the target with a burn.
- 816: Jungle Healing
- The user becomes one with the jungle, restoring HP and
- curing status conditions for itself and its ally Pokémon
- currently in the battle.
- 817: Wicked Blow
- The user, having mastered the Dark style, strikes the
- target with a fierce blow. This move always lands
- a critical hit.
- 818: Surging Strikes
- The user, having mastered the Water style, strikes the
- target with a flowing motion three times in a row. This
- move always lands a critical hit.
- 819: Thunder Cage
- The user traps the target inside a cage of sparking
- electricity that inflicts damage for four to five turns.
- 820: Dragon Energy
- Converting its life-force into power, the user attacks
- opposing Pokémon. The lower the user’s HP, the lower
- the move’s power.
- 821: Freezing Glare
- The user shoots its psychic power from its eyes to attack.
- This may also leave the target frozen.
- 822: Fiery Wrath
- The user transforms its wrath into a fire-like aura to
- attack. This may also make opposing Pokémon flinch.
- 823: Thunderous Kick
- The user overwhelms the target with lightning-like
- movement before delivering a kick. This also lowers
- the target’s Defense stat.
- 824: Glacial Lance
- The user attacks by hurling a blizzard-cloaked icicle
- lance at opposing Pokémon.
- 825: Astral Barrage
- The user attacks by sending a frightful amount of small
- ghosts at opposing Pokémon.
- 826: Eerie Spell
- The user attacks with its tremendous psychic power.
- This also drains 3 PP from the move last used by the
- target.
- 827: Dire Claw
- The user lashes out at the target with ruinous claws,
- aiming to land a critical hit. This may also leave the
- target poisoned, paralyzed, or asleep.
- 828: Psyshield Bash
- Cloaking itself in psychic energy, the user slams into
- the target. This also boosts the user’s Defense stat.
- 829: Power Shift
- The user swaps its Attack and Defense stats.
- 830: Stone Axe
- The user swings its stone axes at the target, aiming to
- land a critical hit. Stone splinters left behind by this
- attack float around the target.
- 831: Springtide Storm
- The user attacks by wrapping opposing Pokémon in
- fierce winds brimming with love and hate. This may also
- lower their Attack stats.
- 832: Mystical Power
- The user attacks by emitting a mysterious power.
- This also boosts the user’s Sp. Atk stat.
- 833: Raging Fury
- The user rampages around spewing flames for two to
- three turns. The user then becomes confused.
- 834: Wave Crash
- The user shrouds itself in water and slams into the target
- with its whole body to inflict damage. This also damages
- the user quite a lot.
- 835: Chloroblast
- The user launches its amassed chlorophyll to inflict
- damage on the target. This also damages the user.
- 836: Mountain Gale
- The user hurls giant chunks of ice at the target to inflict
- damage. This may also make the target flinch.
- 837: Victory Dance
- The user performs an intense dance to usher in victory,
- boosting its Attack, Defense, and Speed stats.
- 838: Headlong Rush
- The user smashes into the target in a full-body tackle.
- This also lowers the user’s Defense and Sp. Def stats.
- 839: Barb Barrage
- The user launches countless toxic barbs to inflict
- damage. This may also poison the target. This move’s
- power is doubled if the target is already poisoned.
- 840: Esper Wing
- The user slashes the target with aura-enriched wings.
- This also boosts the user’s Speed stat. This move has
- a heightened chance of landing a critical hit.
- 841: Bitter Malice
- The user attacks the target with spine-chilling resentment.
- This also lowers the target’s Attack stat.
- 842: Shelter
- The user makes its skin as hard as an iron shield, sharply
- boosting its Defense stat.
- 843: Triple Arrows
- The user kicks, then fires three arrows. This move has a
- heightened chance of landing a critical hit and may also
- lower the target’s Defense stat or make it flinch.
- 844: Infernal Parade
- The user attacks with myriad fireballs. This may also
- leave the target with a burn. This move’s power is
- doubled if the target has a status condition.
- 845: Ceaseless Edge
- The user slashes its shell blade at the target, aiming to
- land a critical hit. Shell splinters left behind by this attack
- remain scattered under the target as spikes.
- 846: Bleakwind Storm
- The user attacks with savagely cold winds that cause
- both body and spirit to tremble. This may also lower the
- Speed stats of opposing Pokémon.
- 847: Wildbolt Storm
- The user summons a thunderous tempest and savagely
- attacks with lightning and wind. This may also leave
- opposing Pokémon with paralysis.
- 848: Sandsear Storm
- The user attacks by wrapping opposing Pokémon in
- fierce winds and searingly hot sand. This may also leave
- them with a burn.
- 849: Lunar Blessing
- The user receives a blessing from the crescent moon,
- restoring HP and curing status conditions for itself and
- its ally Pokémon currently in the battle.
- 850: Take Heart
- The user lifts its spirits, curing its own status conditions
- and boosting its Sp. Atk and Sp. Def stats.
- 851: Tera Blast
- If the user has Terastallized, it unleashes energy of its
- Tera Type. This move inflicts damage using the Attack or
- Sp. Atk stat—whichever is higher for the user.
- 852: Silk Trap
- The user spins a silken trap, protecting itself from
- damage while lowering the Speed stat of any attacker
- that makes direct contact.
- 853: Axe Kick
- The user attacks by kicking up into the air and slamming
- its heel down upon the target. This may also confuse the
- target. If it misses, the user takes damage instead.
- 854: Last Respects
- The user attacks to avenge its allies. The more defeated
- allies there are in the user’s party, the greater the move’s
- power.
- 855: Lumina Crash
- The user attacks by unleashing a peculiar light that even
- affects the mind. This also harshly lowers the target’s
- Sp. Def stat.
- 856: Order Up
- The user attacks with elegant poise. If the user has a
- Tatsugiri in its mouth, this move boosts one of the user’s
- stats based on the Tatsugiri’s form.
- 857: Jet Punch
- The user summons a torrent around its fist and punches
- at blinding speed. This move always goes first.
- 858: Spicy Extract
- The user emits an incredibly spicy extract, sharply
- boosting the target’s Attack stat and harshly lowering
- the target’s Defense stat.
- 859: Spin Out
- The user spins furiously by straining its legs, inflicting
- damage on the target. This also harshly lowers the user’s
- Speed stat.
- 860: Population Bomb
- The user’s fellows gather in droves to perform a combo
- attack that hits the target one to ten times in a row.
- 861: Ice Spinner
- The user covers its feet in thin ice and twirls around,
- slamming into the target. This move’s spinning motion
- also destroys the terrain.
- 862: Glaive Rush
- The user throws its entire body into a reckless charge.
- Attacks from opposing Pokémon during the next turn
- cannot miss and will inflict double damage.
- 863: Revival Blessing
- The user bestows a loving blessing, reviving a party
- Pokémon that has fainted and restoring half that
- Pokémon’s max HP.
- 864: Salt Cure
- The user salt cures the target, inflicting damage every
- turn. Steel and Water types are more strongly affected
- by this move.
- 865: Triple Dive
- The user performs a perfectly timed triple dive, hitting
- the target with splashes of water three times in a row.
- 866: Mortal Spin
- The user performs a spin attack that can also eliminate
- the effects of such moves as Bind, Wrap, and Leech
- Seed. This also poisons opposing Pokémon.
- 867: Doodle
- The user captures the very essence of the target in a
- sketch. This changes the Abilities of the user and its ally
- Pokémon to that of the target.
- 868: Fillet Away
- The user sharply boosts its Attack, Sp. Atk, and Speed
- stats by using its own HP.
- 869: Kowtow Cleave
- The user slashes at the target after kowtowing to make
- the target let down its guard. This attack never misses.
- 870: Flower Trick
- The user throws a rigged bouquet of flowers at the
- target. This attack never misses and always lands a
- critical hit.
- 871: Torch Song
- The user blows out raging flames as if singing a song,
- scorching the target. This also boosts the user’s
- Sp. Atk stat.
- 872: Aqua Step
- The user toys with the target and attacks it using
- light and fluid dance steps. This also boosts the
- user’s Speed stat.
- 873: Raging Bull
- The user performs a tackle like a raging bull. This move’s
- type depends on the user’s form. It can also break
- barriers, such as Light Screen and Reflect.
- 874: Make It Rain
- The user attacks by throwing out a mass of coins. This
- also lowers the user’s Sp. Atk stat. Money is earned after
- the battle.
- 875: Pound
- The target is physically pounded with a long tail, a
- foreleg, or the like.
- 876: Pound
- The target is physically pounded with a long tail, a
- foreleg, or the like.
- 877: Ruination
- The user summons a ruinous disaster. This cuts the
- target’s HP in half.
- 878: Collision Course
- The user transforms and crashes to the ground, causing
- a massive prehistoric explosion. This move’s power is
- boosted more than usual if it’s a supereffective hit.
- 879: Electro Drift
- The user races forward at ultrafast speeds, piercing its
- target with futuristic electricity. This move’s power is
- boosted more than usual if it’s a supereffective hit.
- 880: Shed Tail
- The user creates a substitute for itself using its own HP
- before switching places with a party Pokémon in waiting.
- 881: Chilly Reception
- The user tells a chillingly bad joke before switching
- places with a party Pokémon in waiting. This summons a
- snowstorm lasting five turns.
- 882: Tidy Up
- The user tidies up and removes the effects of Spikes,
- Stealth Rock, Sticky Web, Toxic Spikes, and Substitute.
- This also boosts the user’s Attack and Speed stats.
- 883: Snowscape
- The user summons a snowstorm lasting five turns.
- This boosts the Defense stats of Ice types.
- 884: Pounce
- The user attacks by pouncing on the target. This also
- lowers the target’s Speed stat.
- 885: Trailblaze
- The user attacks suddenly as if leaping out from tall
- grass. The user’s nimble footwork boosts its Speed stat.
- 886: Chilling Water
- The user attacks the target by showering it with water
- that’s so cold it saps the target’s power. This also lowers
- the target’s Attack stat.
- 887: Hyper Drill
- The user spins the pointed part of its body at high speed
- to pierce the target. This attack can hit a target using a
- move such as Protect or Detect.
- 888: Twin Beam
- The user shoots mystical beams from its eyes to inflict
- damage. The target is hit twice in a row.
- 889: Rage Fist
- The user converts its rage into energy to attack. The
- more times the user has been hit by attacks, the greater
- the move’s power.
- 890: Armor Cannon
- The user shoots its own armor out as blazing projectiles.
- This also lowers the user’s Defense and Sp. Def stats.
- 891: Bitter Blade
- The user focuses its bitter feelings toward the world of
- the living into a slashing attack. The user’s HP is restored
- by up to half the damage taken by the target.
- 892: Double Shock
- The user discharges all the electricity from its body to
- perform a high-damage attack. After using this move,
- the user will no longer be Electric type.
- 893: Gigaton Hammer
- The user swings its whole body around to attack with its
- huge hammer. This move can’t be used twice in a row.
- 894: Comeuppance
- The user retaliates with much greater force against
- the opponent that last inflicted damage on it.
- 895: Aqua Cutter
- The user expels pressurized water to cut at the target like
- a blade. This move has a heightened chance of landing a
- critical hit.
- 896: Blazing Torque
- -
- -
- -
- 897: Wicked Torque
- -
- -
- -
- 898: Noxious Torque
- -
- -
- -
- 899: Combat Torque
- -
- -
- -
- 900: Magical Torque-
- -
- -
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