000: 001: The target is physically pounded with a long tail, a foreleg, or the like. 002: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 003: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 004: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 005: The target is slugged by a punch thrown with muscle- packed power. 006: Coins are hurled at the target to inflict damage. Money is earned after the battle. 007: The target is attacked with a fiery punch. This may also leave the target with a burn. 008: The target is attacked with an icy punch. This may also leave the target frozen. 009: The target is attacked with an electrified punch. This may also leave the target with paralysis. 010: Hard, pointed, sharp claws rake the target to inflict damage. 011: The target is gripped and squeezed from both sides to inflict damage. 012: A vicious tearing attack with big pincers. The target faints instantly if this attack hits. 013: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 014: A frenetic dance to uplift the fighting spirit. This sharply boosts the user’s Attack stat. 015: The target is cut with a scythe, a claw, or the like to inflict damage. 016: A gust of wind is whipped up by wings and launched at the target to inflict damage. 017: The target is struck with large, imposing wings spread wide to inflict damage. 018: The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. 019: The user flies up into the sky on the first turn, then attacks on the next turn. 020: A long body, tentacles, or the like are used to bind and squeeze the target for four to five turns. 021: The target is slammed with a long tail, vines, or the like to inflict damage. 022: The target is struck with slender, whiplike vines to inflict damage. 023: The user attacks by stomping on the target with a big foot. This may also make the target flinch. 024: The user attacks by kicking the target twice in a row using two feet. 025: The target is attacked by a kick launched with muscle- packed power. 026: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 027: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 028: Sand is hurled in the target’s face, lowering the target’s accuracy. 029: The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. 030: The target is jabbed with a sharply pointed horn to inflict damage. 031: 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: The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits. 033: A physical attack in which the user charges and slams into the target with its whole body. 034: The user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis. 035: A long body, vines, or the like are used to wrap and squeeze the target for four to five turns. 036: A reckless full-body charge attack for slamming into the target. This also damages the user a little. 037: The user rampages and attacks for two to three turns. The user then becomes confused. 038: A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot. 039: The user wags its tail cutely, making opposing Pokémon less wary. This lowers their Defense stats. 040: The user stabs the target with a poisonous stinger to inflict damage. This may also poison the target. 041: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 042: The user attacks by shooting sharp spikes at the target. This move hits two to five times in a row. 043: The user gives opposing Pokémon an intimidating leer that lowers their Defense stats. 044: The target is bitten with viciously sharp fangs. This may also make the target flinch. 045: The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. 046: The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. 047: A soothing lullaby is sung in a beautiful voice that puts the target to sleep. 048: The user generates odd sound waves from its body that confuse the target. 049: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 050: For four turns, the target will be unable to use whichever move it last used. 051: Opposing Pokémon are attacked with a spray of harsh acid. This may also lower their Sp. Def stats. 052: The target is attacked with small flames. This may also leave the target with a burn. 053: The target is scorched with an intense blast of fire. This may also leave the target with a burn. 054: The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns. 055: The target is blasted with a forceful shot of water. 056: The target is blasted by a huge volume of water launched under great pressure. 057: The user attacks everything around it by swamping its surroundings with a giant wave. 058: The target is struck with an icy-cold beam of energy. This may also leave the target frozen. 059: A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. 060: The target is attacked with a peculiar ray. This may also confuse the target. 061: A spray of bubbles is forcefully ejected at the target. This may also lower the target’s Speed stat. 062: The target is hit with a rainbow-colored beam. This may also lower the target’s Attack stat. 063: The target is attacked with a powerful beam. The user can’t move on the next turn. 064: The target is jabbed with a sharply pointed beak or horn to inflict damage. 065: A corkscrewing attack that strikes the target with a sharp beak acting as a drill. 066: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 067: A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. 068: A retaliatory attack that counters any physical move, inflicting double the damage taken. 069: The target is thrown using the power of gravity. It inflicts damage equal to the user’s level. 070: The target is slugged with a punch thrown at maximum power. 071: A nutrient-draining attack. The user’s HP is restored by up to half the damage taken by the target. 072: A nutrient-draining attack. The user’s HP is restored by up to half the damage taken by the target. 073: A seed is planted on the target. It steals some HP from the target every turn. 074: The user’s body grows all at once, boosting the Attack and Sp. Atk stats. 075: Sharp-edged leaves are launched to slash at opposing Pokémon. This move has a heightened chance of landing a critical hit. 076: The user gathers light on the first turn, then blasts a bundled beam on the next turn. 077: The user scatters a cloud of poisonous dust that poisons the target. 078: The user scatters a cloud of numbing powder that paralyzes the target. 079: The user scatters a cloud of soporific dust that puts the target to sleep. 080: The user attacks the target by scattering petals for two to three turns. The user then becomes confused. 081: The user blows silk from its mouth that binds opposing Pokémon and harshly lowers their Speed stats. 082: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 083: The user traps the target inside a fierce vortex of fire that inflicts damage for four to five turns. 084: The user attacks the target with a jolt of electricity. This may also leave the target with paralysis. 085: The user attacks the target with a strong electric blast. This may also leave the target with paralysis. 086: The user launches a weak jolt of electricity that paralyzes the target. 087: A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. 088: The user picks up and throws a small rock at the target to inflict damage. 089: The user sets off an earthquake that strikes every Pokémon around it. 090: The user opens up a fissure in the ground and drops the target in. The target faints instantly if this attack hits. 091: The user burrows into the ground on the first turn, then attacks on the next turn. 092: A move that leaves the target badly poisoned. Its poison damage worsens every turn. 093: The target is hit with a weak telekinetic force to inflict damage. This may also confuse the target. 094: The target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat. 095: The user employs hypnotic suggestion to make the target fall asleep. 096: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 097: The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. 098: The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first. 099: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 100: The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees. 101: The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level. 102: 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: An earsplitting screech harshly lowers the target’s Defense stat. 104: By moving rapidly, the user makes illusory copies of itself to boost its evasiveness. 105: The user regenerates its cells, restoring its own HP by up to half its max HP. 106: The user stiffens all the muscles in its body to boost its Defense stat. 107: The user compresses its body to make itself look smaller, which sharply boosts its evasiveness. 108: The user releases an obscuring cloud of smoke or ink. This lowers the target’s accuracy. 109: The target is exposed to a sinister ray that causes confusion. 110: The user withdraws its body into its hard shell, boosting its Defense stat. 111: The user curls up and boosts its Defense stat. 112: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 113: A wondrous wall of light is put up to reduce damage from special moves for five turns. 114: The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. 115: A wondrous wall of light is put up to reduce damage from physical moves for five turns. 116: The user takes a deep breath and focuses so that its future attacks have a heightened chance of landing critical hits. 117: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 118: The user waggles a finger and stimulates its brain into randomly using nearly any move. 119: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 120: The user attacks everything around it by causing an explosion. The user faints upon using this move. 121: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 122: The user licks the target with a long tongue to inflict damage. This may also leave the target with paralysis. 123: The target is attacked with a discharge of filthy gases. This may also poison the target. 124: The user hurls unsanitary sludge at the target to inflict damage. This may also poison the target. 125: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 126: The target is attacked with an intense blast of all- consuming fire. This may also leave the target with a burn. 127: The user charges at the target and may make it flinch. 128: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 129: Star-shaped rays are shot at opposing Pokémon. This attack never misses. 130: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 131: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 132: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 133: The user temporarily empties its mind to forget its concerns. This sharply boosts the user’s Sp. Def stat. 134: The user distracts the target by bending a spoon. This lowers the target’s accuracy. 135: The user restores its own HP by up to half its max HP. 136: The target is attacked with a knee kick from a jump. If this move misses, the user takes damage instead. 137: The user intimidates the target with the pattern on its belly to cause paralysis. 138: 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: A cloud of poison gas is sprayed in the faces of opposing Pokémon, poisoning those it hits. 140: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 141: The user drains the target’s blood. The user’s HP is restored by up to half the damage taken by the target. 142: With a scary face, the user tries to kiss the target. If it succeeds, the target falls asleep. 143: 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: The user transforms into a copy of the target, right down to having the same move set. 145: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 146: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 147: The user scatters bursts of spores that induce sleep. 148: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 149: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 150: The user just flops and splashes around to no effect at all... 151: The user alters its cellular structure to liquefy itself, sharply boosting its Defense stat. 152: The target is hammered with a large pincer. This move has a heightened chance of landing a critical hit. 153: The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. 154: The user attacks by raking the target with claws, scythes, or the like. This move hits two to five times in a row. 155: The user throws the bone it holds. The bone loops around to damage the target twice—coming and going. 156: The user goes to sleep for two turns. This fully restores the user’s HP and cures any status conditions. 157: Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. 158: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 159: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 160: The user changes its type to become the same type as the move at the top of the list of moves it knows. 161: The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target. 162: The user chomps hard on the target with its sharp front fangs. This cuts the target’s HP in half. 163: 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: The user creates a substitute for itself using some of its own HP. The substitute serves as the user’s decoy. 165: This attack is used in desperation only if the user has no remaining PP. It also damages the user a little. 166: This move enables the user to permanently learn the move last used by the target. Once used, Sketch disappears. 167: A consecutive three-kick attack that becomes more powerful with each successful hit. 168: The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. 169: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 170: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 171: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 172: The user attacks by cloaking itself in fire and charging at the target. This may also leave the target with a burn. 173: This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. 174: A move that has different effects depending on whether the user is a Ghost type or not. 175: The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power. 176: The user changes its type to make itself resistant to the type of the move the target used last. 177: A vortex of air is shot at the target to inflict damage. This move has a heightened chance of landing a critical hit. 178: The user releases cotton-like spores that cling to opposing Pokémon. This harshly lowers their Speed stats. 179: An all-out attack that becomes more powerful the less HP the user has. 180: The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. 181: The user attacks with a chilling gust of powdery snow. This may also leave opposing Pokémon frozen. 182: This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. 183: The user throws a punch at blinding speed. This move always goes first. 184: The user frightens the target with a scary face to harshly lower its Speed stat. 185: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 186: The user kisses the target with a sweet, angelic cuteness that causes confusion. 187: The user maximizes its Attack stat but loses HP equal to half its max HP. 188: The user hurls unsanitary sludge at the target to inflict damage. This may also poison the target. 189: The user hurls mud in the target’s face to inflict damage and lower its accuracy. 190: The user attacks by spraying ink in the target’s face. This may also lower the target’s accuracy. 191: 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: The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis. 193: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 194: 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: Any Pokémon that hears this song faints in three turns, unless it switches out of battle. 196: The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats. 197: This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. 198: The user attacks by striking the target with a hard bone. This move hits two to five times in a row. 199: The user takes sure aim at the target. This ensures the user’s next move does not miss that target. 200: The user rampages and attacks for two to three turns. The user then becomes confused. 201: 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: A nutrient-draining attack. The user’s HP is restored by up to half the damage taken by the target. 203: The user endures any attack with at least 1 HP. This move’s chance of failing rises if used in succession. 204: The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat. 205: The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits. 206: A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. 207: The user enrages and confuses the target. However, this also sharply boosts the target’s Attack stat. 208: The user restores its own HP by up to half its max HP. 209: The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. 210: The user attacks by slashing the target with scythes, claws, or the like. This attack becomes more powerful if it hits in succession. 211: The target is hit with wings of steel. This may also boost the user’s Defense stat. 212: The user pins the target with a dark, arresting look. The target becomes unable to flee. 213: 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: The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. 215: The user makes a soothing bell chime to cure the status conditions of all its fellow party Pokémon and allies. 216: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 217: The user attacks by giving the target a gift with a hidden trap. The gift restores HP sometimes, however. 218: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 219: The user creates a protective field that prevents status conditions for five turns. 220: The user adds its HP to the target’s HP, then equally splits the combined HP between the target and itself. 221: The target is razed with a mystical fire of great intensity. This may also leave the target with a burn. 222: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 223: The user attacks by punching the target with full concentrated power. This also confuses the target. 224: Using its tough and impressive horn, the user rams into the target with no letup. 225: The user exhales a mighty gust that inflicts damage. This may also leave the target with paralysis. 226: The user switches places with a party Pokémon in waiting and passes along any stat changes. 227: The user compels the target to keep using the move it encored for three turns. 228: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 229: 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: The user releases a scent that harshly lowers opposing Pokémon’s evasiveness. 231: The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. 232: The target is raked with steel claws. This may also boost the user’s Attack stat. 233: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 234: The user restores its own HP. The amount of HP regained varies with the weather. 235: The user restores its own HP. The amount of HP regained varies with the weather. 236: The user restores its own HP. The amount of HP regained varies with the weather. 237: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 238: The user delivers a double chop with its forearms crossed. This move has a heightened chance of landing a critical hit. 239: The user whips up a vicious tornado to tear at opposing Pokémon. This may also make them flinch. 240: 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: The user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks. 242: The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat. 243: A retaliatory attack that counters any special move, inflicting double the damage taken. 244: The user hypnotizes itself into copying any stat change made by the target. 245: The user charges the target at blinding speed. This move always goes first. 246: The user attacks with a prehistoric power. This may also boost all the user’s stats at once. 247: The user attacks by hurling a shadowy blob at the target. This may also lower the target’s Sp. Def stat. 248: Two turns after this move is used, a hunk of psychic energy attacks the target. 249: The user attacks with a punch. This may also lower the target’s Defense stat. 250: The user traps the target inside a violent, swirling whirlpool that inflicts damage for four to five turns. 251: The user gets all party Pokémon to attack the target. The more party Pokémon, the greater the number of attacks. 252: This attack hits first and makes the target flinch. It works only on the first turn each time the user enters battle. 253: The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep. 254: The user stores power and boosts its Defense and Sp. Def stats. This move can be used up to three times. 255: 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: 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: The user attacks by exhaling hot breath on opposing Pokémon. This may also leave them with a burn. 258: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 259: The user torments and enrages the target, making it incapable of using the same move twice in a row. 260: Flattery is used to confuse the target. However, this also boosts the target’s Sp. Atk stat. 261: The user shoots a sinister flame at the target to inflict a burn. 262: The user faints. In return, the target’s Attack and Sp. Atk stats are harshly lowered. 263: This move’s power is doubled if the user is poisoned, burned, or paralyzed. 264: The user focuses its mind before launching a punch. This move fails if the user is hit before using the move. 265: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 266: The user draws attention to itself, making all opposing Pokémon take aim only at the user. 267: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 268: 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: The target is taunted into a rage that allows it to use only attack moves for three turns. 270: The user assists an ally by boosting the power of that ally’s attack. 271: The user catches the target off guard and swaps the target’s held item with its own. 272: The user mimics the target completely, copying the target’s Ability. 273: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 275: The user lays roots that restore its own HP every turn. Because the user is now rooted, it can’t switch out. 276: The user attacks the target with great power. This also lowers the user’s Attack and Defense stats. 277: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 278: The user recycles a held item that has been used in battle so it can be used again. 279: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 280: The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect. 281: The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. 282: 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: The user inflicts damage by cutting down the target’s HP to roughly equal the user’s HP. 284: The user attacks opposing Pokémon with explosive fury. The lower the user’s HP, the lower the move’s power. 285: The user employs its psychic power to exchange Abilities with the target. 286: If opposing Pokémon know any move also known by the user, they are prevented from using it. 287: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 288: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 289: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 290: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 291: The user dives on the first turn, then floats up and attacks on the next turn. 292: The user attacks the target with open-palmed arm thrusts. This move hits two to five times in a row. 293: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 294: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 295: The user lets loose a damaging burst of light. This may also lower the target’s Sp. Def stat. 296: A mist-like flurry of down envelops and damages the target. This may also lower the target’s Sp. Atk stat. 297: The user covers the target’s body with a mass of down that harshly lowers its Attack stat. 298: The user performs a wobbly dance that confuses every Pokémon around it. 299: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 301: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 302: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 303: The user slacks off, restoring its own HP by up to half its max HP. 304: The user attacks by letting loose a horribly loud, resounding cry. 305: The user bites the target with toxic fangs. This may also leave the target badly poisoned. 306: The user slashes the target with hard and sharp claws. This may also lower the target’s Defense stat. 307: The target is razed by a fiery explosion. The user can’t move on the next turn. 308: The target is hit with a watery blast. The user can’t move on the next turn. 309: The target is hit with a hard punch fired like a meteor. This may also boost the user’s Attack stat. 310: The user attacks the target by crying out in a startling fashion. This may also make the target flinch. 311: This move’s type and power change depending on the weather at the time the move is used. 312: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 313: The user feigns crying to fluster the target. This harshly lowers the target’s Sp. Def stat. 314: The user launches razor-like wind to slash opposing Pokémon. This move has a heightened chance of landing a critical hit. 315: The user attacks the target with all its might. The recoil from this move harshly lowers the user’s Sp. Atk stat. 316: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 317: The user hurls boulders at the target to inflict damage. This also lowers the target’s Speed stat by cutting off its movement. 318: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 319: A horrible sound like scraping metal harshly lowers the target’s Sp. Def stat. 320: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 321: The user tickles the target into laughing, lowering its Attack and Defense stats. 322: The user absorbs a mystical power from space to boost its Defense and Sp. Def stats. 323: The user spouts water to damage opposing Pokémon. The lower the user’s HP, the lower the move’s power. 324: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 325: The user throws a punch from the shadows. This attack never misses. 326: The user attacks with an odd, unseeable power. This may also make the target flinch. 327: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 328: The user traps the target inside a harshly raging sandstorm that inflicts damage for four to five turns. 329: The target faints instantly. This move is less likely to hit the target if used by Pokémon other than Ice types. 330: The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy. 331: The user attacks by forcefully shooting seeds at the target. This move hits two to five times in a row. 332: The user confounds the target with speed, then slashes. This attack never misses. 333: The user attacks by launching sharp icicles at the target. This move hits two to five times in a row. 334: The user hardens its body’s surface like iron, sharply boosting its Defense stat. 335: The user blocks the target’s way with arms spread wide to prevent the target from fleeing. 336: The user howls loudly to rouse itself and its allies. This boosts their Attack stats. 337: The user slashes the target with huge, sharp claws to inflict damage. 338: The user slams the target with the roots of an enormous tree. The user can’t move on the next turn. 339: The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats. 340: 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: The user attacks by hurling a blob of mud at the target. This also lowers the target’s Speed stat. 342: 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: The user endearingly approaches the target, then steals the target’s held item. 344: 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: The user scatters curious leaves that chase the target. This attack never misses. 346: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 347: The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. 348: 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: The user vigorously performs a mystic, powerful dance that boosts its Attack and Speed stats. 350: The user attacks by hurling hard rocks at the target. This move hits two to five times in a row. 351: The user strikes the target with a quick jolt of electricity. This attack never misses. 352: The user attacks the target with a pulsing blast of water. This may also confuse the target. 353: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 354: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 355: The user lands and rests its body. This move restores the user’s HP by up to half its max HP. 356: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 358: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 359: The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user’s Speed stat. 360: 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: The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. 362: This move’s power is doubled if the target’s HP is at half or less. 363: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 364: This attack can hit a target using a move such as Protect or Detect. This also lifts the effects of those moves. 365: The user attacks by pecking the target. If the target is holding a Berry, the user eats it and gains its effect. 366: The user whips up a turbulent whirlwind that boosts the Speed stats of itself and its allies for four turns. 367: The user applies pressure to stress points, sharply boosting one of its or its allies’ stats. 368: The user retaliates with much greater force against the opponent that last inflicted damage on it. 369: After making its attack, the user rushes back to switch places with a party Pokémon in waiting. 370: The user fights the target up close, inflicting damage without guarding itself. This also lowers the user’s Defense and Sp. Def stats. 371: The user stores power, then attacks. This move’s power is doubled if the user moves after the target. 372: This move’s power is doubled if the target has already taken some damage in the same turn. 373: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 374: The user flings its held item at the target to attack. This move’s power and effects depend on the item. 375: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 376: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 377: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 378: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 379: The user employs its psychic power to switch its Attack stat with its Defense stat. 380: The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target’s Ability. 381: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 382: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 383: The user mimics the move used immediately before it. This move fails if no other move has been used yet. 384: The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. 385: The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. 386: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 387: This move can be used only after the user has used all the other moves it knows in the battle. 388: A seed that causes worry is planted on the target. It prevents sleep by making the target’s Ability Insomnia. 389: This move enables the user to attack first. This move fails if the target is not readying an attack. 390: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 392: The user envelops itself in a veil made of water. It regains some HP every turn. 393: The user levitates using electrically generated magnetism for five turns. 394: 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: The target is attacked with a shock wave. This may also leave the target with paralysis. 396: The user lets loose a pulse of aura power from deep within its body at the target. This attack never misses. 397: The user polishes its body to reduce drag. This sharply boosts the user’s Speed stat. 398: The target is stabbed with a tentacle, an arm, or the like steeped in poison. This may also poison the target. 399: The user releases a horrible aura imbued with ill intent. This may also make the target flinch. 400: The user slashes the target the instant an opportunity arises. This move has a heightened chance of landing a critical hit. 401: The user attacks by swinging its tail as if it were a vicious wave in a raging storm. 402: The user attacks by slamming a barrage of hard-shelled seeds down on the target from above. 403: The user attacks with a blade of air that slices even the sky. This may also make the target flinch. 404: The user slashes at the target by crossing its scythes, claws, or the like as if they were a pair of scissors. 405: The user vibrates to generate a damaging sound wave. This may also lower the target’s Sp. Def stat. 406: The target is attacked with a shock wave generated by the user’s gaping mouth. 407: The user tackles the target while exhibiting overwhelming menace. This may also make the target flinch. 408: The user attacks with a ray of light that sparkles as if it were made of gemstones. 409: 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: The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first. 411: The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat. 412: The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat. 413: The user tucks in its wings and charges at a low altitude. This also damages the user quite a lot. 414: The user makes the ground under the target erupt with power. This may also lower the target’s Sp. Def stat. 415: The user trades held items with the target faster than the eye can follow. 416: The user charges at the target using every bit of its power. The user can’t move on the next turn. 417: The user stimulates its brain by thinking bad thoughts. This sharply boosts the user’s Sp. Atk stat. 418: The user strikes the target with tough punches as fast as bullets. This move always goes first. 419: This move’s power is doubled if the target has inflicted damage on the user in the same turn. 420: The user flash-freezes chunks of ice and hurls them at the target. This move always goes first. 421: 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: The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. 423: The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen. 424: The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn. 425: The user extends its shadow and attacks the target from behind. This move always goes first. 426: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 427: The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit. 428: The user focuses its willpower to its head and attacks the target. This may also make the target flinch. 429: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 430: The user gathers all its light energy and releases it at once. This may also lower the target’s Sp. Def stat. 431: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 432: A strong wind blows away the target’s barriers such as Reflect or Light Screen. This also lowers the target’s evasiveness. 433: The user creates a bizarre area in which slower Pokémon get to move first for five turns. 434: Comets are summoned down from the sky onto the target. The recoil from this move harshly lowers the user’s Sp. Atk stat. 435: 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: The user torches everything around it in an inferno of scarlet flames. This may also leave those it hits with a burn. 437: 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: The user violently whirls its vines, tentacles, or the like to lash the target. 439: The user launches a huge boulder at the target to attack. The user can’t move on the next turn. 440: 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: The user shoots filthy garbage at the target to attack. This may also poison the target. 442: The user slams the target with its steel-hard head. This may also make the target flinch. 443: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 444: The user stabs the target with sharpened stones. This move has a heightened chance of landing a critical hit. 445: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 446: The user lays a trap of levitating stones around the opposing team. The trap damages opposing Pokémon that switch into battle. 447: The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. 448: The user attacks the target with sound waves of deafening chatter. This also confuses the target. 449: 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: The user attacks by biting the target. If the target is holding a Berry, the user eats it and gains its effect. 451: The user attacks the target with an electric charge. The residual electricity may also boost the user’s Sp. Atk stat. 452: The user slams its rugged body into the target to attack. This also damages the user quite a lot. 453: The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first. 454: The user calls out its underlings to pummel the target. This move has a heightened chance of landing a critical hit. 455: The user calls out its underlings to shield its body, boosting its Defense and Sp. Def stats. 456: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 457: The user attacks the target with a hazardous full-power headbutt. This also damages the user terribly. 458: The user slams the target with a tail or the like. The target is hit twice in a row. 459: The user blasts the target with power that distorts even time. The user can’t move on the next turn. 460: The user tears the target along with the space around it. This move has a heightened chance of landing a critical hit. 461: The user faints. In return, the Pokémon taking its place will have its HP and PP restored and its status conditions cured. 462: The target is crushed with great force. The more HP the target has left, the greater the move’s power. 463: The user traps the target inside a maelstrom of fire that inflicts damage for four to five turns. 464: Opposing Pokémon are dragged into a world of total darkness that puts them to sleep. 465: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 467: The user disappears on the first turn, then attacks on the next turn. This move hits even if the target protects itself. 468: The user sharpens its claws to boost its Attack stat and accuracy. 469: The user and its allies are protected from wide-ranging attacks for one turn. 470: The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. 471: The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. 472: The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns. 473: The user materializes an odd psychic wave to attack the target. This move deals physical damage. 474: The user drenches the target in a special poisonous liquid. This move’s power is doubled if the target is poisoned. 475: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 476: The user scatters a cloud of irritating powder to draw attention to itself. Opposing Pokémon aim only at the user. 477: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 478: The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns. 479: 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: The user attacks by striking the target with a fierce blow. This move always lands a critical hit. 481: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 482: The user strikes everything around it by swamping the area with a giant sludge wave. This may also poison those it hits. 483: The user lightly performs a beautiful, mystic dance. This boosts the user’s Sp. Atk, Sp. Def, and Speed stats. 484: The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power. 485: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 486: The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. 487: The user shoots a torrent of water that changes the target’s type to Water. 488: Cloaking itself in flame, the user attacks the target. Then, building up momentum, the user boosts its Speed stat. 489: The user coils up and concentrates. This boosts its Attack and Defense stats as well as its accuracy. 490: The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat. 491: The user attacks by spitting fluid that works to melt the target. This also harshly lowers the target’s Sp. Def stat. 492: The user turns the target’s strength against it. The higher the target’s Attack stat, the greater the damage this move inflicts. 493: The user emits a mysterious psychic wave that changes the target’s Ability to Simple. 494: 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: The user helps the target and makes it use its move right after the user. 496: 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: The user attacks the target with an echoing voice. If this move is used consecutively by any Pokémon, its power is boosted. 498: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 499: The user attacks the target by throwing a clump of special mud. All stat changes are eliminated. 500: The user attacks the target with stored power. The more the user’s stats are boosted, the greater the move’s power. 501: The user protects itself and its allies from priority moves. 502: 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: The user attacks by shooting boiling hot water at the target. This may also leave the target with a burn. 504: The user breaks its shell, which lowers its Defense and Sp. Def stats but sharply boosts its Attack, Sp. Atk, and Speed stats. 505: The user emits a healing pulse that restores the target’s HP by up to half its max HP. 506: This relentless attack does massive damage to a target affected by status conditions. 507: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 508: The user rotates its gears, boosting its Attack stat and sharply boosting its Speed stat. 509: The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. 510: 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: The user suppresses the target and makes its move go last. 512: The user nimbly strikes the target. This attack does massive damage if the user isn’t holding an item. 513: The user reflects the target’s type to become the same type as the target. 514: The user takes revenge for a fainted ally. This move’s power is boosted if an ally fainted in the previous turn. 515: The user risks everything to attack the target. The user faints but inflicts damage equal to its own HP. 516: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 517: The user attacks by engulfing the target in an intense fire. This leaves the target with a burn. 518: A column of water hits the target. When used with its fire counterpart, this move’s power is boosted and a rainbow appears. 519: 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: 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: After making its attack, the user rushes back to switch places with a party Pokémon in waiting. 522: The user attacks by struggling against opposing Pokémon. This also lowers their Sp. Atk stats. 523: The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit. 524: The user attacks by blowing its cold breath on the target. This move always lands a critical hit. 525: The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. 526: The user is roused, and its Attack and Sp. Atk stats are boosted. 527: The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. 528: The user shrouds itself in electricity and smashes into the target. This also damages the user a little. 529: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 531: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 532: 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: The user attacks by slicing with a sword. The target’s stat changes don’t affect the damage inflicted by this move. 534: The user cuts the target with sharp shells to inflict damage. This may also lower the target’s Defense stat. 535: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 537: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 538: The user protects itself by wrapping its body in soft cotton, drastically boosting its Defense stat. 539: The user looses a pitch-black shock wave at the target to inflict damage. This may also lower the target’s accuracy. 540: The user materializes an odd psychic wave to attack the target. This move deals physical damage. 541: The user attacks by striking the target with its hard tail. This move hits two to five times in a row. 542: The user attacks by wrapping the target in a fierce wind. This may also confuse the target. 543: The user charges its head into the target, using its powerful guard hair. This also damages the user a little. 544: The user attacks by throwing steel gears at the target twice in a row. 545: The user torches everything around it in an inferno of scarlet flames. This may also leave those it hits with a burn. 546: 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: The user sings an ancient song and attacks by appealing to the hearts of the listening opposing Pokémon. This may also induce sleep. 548: The user cuts with its long horn. The odd power contained in the horn deals physical damage to the target. 549: The user attacks by blowing freezing cold air at opposing Pokémon. This also lowers their Speed stats. 550: The user surrounds itself with a great amount of electricity and charges the target. This may also leave the target with paralysis. 551: The user attacks by engulfing the target in an intense, yet beautiful, blue flame. This may also leave the target with a burn. 552: 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: 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: 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: The user yells as if it’s ranting about something, which lowers the Sp. Atk stats of opposing Pokémon. 556: The user attacks by crashing large icicles onto the target. This may also make the target flinch. 557: 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: The user brings down a giant flame. This move’s power is boosted when influenced by an enormous lightning bolt. 559: The user throws down a giant lightning bolt. This move’s power is boosted when influenced by an enormous flame. 560: The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously. 561: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 562: The user lets out a damaging belch at the target. The user must eat a held Berry to use this move. 563: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 564: The user weaves a sticky net around the opposing team, which lowers their Speed stats upon switching into battle. 565: When the user knocks out a target with this move, the user’s Attack stat is boosted drastically. 566: The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. 567: The user takes the target trick-or-treating. This adds Ghost type to the target’s type. 568: Letting out a noble roar, the user intimidates the target and lowers the target’s Attack and Sp. Atk stats. 569: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 570: The user attacks everything around it. The user’s HP is restored by half the damage taken by those hit. 571: The user puts a forest curse on the target. This adds Grass type to the target’s type. 572: The user stirs up a violent petal blizzard and damages everything around it. 573: The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types. 574: Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. 575: 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: All stat changes affecting the target turn topsy-turvy and become the opposite of what they were. 577: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 579: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 580: 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: This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns. 582: If the target is electrified before it uses a move, the target’s move becomes Electric type for that turn. 583: The user attacks by playing rough with the target. This may also lower the target’s Attack stat. 584: The user attacks by stirring up a fairy wind to strike the target. 585: Borrowing the power of the moon, the user attacks the target. This may also lower the target’s Sp. Atk stat. 586: The user attacks everything around it with the destructive power of a terrible explosive sound. 587: By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn. 588: 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: The user and the target become friends, and the target loses its will to fight. This lowers the target’s Attack stat. 590: The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. 591: The user whips up a storm of diamonds to damage opposing Pokémon. This may also sharply boost the user’s Defense stat. 592: The user immerses the target in superheated steam. This may also leave the target with a burn. 593: 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: The user hits the target with throwing stars two to five times in a row. This move always goes first. 595: The user attacks by breathing a special, hot fire. This also lowers the target’s Sp. Atk stat. 596: In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact. 597: The user boosts the Sp. Def stat of an ally Pokémon by using a mysterious aroma. 598: The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat. 599: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 600: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 601: The user absorbs energy on the first turn, then sharply boosts its Sp. Atk, Sp. Def, and Speed stats on the next turn. 602: 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: Using Happy Hour doubles the amount of prize money received after battle. 604: 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: The user damages opposing Pokémon by emitting a powerful flash. 606: The Pokémon congratulates you on your special day! 607: The user and an ally hold hands. This makes them very happy. 608: The user stares at the target with its baby-doll eyes, which lowers the target’s Attack stat. This move always goes first. 609: The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. 610: The user holds back when it attacks, and the target is left with at least 1 HP. 611: The target is infested and attacked for four to five turns. The target can’t flee during this time. 612: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 613: The user absorbs the target’s HP. The user’s HP is restored by over half the damage taken by the target. 614: This move can hit opposing Pokémon that are in the air. Those Pokémon will be knocked down to the ground. 615: The user attacks with a wave that crawls along the ground. Those it hits can’t flee from battle. 616: The user gathers the energy of the land and focuses that power on opposing Pokémon to inflict damage. 617: Drawing power from the Eternal Flower, the user fires a powerful beam of light. This also damages the user terribly. 618: The user attacks opposing Pokémon with countless beams of light that glow a deep and brilliant blue. 619: The user attacks opposing Pokémon by manifesting the power of the land in fearsome blades of stone. 620: 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: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 623: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 624: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 625: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 626: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 627: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 628: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 629: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 630: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 631: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 632: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 633: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 634: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 635: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 636: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 637: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 638: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 639: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 640: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 641: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 642: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 643: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 644: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 645: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 646: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 647: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 648: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 649: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 650: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 651: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 652: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 653: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 654: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 655: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 656: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 657: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 658: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 659: The user restores its own HP by up to half its max HP. It regains more HP in a sandstorm. 660: Although this move has great power, it works only on the first turn each time the user enters battle. 661: In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact. 662: The user attacks while simultaneously stitching the target’s shadow to the ground to prevent the target from fleeing. 663: The user swings both arms and hits the target. The target’s stat changes don’t affect the damage inflicted by this move. 664: The user bursts into song, emitting many bubbles. Any Pokémon suffering from a burn will be cured by the touch of these bubbles. 665: The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user’s Speed stat. 666: 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: The user fiercely attacks the target using its entire body. 668: 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: The user gathers light on the first turn, then fills a blade with the light’s energy and attacks on the next turn. 670: The user attacks by pelting the target with leaves. 671: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 672: The user shoots poisonous threads to poison the target and lower the target’s Speed stat. 673: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 674: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 675: The user attacks the target’s throat, and the resultant suffering prevents the target from using sound-based moves for two turns. 676: 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: The user entangles the target with its anchor chain while attacking. The target becomes unable to flee. 678: This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. 679: The user makes a lunge at the target, attacking with full force. This also lowers the target’s Attack stat. 680: The user strikes the target with a burning lash. This also lowers the target’s Defense stat. 681: The user boasts its strength and attacks the target. The more the user’s stats are boosted, the greater the move’s power. 682: To inflict massive damage, the user burns itself out. After using this move, the user will no longer be Fire type. 683: The user exchanges Speed stats with the target. 684: The user stabs the target with a sharp horn. This attack never misses. 685: The user cures the target’s status condition. If the move succeeds, it also restores the user’s own HP. 686: The user attacks the target by dancing with all its might. This move becomes the same type as the user’s type. 687: 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: The user lands an intense kick of tropical origins on the target. This also lowers the target’s Attack stat. 689: The user instructs the target to reuse the move last used by the target. 690: 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: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 693: The user swings its body around violently to inflict damage on everything in its vicinity. 694: This move reduces damage from physical and special moves for five turns. This can be used only when it is snowing. 695: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 696: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 697: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 698: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 699: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 700: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 701: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 702: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 703: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 704: 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: The user unleashes a strong beam. The recoil from this move harshly lowers the user’s Sp. Atk stat. 706: The user attacks by biting the target with its psychic capabilities. This move can also break barriers, such as Light Screen and Reflect. 707: Driven by frustration, the user attacks the target. This move’s power is doubled if the user’s previous move failed. 708: The user attacks by beating the target with a bone that contains a spirit. This may also lower the target’s Defense stat. 709: The user smashes into the target at high speed. This move always goes first. 710: The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat. 711: The user shoots powerful lasers using the power of a prism. The user can’t move on the next turn. 712: The user hides in the target’s shadow, steals the target’s stat boosts, and then attacks. 713: 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: The user emits a sinister ray to attack the target. This move can be used on the target regardless of its Ability. 715: The user gets teary-eyed to make the target lose its combative spirit. This lowers the target’s Attack and Sp. Atk stats. 716: The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch. 717: The user hits the target with the full wrath of nature. This cuts the target’s HP in half. 718: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 720: The user attacks everything around it by causing its own head to explode. This also damages the user. 721: The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves. 722: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 724: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 725: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 726: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 727: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 728: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 729: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 730: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 731: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 732: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 733: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 734: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 735: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 736: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 737: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 738: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 739: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 740: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 741: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 742: 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: This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. 744: The user condenses energy within its body and unleashes that energy from its core to inflict damage. 745: 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: 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: The user eats its held Berry, then sharply boosts its Defense stat. 748: This move boosts all the user’s stats but prevents the user from switching out or fleeing. 749: The user pours sticky tar over the target, lowering the target’s Speed stat. The target becomes weaker to Fire-type moves. 750: The user scatters a cloud of magic powder that changes the target’s type to Psychic. 751: The user attacks twice using Dreepy. If there are two opposing Pokémon, this move hits each of them once. 752: The user has teatime with all the Pokémon currently in the battle. Each Pokémon eats its held Berry. 753: 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: The user stabs the target with its electrified beak. This move’s power is doubled if the user moves before the target. 755: The user rends the target with its hard gills. This move’s power is doubled if the user moves before the target. 756: With its mysterious power, the user swaps the effects on either side of the field. 757: This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns. 758: This is a Bug-type attack Dynamax Pokémon use. This lowers the target’s Sp. Atk stat. 759: This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. 760: This is a Normal-type attack Dynamax Pokémon use. This lowers the target’s Speed stat. 761: This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon’s Attack stats. 762: This is a Ghost-type attack Dynamax Pokémon use. This lowers the target’s Defense stat. 763: This is an Ice-type attack Dynamax Pokémon use. The user summons a snowstorm lasting five turns. 764: This is a Poison-type attack Dynamax Pokémon use. This boosts ally Pokémon’s Sp. Atk stats. 765: This is a Water-type attack Dynamax Pokémon use. The user summons a heavy rain that falls for five turns. 766: This is a Flying-type attack Dynamax Pokémon use. This boosts ally Pokémon’s Speed stats. 767: This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns. 768: This is a Dragon-type attack Dynamax Pokémon use. This lowers the target’s Attack stat. 769: This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. 770: This is a Rock-type attack Dynamax Pokémon use. The user summons a sandstorm lasting five turns. 771: This is a Ground-type attack Dynamax Pokémon use. This boosts ally Pokémon’s Sp. Def stats. 772: This is a Dark-type attack Dynamax Pokémon use. This lowers the target’s Sp. Def stat. 773: This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns. 774: This is a Steel-type attack Dynamax Pokémon use. This boosts ally Pokémon’s Defense stats. 775: The user boosts all its stats by using some of its own HP. 776: 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: The user sharply boosts the target’s Attack and Sp. Atk stats by decorating the target. 778: The user plays its drum, controlling the drum’s roots to attack the target. This also lowers the target’s Speed stat. 779: The user snares the target in a snap trap that inflicts damage for four to five turns. 780: 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: The user becomes a gigantic sword and cuts the target. This move inflicts twice the damage if the target is Dynamaxed. 782: The user becomes a gigantic shield and slams into the target. This move inflicts twice the damage if the target is Dynamaxed. 783: 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: The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats. 785: The user attacks the target by poking it with a sharply pointed branch. 786: The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration. 787: The user attacks the target with an acidic liquid created from tart apples. This also lowers the target’s Sp. Def stat. 788: The user inflicts damage by dropping an apple from high above. This also lowers the target’s Defense stat. 789: 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: The user attacks the target by emitting steam. This may also confuse the target. 791: The user scatters mysterious water around and restores the HP of itself and its ally Pokémon currently in the battle. 792: 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: The user pretends to bow its head, but then it stabs the target with its disheveled hair. This attack never misses. 794: 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: This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered. 796: The user fires a beam of steel that it collected from its entire body. This also damages the user. 797: 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: The user attacks while destroying the terrain. This move fails if the ground hasn’t turned into a terrain. 799: 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: The user gathers energy from space and boosts its Sp. Atk stat on the first turn, then attacks on the next turn. 801: This move is either physical or special—whichever will inflict more damage. This may also poison the target. 802: The user attacks everything around it and faints upon using this move. This move’s power is boosted on Misty Terrain. 803: Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain. 804: The user attacks with electricity rising from the ground. This move’s power is doubled if the target is on Electric Terrain. 805: 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: The user skitters behind the target to attack. This also lowers the target’s Sp. Atk stat. 807: 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: 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: The user attacks by controlling the target’s item. This move fails if the target isn’t holding an item. 810: The user surrounds everything around it with highly acidic gas and melts away items held by other Pokémon. 811: The user properly coaches its ally Pokémon, boosting their Attack and Defense stats. 812: After making its attack, the user rushes back to switch places with a party Pokémon in waiting. 813: A consecutive three-kick attack that becomes more powerful with each successful hit. 814: The user slams the target with its wings to inflict damage. The target is hit twice in a row. 815: The user throws scorching sand at the target to attack. This may also leave the target with a burn. 816: The user becomes one with the jungle, restoring HP and curing status conditions for itself and its ally Pokémon currently in the battle. 817: The user, having mastered the Dark style, strikes the target with a fierce blow. This move always lands a critical hit. 818: 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: The user traps the target inside a cage of sparking electricity that inflicts damage for four to five turns. 820: Converting its life-force into power, the user attacks opposing Pokémon. The lower the user’s HP, the lower the move’s power. 821: The user shoots its psychic power from its eyes to attack. This may also leave the target frozen. 822: The user transforms its wrath into a fire-like aura to attack. This may also make opposing Pokémon flinch. 823: The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target’s Defense stat. 824: The user attacks by hurling a blizzard-cloaked icicle lance at opposing Pokémon. 825: The user attacks by sending a frightful amount of small ghosts at opposing Pokémon. 826: The user attacks with its tremendous psychic power. This also drains 3 PP from the move last used by the target. 827: 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: Cloaking itself in psychic energy, the user slams into the target. This also boosts the user’s Defense stat. 829: The user swaps its Attack and Defense stats. 830: 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: The user attacks by wrapping opposing Pokémon in fierce winds brimming with love and hate. This may also lower their Attack stats. 832: The user attacks by emitting a mysterious power. This also boosts the user’s Sp. Atk stat. 833: The user rampages around spewing flames for two to three turns. The user then becomes confused. 834: 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: The user launches its amassed chlorophyll to inflict damage on the target. This also damages the user. 836: The user hurls giant chunks of ice at the target to inflict damage. This may also make the target flinch. 837: The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats. 838: The user smashes into the target in a full-body tackle. This also lowers the user’s Defense and Sp. Def stats. 839: 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: 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: The user attacks the target with spine-chilling resentment. This also lowers the target’s Attack stat. 842: The user makes its skin as hard as an iron shield, sharply boosting its Defense stat. 843: 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: 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: 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: 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: The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis. 848: The user attacks by wrapping opposing Pokémon in fierce winds and searingly hot sand. This may also leave them with a burn. 849: 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: The user lifts its spirits, curing its own status conditions and boosting its Sp. Atk and Sp. Def stats. 851: 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: The user spins a silken trap, protecting itself from damage while lowering the Speed stat of any attacker that makes direct contact. 853: 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: 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: The user attacks by unleashing a peculiar light that even affects the mind. This also harshly lowers the target’s Sp. Def stat. 856: 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: The user summons a torrent around its fist and punches at blinding speed. This move always goes first. 858: The user emits an incredibly spicy extract, sharply boosting the target’s Attack stat and harshly lowering the target’s Defense stat. 859: The user spins furiously by straining its legs, inflicting damage on the target. This also harshly lowers the user’s Speed stat. 860: The user’s fellows gather in droves to perform a combo attack that hits the target one to ten times in a row. 861: 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: 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: The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon’s max HP. 864: The user salt cures the target, inflicting damage every turn. Steel and Water types are more strongly affected by this move. 865: The user performs a perfectly timed triple dive, hitting the target with splashes of water three times in a row. 866: 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: 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: The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP. 869: The user slashes at the target after kowtowing to make the target let down its guard. This attack never misses. 870: The user throws a rigged bouquet of flowers at the target. This attack never misses and always lands a critical hit. 871: The user blows out raging flames as if singing a song, scorching the target. This also boosts the user’s Sp. Atk stat. 872: The user toys with the target and attacks it using light and fluid dance steps. This also boosts the user’s Speed stat. 873: 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: 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: The target is physically pounded with a long tail, a foreleg, or the like. 876: The target is physically pounded with a long tail, a foreleg, or the like. 877: The user summons a ruinous disaster. This cuts the target’s HP in half. 878: 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: 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: The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting. 881: The user tells a chillingly bad joke before switching places with a party Pokémon in waiting. This summons a snowstorm lasting five turns. 882: 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: The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types. 884: The user attacks by pouncing on the target. This also lowers the target’s Speed stat. 885: The user attacks suddenly as if leaping out from tall grass. The user’s nimble footwork boosts its Speed stat. 886: 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: 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: The user shoots mystical beams from its eyes to inflict damage. The target is hit twice in a row. 889: 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: The user shoots its own armor out as blazing projectiles. This also lowers the user’s Defense and Sp. Def stats. 891: 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: 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: The user swings its whole body around to attack with its huge hammer. This move can’t be used twice in a row. 894: The user retaliates with much greater force against the opponent that last inflicted damage on it. 895: 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: - - - 897: - - - 898: - - - 899: - - - 900: - - -