Black/White/Black 2/White 2 Level Up |
|
— |
Leer |
|
|
-- |
100 |
30 |
-- |
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced. |
— |
Night Shade |
|
|
?? |
100 |
15 |
-- |
The user makes the target see a frightening mirage. It inflicts damage matching the user's level. |
6 |
Disable |
|
|
-- |
100 |
20 |
-- |
For four turns, this move prevents the target from using the move it last used. |
9 |
Foresight |
|
|
-- |
-- |
40 |
-- |
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit. |
14 |
Astonish |
|
|
30 |
100 |
15 |
-- |
The user attacks the target while shouting in a startling fashion. It may also make the target flinch. |
17 |
Confuse Ray |
|
|
-- |
100 |
10 |
-- |
The target is exposed to a sinister ray that triggers confusion. |
22 |
Shadow Sneak |
|
|
40 |
100 |
30 |
-- |
The user extends its shadow and attacks the target from behind. This move always goes first. |
25 |
Pursuit |
|
|
40 |
100 |
20 |
-- |
An attack move that inflicts double damage if used on a target that is switching out of battle. |
30 |
Curse |
|
|
-- |
-- |
10 |
-- |
A move that works differently for the Ghost type than for all other types. |
33 |
Will-o-wisp |
|
|
-- |
75 |
15 |
-- |
The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
38 |
Hex |
|
|
50 |
100 |
10 |
-- |
This relentless attack does massive damage to a target affected by status problems. |
41 |
Mean Look |
|
|
-- |
-- |
5 |
-- |
The user pins the target with a dark, arresting look. The target becomes unable to flee. |
46 |
Payback |
|
|
50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
49 |
Future Sight |
|
|
100 |
100 |
10 |
-- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
TM & HM Attacks |
|
TM04 |
Calm Mind |
|
|
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM06 |
Toxic |
|
|
-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
|
|
?? |
100 |
15 |
-- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM11 |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM12 |
Taunt |
|
|
-- |
100 |
20 |
-- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
TM13 |
Ice Beam |
|
|
95 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM14 |
Blizzard |
|
|
120 |
70 |
5 |
10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
TM17 |
Protect |
|
|
-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
|
|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM19 |
Telekinesis |
|
|
-- |
-- |
15 |
-- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
TM21 |
Frustration |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM27 |
Return |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
|
|
90 |
100 |
10 |
-- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM30 |
Shadow Ball |
|
|
80 |
100 |
15 |
-- |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
TM32 |
Double Team |
|
|
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM41 |
Torment |
|
|
-- |
100 |
15 |
-- |
The user torments and enrages the target, making it incapable of using the same move twice in a row. |
TM42 |
Facade |
|
|
70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
|
|
-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
|
|
-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM46 |
Thief |
|
|
40 |
100 |
10 |
-- |
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
TM48 |
Round |
|
|
60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM56 |
Fling |
|
|
?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM57 |
Charge Beam |
|
|
50 |
90 |
10 |
-- |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM61 |
Will-o-wisp |
|
|
-- |
75 |
15 |
-- |
The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
TM63 |
Embargo |
|
|
-- |
100 |
15 |
-- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
TM66 |
Payback |
|
|
50 |
100 |
10 |
-- |
If the user moves after the target, this attack's power will be doubled. |
TM70 |
Flash |
|
|
-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM77 |
Psych Up |
|
|
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM85 |
Dream Eater |
|
|
100 |
100 |
15 |
-- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
TM87 |
Swagger |
|
|
-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM90 |
Substitute |
|
|
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 |
Trick Room |
|
|
-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
Egg Moves (Details) |
Imprison |
|
|
-- |
-- |
10 |
-- |
Details |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
Destiny Bond |
|
|
-- |
-- |
5 |
-- |
Details |
When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints. |
Pain Split |
|
|
-- |
-- |
20 |
-- |
Details |
The user adds its HP to the target's HP, then equally shares the combined HP with the target. |
Grudge |
|
|
-- |
-- |
5 |
-- |
Details |
If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out. |
Memento |
|
|
-- |
100 |
10 |
-- |
Details |
The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk. |
Faint Attack |
|
|
60 |
-- |
20 |
-- |
Details |
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. |
Ominous Wind |
|
|
60 |
100 |
5 |
10 |
Details |
The user blasts the target with a gust of repulsive wind. It may also raise all the user's stats at once. |
Dark Pulse |
|
|
80 |
100 |
15 |
-- |
Details |
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. |
Skill Swap |
|
|
-- |
-- |
10 |
-- |
Details |
The user employs its psychic power to exchange Abilities with the target. |
Gen III & IV Only Moves (Details) |
|
Secret Power |
|
|
70 |
100 |
20 |
30 |
Gen IV TM43 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
Endure |
|
|
-- |
-- |
10 |
-- |
Gen IV TM58 |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Captivate |
|
|
-- |
100 |
20 |
-- |
Gen IV TM78 |
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. |
Natural Gift |
|
|
?? |
100 |
15 |
-- |
Gen IV TM83 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Sucker Punch |
|
|
80 |
100 |
5 |
-- |
Move Tutor - PtHGSS |
This move enables the user to attack first. It fails if the target is not readying an attack, however. |
Headbutt |
|
|
70 |
100 |
15 |
-- |
Move Tutor - HGSS |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
Nightmare |
|
|
-- |
100 |
15 |
-- |
Move Tutor - XD |
A sleeping target sees a nightmare that inflicts some damage every turn. |
Body Slam |
|
|
85 |
100 |
15 |
30 |
Move Tutor - FRLG |
The user drops onto the target with its full body weight. It may also leave the target with paralysis. |
Double-edge |
|
|
120 |
100 |
15 |
-- |
Move Tutor - FRLG |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Mimic |
|
|
-- |
-- |
10 |
-- |
Move Tutor - FRLG |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
Helping Hand |
|
|
-- |
-- |
20 |
-- |
XD Purification |
The user assists an ally by boosting the power of its attack. |