Black/White/Black 2/White 2 Level Up |
|
— |
Bind |
|
|
15 |
85 |
20 |
100 |
Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns. |
5 |
Ice Shard |
|
|
40 |
100 |
30 |
-- |
The user flash freezes chunks of ice and hurls them at the target. This move always goes first. |
9 |
Sharpen |
|
|
-- |
-- |
30 |
-- |
The user reduces its polygon count to make itself more jagged, raising the Attack stat. |
13 |
Rapid Spin |
|
|
20 |
100 |
40 |
-- |
A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes. |
17 |
Icy Wind |
|
|
55 |
95 |
15 |
-- |
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat. |
21 |
Mist |
|
|
-- |
-- |
30 |
-- |
The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns. |
21 |
Haze |
|
|
-- |
-- |
30 |
-- |
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. |
25 |
Aurora Beam |
|
|
65 |
100 |
20 |
-- |
The target is hit with a rainbow-colored beam. This may also lower the target's Attack stat. |
29 |
Acid Armor |
|
|
-- |
-- |
40 |
-- |
The user alters its cellular structure to liquefy itself, sharply raising its Defense stat. |
33 |
Ice Beam |
|
|
95 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
37 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
37 |
Reflect |
|
|
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
41 |
Slash |
|
|
70 |
100 |
20 |
-- |
The target is attacked with a slash of claws or blades. Critical hits land more easily. |
45 |
Confuse Ray |
|
|
-- |
100 |
10 |
-- |
The target is exposed to a sinister ray that triggers confusion. |
49 |
Recover |
|
|
-- |
-- |
10 |
-- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
53 |
Solarbeam |
|
|
120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
57 |
Night Slash |
|
|
70 |
100 |
15 |
-- |
The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
61 |
Sheer Cold |
|
|
?? |
30 |
5 |
-- |
The target is attacked with a blast of absolute-zero cold. The target instantly faints if it hits. |
TM & HM Attacks |
|
TM06 |
Toxic |
|
|
-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM07 |
Hail |
|
|
-- |
-- |
10 |
-- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
TM10 |
Hidden Power |
|
|
?? |
100 |
15 |
-- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
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. |
TM15 |
Hyper Beam |
|
|
150 |
90 |
5 |
-- |
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM16 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
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. |
TM21 |
Frustration |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM22 |
Solarbeam |
|
|
120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
TM27 |
Return |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM32 |
Double Team |
|
|
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
|
|
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
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. |
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. |
TM62 |
Acrobatics |
|
|
55 |
100 |
15 |
-- |
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
TM64 |
Explosion |
|
|
250 |
100 |
5 |
-- |
The user explodes to inflict damage on those around it. The user faints upon using this move. |
TM79 |
Frost Breath |
|
|
40 |
90 |
10 |
100 |
The user blows a cold breath on the target. This attack always results in a critical hit. |
TM84 |
Poison Jab |
|
|
80 |
100 |
20 |
30 |
The target is stabbed with a tentacle or arm steeped in poison. It may also poison the target. |
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. |
TM91 |
Flash Cannon |
|
|
80 |
100 |
10 |
-- |
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. |