Name Type PP Att. Acc. Effect
Attract 15 -- 100 Infatuates targets, making it hard for them to attack foes of the opposite gender.
Barrage 20 15 85 Several spheres are thrown consecutively at the target to inflict damage.
Baton Pass 40 -- 100 A move that transfers the user's status changes to the next Pokémon when switching.
Belly Drum 10 -- 100 A move that allows the user to consume half of its own HP in order to maximize its ATTACK.
Bide 10 -- 100 The user waits for several turns. At the end, it returns double the damage it received.
Bind 20 15 75 Traps and squeezes the target over several turns. The target cannot move while under attack.
Body Slam 15 85 100 A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits.
Charm 20 -- 100 A move that charms the target into complacency, sharply reducing its ATTACK power.
Comet Punch 15 18 85 Although each slap is weak, this attack hits the target two to five times in succession.
Constrict 35 10 100 A NORMAL-type attack. Has a one-in-ten chance of reducing the target's SPEED.
Conversion 30 -- 100 A special move that switches the user's elemental type into one of the user's attack types.
Conversion 2 30 -- 100 A move that changes the user's type into one that is resistant to the opponent's last move.
Cut 30 50 95 A NORMAL-type attack. Also used for cutting small bushes to open new paths.
Defense Curl 40 -- 100 Raises the user's DEFENSE. Can normally be used up to six times in a row.
Disable 20 -- 55 A move that disables one of the target's moves. That move can't be used until it wears off.
Dizzy Punch 10 70 100 A NORMAL-type attack. Has a one-in-five chance of leaving the target confused.
DoubleSlap 10 15 85 Although each slap is weak, this attack hits the target two to five times in succession.
Double Team 15 -- 100 Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy.
Double-Edge 15 120 100 A charging tackle attack. One quarter of the damage comes back to hurt the attacker.
Egg Bomb 10 100 75 A NORMAL-type attack. An egg is launched at the target. It may miss, however.
Encore 5 -- 100 Forces the target to continue to use the move it used last for the next two to six turns.
Endure 10 -- 100 Always leaves the user with at least one HP. Success rate decreases if used repeatedly.
Explosion 5 250 100 The most powerful attack of all. However, the attacker faints after using this move.
ExtremeSpeed 5 80 100 An attack that always strikes first. It can be learned by only a few Pokémon.
False Swipe 40 40 100 A move that adjusts ATTACK so that the foe has one HP left. Can't cause the foe to faint.
Flail 15 -- 100 An attack that increases in power if the user's HP is low. It could turn the tide in battle.
Flash 20 -- 70 Blinds the target with a bright flash of light, reducing the opponent's accuracy.
Focus Energy 30 -- 100 Raises the likelihood of nailing the opponent's weak spot for a critical hit.
Foresight 40 -- 100 Neutralizes the foe's evasiveness. Also makes the GHOST type vulnerable to physical attacks.
Frustration 20 -- 100 A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move.
Fury Attack 20 15 85 A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times.
Fury Swipes 15 18 80 The target is scratched by sharp claws two to five times in quick succession.
Glare 30 -- 75 Transfixes the enemy with terrifying sharp eyes, frightening it into paralysis.
Growl 40 -- 100 A move that lowers the target's ATTACK power. Can normally be used up to six times.
Growth 40 -- 100 A NORMAL-type move that raises SPCL.ATK. Normally used up to six times.
Guillotine 5 -- 30 A single-hit knockout attack. Learned only by Pokémon that have large pincers.
Harden 30 -- 100 Raises the user's DEFENSE. Useful when battling physically strong Pokémon.
Headbutt 15 70 100 A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits.
Heal Bell 5 -- 100 The soothing ringing of a bell that eliminates all status problems for the entire party.
Hidden Power 15 -- 100 A peculiar move that changes type and power depending on the Pokémon using it.
Horn Attack 25 65 100 A NORMAL-type attack. A sharp horn is driven hard into the target to inflict damage.
Horn Drill 5 -- 30 A single-hit knockout attack. Learned only by Pokémon with a horn or horns.
Hyper Beam 5 150 90 An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn.
Hyper Fang 15 80 90 A NORMAL-type attack. Has a one-in-ten chance of making the target flinch.
Leer 30 -- 100 A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon.
Lock-On 5 -- 100 An attack that locks on to the target to ensure that the next attack will hit without fail.
Lovely Kiss 10 -- 75 A special move that puts the target to sleep with a big kiss. (Actually, the victim faints.)
Mean Look 5 -- 100 A probing stare that prevents the target from escaping until the attacking Pokémon is gone.
Mega Kick 5 120 75 A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest.
Mega Punch 20 80 85 A NORMAL-type attack move. It is highly accurate and relatively powerful.
Metronome 10 -- 100 The user waggles its finger, triggering a move. There is no telling what will happen.
Milk Drink 10 -- 100 A move that restores HP by half of the user's max HP. This move may also be used in the field.
Mimic 10 -- 100 A move for learning one of the opponent's moves, for use during that battle only.
Mind Reader 5 -- 100 It predicts the opponent's movement. The user's next attack will never miss.
Minimize 20 -- 100 Reduces the user's size and makes it harder to hit. Can normally be used up to six times.
Moonlight 5 -- 100 Allows HP to be restored by the moonlight. In battle, half the user's max HP is restored.
Morning Sun 5 -- 100 Allows HP to be restored by the morning sunlight. In battle, half the user's max HP is restored.
Pain Split 20 -- 100 A move that adds the HPs of the user and the target, then divides the total between them.
Pay Day 20 40 100 A move that nets money at the end of battle. How much depends on attack frequency and level.
Perish Song 5 -- 100 A malevolent melody that causes both the user and the opponent to faint in three turns.
Pound 35 40 100 A NORMAL-type attack. Slightly stronger than TACKLE. Many Pokémon know this move.
Present 15 -- 90 A move that inflicts major damage but may restore the target's HP.
Protect 10 -- 100 Completely foils an opponent's attack. If used consecutively, its success rate decreases.
Psych Up 10 -- 100 Self-hypnosis move that copies the foe's stats changes, then applies them to the user.
Quick Attack 30 40 100 Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first.
Rage 20 20 100 A non-stop attack move. The user's ATTACK power increases every time it sustains damage.
Rapid Spin 40 20 100 A NORMAL-type attack. By spinning quickly, the user can escape from restraining moves.
Razor Wind 10 80 75 A two-turn attack with the wind attack in the second turn. Learned by many FLYING types.
Recover 20 -- 100 Half of the user's maximum HP is restored. Few Pokémon learn this move on their own.
Return 20 -- 100 A NORMAL-type attack. The tamer the user, the more powerful the move.
Roar 20 -- 100 A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon.
Safeguard 25 -- 100 A mystic power that protects the user from status problems for five turns.
Scary Face 10 -- 90 A horrific look that scares the victim, sharply reducing the target's SPEED.
Scratch 35 40 100 A NORMAL-type attack. Sharp claws are used to inflict damage on the target.
Screech 40 -- 85 A move that makes a horrible noise. It sharply reduces the target's DEFENSE.
Selfdestruct 5 200 100 The user explodes, damaging the enemy, then faints. Useless against the GHOST type.
Sharpen 30 -- 100 Raises the user's ATTACK power. The edges of the Pokémon are made harder for more impact.
Sing 15 -- 55 A special NORMAL-type move. A soothing melody lulls the target to sleep.
Sketch 1 -- 100 A move that allows the user to copy a move used by an opponent and learn that move.
Skull Bash 15 100 100 In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam.
Slam 20 80 75 A NORMAL-type attack move. The attacker uses an appendage to slam the target hard.
Slash 20 70 100 A NORMAL-type attack. It has a high probability of a critical hit for inflicting double damage.
Sleep Talk 10 -- 100 Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon.
SmokeScreen 20 -- 100 Creates an obscuring cloud of smoke that reduces the enemy's accuracy.
Snore 15 40 100 Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon.
Softboiled 10 -- 100 Half of the user's maximum HP is restored. May also be used in the field.
SonicBoom 20 20 90 A NORMAL-type attack. It always inflicts a set amount of damage.
Spike Cannon 15 20 100 A physical attack consisting of two to five consecutive hits. Highly accurate.
Splash 40 -- 100 A move that involves only flopping and SPLASHing around. It has no effect.
Stomp 20 65 100 A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits.
Strength 15 80 100 A very powerful NORMAL-type attack. Also used for moving obstacles like boulders.
Struggle 1 50 100 Used only if the user is totally out of PP. The user is hit with 1/4 the damage it inflicts.
Substitute 10 -- 100 Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks.
Super Fang 10 -- 90 If it hits, this attack cuts the target's HP in half. Learned by Pokémon with developed fangs.
Supersonic 20 -- 55 A special NORMAL-type move. Supersonic sound waves are used to confuse the target.
Swagger 15 -- 90 A move that infuriates and confuses the opponent, but it increases the target's ATTACK.
Sweet Kiss 10 -- 75 A sweet little kiss that causes the target to become giddy and confused.
Sweet Scent 20 -- 100 A pleasant aroma that distracts the target, making the opponent easier to hit.
Swift 20 60 100 A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage.
Swords Dance 30 -- 100 A special move that boosts the user's ATTACK power. Normally used up to three times.
Tackle 35 35 95 A NORMAL-type attack. Many Pokémon know this attack right from the start.
Tail Whip 30 -- 100 A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon.
Take Down 20 90 85 A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker.
Thrash 20 90 100 An attack that lasts two to three turns. Afterwards, the attacker becomes confused.
Transform 10 -- 100 Transforms user into a copy of the target, including the type. All moves have only five PP each.
Tri Attack 10 80 100 A NORMAL-type attack. A triangular field of energy is created and launched.
ViceGrip 30 55 100 A NORMAL-type attack used only by Pokémon with pincers. The target is gripped and injured.
Whirlwind 20 -- 100 A powerful wind that blows the target away. The opposing trainer must use a new Pokémon.
Wrap 20 15 85 Traps and squeezes the target over two to five turns, making the target unable to move.