Name Type PP Att. Acc. Effect
Barrage 20 15 85 Several spheres are thrown consecutively at the target to inflict damage.
Bide 10 -- 100 The user waits for several turns. At the end, it returns double the damage it received.
Bind 20 15 74.6 Traps and squeezes the target over several turns. The target cannot move while under attack.
Bite 25 60 100 A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack.
Body Slam 15 85 100 A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it connects.
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-three chance of reducing the target's SPEED.
Conversion 30 -- 100 A special move that switches the user's elemental type to that of the target.
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 technique that disables one of the target's moves. The disabled move can't be used until it wears off.
Dizzy Punch 10 70 100 A NORMAL-type attack. The punch is relatively strong and highly accurate.
Double Slap 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. The copies disorient the enemy, reducing its accuracy.
Double-Edge 15 100 100 A charging tackle attack. One quarter of the damage it inflicts 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.
Explosion 5 170 100 The most powerful attack of all. However, the attacker faints after using this move.
Flash 20 -- 70 Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy.
Focus Energy 30 -- 100 Raises the likelihood of nailing the opponent's weak spot for a critical hit.
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 The target is transfixed with terrifying sharp eyes. The target is frightened into paralysis.
Growl 40 -- 100 A technique that lowers the target's ATTACK power. Can normally be used up to six times.
Growth 40 -- 100 Raises SPECIAL to make special attacks stronger and enhance protection against special moves.
Guillotine 5 -- 30 A single-hit knockout attack. Learned only by Pokémon that have large pincers.
Gust 35 40 100 A NORMAL-type attack used by bird Pokémon. A powerful wind is generated by flapping wings.
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 connects.
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.
Karate Chop 25 50 100 A NORMAL-type attack. Often turns into a critical hit and inflicts double the damage.
Leer 30 -- 100 A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon.
Lovely Kiss 10 -- 75 A special move that puts the target to sleep with a big kiss. (Actually, the victim passes out.)
Mega Kick 5 120 74.6 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.
Mimic 10 -- 100 A move for learning one of the opponent's moves, for use during that battle only.
Minimize 20 -- 100 Reduces the user's size and makes it harder to hit. Can normally be used up to six times.
Pay Day 20 40 100 A move that also nets money at the end of battle. How much depends on the attack frequency and level.
Pound 35 40 100 A NORMAL-type attack. Slightly stronger than TACKLE. Many Pokémon know this move.
Quick Attack 30 40 100 An attack that 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.
Razor Wind 10 80 74.6 A two-turn attack with the wind attack in the second turn. Learned by many FLYING-type Pokémon.
Recover 20 -- 100 Restores HP by 1/2 of the user's maximum HP. Few Pokémon learn this technique on their own.
Roar 20 -- 100 A terrifying roar that drives wild Pokémon away. It is useful only in the wild.
Sand-Attack 15 -- 100 An attack in which sand is used to blind the target and reduce its attack accuracy.
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.
Self-Destruct 5 130 100 The user explodes, inflicting damage on the enemy, then faints. Useless against 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 technique. A soothing melody lulls the target to sleep.
Skull Bash 15 100 100 In the first turn, the attacker tucks in its head. The next turn, it head-butts at full steam.
Slam 20 80 74.6 A NORMAL-type attack move. The attacker uses an appendage (e.g. tail) 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 the damage.
Smokescreen 20 -- 100 Creates an obscuring cloud of smoke that reduces the enemy's accuracy.
Soft-Boiled 10 -- 100 Restores HP by 1/2 of the user's maximum HP. May also be used in the field.
Sonic Boom 20 -- 90 A NORMAL-type attack. It inflicts a set amount of damage regardless of the target's type.
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 in front of the opponent. 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 connects.
Strength 15 80 100 A very powerful NORMAL-type attack. Also used for moving obstacles like boulders.
Struggle 10 50 100 Used only if the user runs totally out of PP. The user is hit with 1/4 of 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 technique. Supersonic sound waves are used to confuse the target.
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 greatly boosts the user's ATTACK power. Can normally be 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 technique 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 the 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 at the target.
Vice Grip 30 55 100 A NORMAL-type attack used only by Pokémon with pincers. The target is gripped and injured.
Whirlwind 20 -- 85 Generates a powerful wind that blows away wild Pokémon. Useful in the wild only.
Wrap 20 15 85 Traps and squeezes the target over two to five turns. The target cannot move while under attack.