|
Name
|
Type
|
Cat.
|
PP
|
Att.
|
Acc.
|
Effect
|
|
Agility
|
|
|
30
|
--
|
101
|
The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat.
|
|
Ally Switch
|
|
|
15
|
--
|
101
|
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.
|
|
Amnesia
|
|
|
20
|
--
|
101
|
The user temporarily empties its mind to forget its concerns. This sharply boosts the user's Sp. Def stat.
|
|
Barrier
|
|
|
20
|
--
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Calm Mind
|
|
|
20
|
--
|
101
|
The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.
|
|
Confusion
|
|
|
25
|
50
|
100
|
The target is hit with a weak telekinetic force to inflict damage. This may also confuse the target.
|
|
Cosmic Power
|
|
|
20
|
--
|
101
|
The user absorbs a mystical power from space to boost its Defense and Sp. Def stats.
|
|
Dream Eater
|
|
|
15
|
100
|
100
|
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.
|
|
Eerie Spell
|
|
|
5
|
80
|
100
|
The user attacks with its tremendous psychic power. This also drains 3 PP from the move last used by the target.
|
|
Esper Wing
|
|
|
10
|
80
|
100
|
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.
|
|
Expanding Force
|
|
|
10
|
80
|
100
|
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.
|
|
Extrasensory
|
|
|
20
|
80
|
100
|
The user attacks with an odd, unseeable power. This may also make the target flinch.
|
|
Freezing Glare
|
|
|
10
|
90
|
100
|
The user shoots its psychic power from its eyes to attack. This may also leave the target frozen.
|
|
Future Sight
|
|
|
10
|
120
|
100
|
Two turns after this move is used, a hunk of psychic energy attacks the target.
|
|
Genesis Supernova
|
|
|
1
|
185
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Glitzy Glow
|
|
|
15
|
80
|
95
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Gravity
|
|
|
5
|
--
|
101
|
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.
|
|
Guard Split
|
|
|
10
|
--
|
101
|
The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
|
|
Guard Swap
|
|
|
10
|
--
|
101
|
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
|
|
Heal Block
|
|
|
15
|
--
|
100
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Heal Pulse
|
|
|
10
|
--
|
101
|
The user emits a healing pulse that restores the target's HP by up to half its max HP.
|
|
Healing Wish
|
|
|
10
|
--
|
101
|
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.
|
|
Heart Stamp
|
|
|
25
|
60
|
100
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Heart Swap
|
|
|
10
|
--
|
101
|
The user employs its psychic power to switch stat changes with the target.
|
|
Hyperspace Hole
|
|
|
5
|
80
|
101
|
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.
|
|
Hypnosis
|
|
|
20
|
--
|
60
|
The user employs hypnotic suggestion to make the target fall asleep.
|
|
Imprison
|
|
|
10
|
--
|
101
|
If opposing Pokémon know any move also known by the user, they are prevented from using it.
|
|
Instruct
|
|
|
15
|
--
|
101
|
The user instructs the target to reuse the move last used by the target.
|
|
Kinesis
|
|
|
15
|
--
|
80
|
The user distracts the target by bending a spoon. This lowers the target's accuracy.
|
|
Light Screen
|
|
|
30
|
--
|
101
|
A wondrous wall of light is put up to reduce damage from special moves for five turns.
|
|
Light That Burns the Sky
|
|
|
1
|
200
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Lumina Crash
|
|
|
10
|
80
|
100
|
The user attacks by unleashing a peculiar light that even affects the mind. This also harshly lowers the target's Sp. Def stat.
|
|
Lunar Blessing
|
|
|
5
|
--
|
101
|
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.
|
|
Lunar Dance
|
|
|
10
|
--
|
101
|
The user faints. In return, the Pokémon taking its place will have its HP and PP restored and its status conditions cured.
|
|
Luster Purge
|
|
|
5
|
95
|
100
|
The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat.
|
|
Magic Coat
|
|
|
15
|
--
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Magic Powder
|
|
|
20
|
--
|
100
|
The user scatters a cloud of magic powder that changes the target's type to Psychic.
|
|
Magic Room
|
|
|
10
|
--
|
101
|
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
|
|
Max Mindstorm
|
|
|
10
|
10
|
101
|
This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns.
|
|
Meditate
|
|
|
40
|
--
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Miracle Eye
|
|
|
40
|
--
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Mirror Coat
|
|
|
20
|
--
|
100
|
A retaliatory attack that counters any special move, inflicting double the damage taken.
|
|
Mist Ball
|
|
|
5
|
95
|
100
|
A mist-like flurry of down envelops and damages the target. This may also lower the target's Sp. Atk stat.
|
|
Mystical Power
|
|
|
10
|
70
|
90
|
The user attacks by emitting a mysterious power. This also boosts the user's Sp. Atk stat.
|
|
Photon Geyser
|
|
|
5
|
100
|
100
|
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.
|
|
Power Split
|
|
|
10
|
--
|
101
|
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
|
|
Power Swap
|
|
|
10
|
--
|
101
|
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
|
|
Power Trick
|
|
|
10
|
--
|
101
|
The user employs its psychic power to switch its Attack stat with its Defense stat.
|
|
Prismatic Laser
|
|
|
10
|
160
|
100
|
The user shoots powerful lasers using the power of a prism. The user can't move on the next turn.
|
|
Psybeam
|
|
|
20
|
65
|
100
|
The target is attacked with a peculiar ray. This may also confuse the target.
|
|
Psyblade
|
|
|
15
|
80
|
100
|
The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain.
|
|
Psychic
|
|
|
10
|
90
|
100
|
The target is hit with a strong telekinetic force to inflict damage. This may also lower the target's Sp. Def stat.
|
|
Psychic Fangs
|
|
|
10
|
85
|
100
|
The user attacks by biting the target with its psychic capabilities. This move can also break barriers, such as Light Screen and Reflect.
|
|
Psychic Noise
|
|
|
10
|
75
|
100
|
The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items.
|
|
Psychic Terrain
|
|
|
10
|
--
|
101
|
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
|
|
Psycho Boost
|
|
|
5
|
140
|
90
|
The user attacks the target with all its might. The recoil from this move harshly lowers the user's Sp. Atk stat.
|
|
Psycho Cut
|
|
|
20
|
70
|
100
|
The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit.
|
|
Psycho Shift
|
|
|
10
|
--
|
100
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Psyshield Bash
|
|
|
10
|
70
|
90
|
Cloaking itself in psychic energy, the user slams into the target. This also boosts the user's Defense stat.
|
|
Psyshock
|
|
|
10
|
80
|
100
|
The user materializes an odd psychic wave to attack the target. This move deals physical damage.
|
|
Psystrike
|
|
|
10
|
100
|
100
|
The user materializes an odd psychic wave to attack the target. This move deals physical damage.
|
|
Psywave
|
|
|
15
|
--
|
100
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Reflect
|
|
|
20
|
--
|
101
|
A wondrous wall of light is put up to reduce damage from physical moves for five turns.
|
|
Rest
|
|
|
5
|
--
|
101
|
The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
|
|
Role Play
|
|
|
10
|
--
|
101
|
The user mimics the target completely, copying the target's Ability.
|
|
Shattered Psyche
|
|
|
1
|
--
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Shattered Psyche
|
|
|
1
|
--
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Skill Swap
|
|
|
10
|
--
|
101
|
The user employs its psychic power to exchange Abilities with the target.
|
|
Speed Swap
|
|
|
10
|
--
|
101
|
The user exchanges Speed stats with the target.
|
|
Stored Power
|
|
|
10
|
20
|
100
|
The user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power.
|
|
Synchronoise
|
|
|
10
|
120
|
100
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Take Heart
|
|
|
15
|
--
|
101
|
The user lifts its spirits, curing its own status conditions and boosting its Sp. Atk and Sp. Def stats.
|
|
Telekinesis
|
|
|
15
|
--
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Teleport
|
|
|
20
|
--
|
101
|
The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees.
|
|
Trick
|
|
|
10
|
--
|
100
|
The user catches the target off guard and swaps the target's held item with its own.
|
|
Trick Room
|
|
|
5
|
--
|
101
|
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
|
|
Twin Beam
|
|
|
10
|
40
|
100
|
The user shoots mystical beams from its eyes to inflict damage. The target is hit twice in a row.
|
|
Wonder Room
|
|
|
10
|
--
|
101
|
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
|
|
Zen Headbutt
|
|
|
15
|
80
|
90
|
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
|