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Name Type Cat. PP Att. Acc. Effect
Acupressure Acupressure - NORMAL 30 -- 101 The user applies pressure to stress points, sharply boosting one of its or its allies' stats.
After You After You - NORMAL 15 -- 101 The user helps the target and makes it use its move right after the user.
Assist Assist - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Attract Attract - NORMAL 15 -- 100 If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
Barrage Barrage - NORMAL 20 15 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Baton Pass Baton Pass - NORMAL 40 -- 101 The user switches places with a party Pokémon in waiting and passes along any stat changes.
Belly Drum Belly Drum - NORMAL 10 -- 101 The user maximizes its Attack stat in exchange for HP equal to half its max HP.
Bestow Bestow - NORMAL 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Bide Bide - NORMAL 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Bind Bind - NORMAL 20 15 85 Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.
Block Block - NORMAL 5 -- 101 The user blocks the target's way with arms spread wide to prevent escape.
Body Slam Body Slam - NORMAL 15 85 100 The user drops onto the target with its full body weight. This may also leave the target with paralysis.
Boomburst Boomburst - NORMAL 10 140 100 The user attacks everything around it with the destructive power of a terrible, explosive sound.
Breakneck Blitz Breakneck Blitz - NORMAL 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Breakneck Blitz Breakneck Blitz - NORMAL 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Camouflage Camouflage - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Captivate Captivate - NORMAL 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Celebrate Celebrate - NORMAL 40 -- 101 The Pokémon congratulates you on your special day!
Chip Away Chip Away - NORMAL 20 70 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Comet Punch Comet Punch - NORMAL 15 18 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Confide Confide - NORMAL 20 -- 101 The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Constrict Constrict - NORMAL 35 10 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Conversion Conversion - NORMAL 30 -- 101 The user changes its type to become the same type as the move at the top of the list of moves it knows.
Conversion 2 Conversion 2 - NORMAL 30 -- 101 The user changes its type to make itself resistant to the type of the attack the target used last.
Copycat Copycat - NORMAL 20 -- 101 The user mimics the move used immediately before it. The move fails if no other move has been used yet.
Court Change Court Change - NORMAL 10 -- 100 With its mysterious power, the user swaps the effects on either side of the field.
Covet Covet - NORMAL 25 60 100 The user endearingly approaches the target, then steals the target's held item.
Crush Claw Crush Claw - NORMAL 10 75 95 The user slashes the target with hard and sharp claws. This may also lower the target's Defense stat.
Crush Grip Crush Grip - NORMAL 5 -- 100 The target is crushed with great force. The more HP the target has left, the greater this move's power.
Cut Cut - NORMAL 30 50 95 The target is cut with a scythe or claw.
Defense Curl Defense Curl - NORMAL 40 -- 101 The user curls up to conceal weak spots and raise its Defense stat.
Disable Disable - NORMAL 20 -- 100 For four turns, this move prevents the target from using the move it last used.
Dizzy Punch Dizzy Punch - NORMAL 10 70 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Double Hit Double Hit - NORMAL 10 35 90 The user slams the target with a long tail, vines, or a tentacle. The target is hit twice in a row.
Double Slap Double Slap - NORMAL 10 15 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Double Team Double Team - NORMAL 15 -- 101 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Double-Edge Double-Edge - NORMAL 15 120 100 A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.
Echoed Voice Echoed Voice - NORMAL 15 40 100 The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.
Egg Bomb Egg Bomb - NORMAL 10 100 75 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Encore Encore - NORMAL 5 -- 100 The user compels the target to keep using the move it encored for three turns.
Endeavor Endeavor - NORMAL 5 -- 100 This attack move cuts down the target's HP to equal the user's HP.
Endure Endure - NORMAL 10 -- 101 The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Entrainment Entrainment - NORMAL 15 -- 100 The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.
Explosion Explosion - NORMAL 5 250 100 The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
Extreme Evoboost Extreme Evoboost - NORMAL 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Extreme Speed Extreme Speed - NORMAL 5 80 100 The user charges the target at blinding speed. This move always goes first.
Facade Facade - NORMAL 20 70 100 This attack move doubles its power if the user is poisoned, burned, or paralyzed.
Fake Out Fake Out - NORMAL 10 40 100 This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.
False Swipe False Swipe - NORMAL 40 40 100 A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
Feint Feint - NORMAL 10 30 100 This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.
Flail Flail - NORMAL 15 -- 100 The user flails about aimlessly to attack. The less HP the user has, the greater the move's power.
Flash Flash - NORMAL 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Focus Energy Focus Energy - NORMAL 30 -- 101 The user takes a deep breath and focuses so that critical hits land more easily.
Follow Me Follow Me - NORMAL 20 -- 101 The user draws attention to itself, making all targets take aim only at the user.
Foresight Foresight - NORMAL 40 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Frustration Frustration - NORMAL 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Fury Attack Fury Attack - NORMAL 20 15 85 The target is jabbed repeatedly with a horn or beak two to five times in a row.
Fury Swipes Fury Swipes - NORMAL 15 18 80 The target is raked with sharp claws or scythes quickly two to five times in a row.
G-Max Cuddle G-Max Cuddle - NORMAL 10 -- 101 A Normal-type attack that Gigantamax Eevee use. This move infatuates opponents.
G-Max Gold Rush G-Max Gold Rush - NORMAL 10 -- 101 A Normal-type attack that Gigantamax Meowth use. This move confuses opponents and also earns extra money.
G-Max Replenish G-Max Replenish - NORMAL 10 -- 101 A Normal-type attack that Gigantamax Snorlax use. This move restores Berries that have been eaten.
Giga Impact Giga Impact - NORMAL 5 150 90 The user charges at the target using every bit of its power. The user can't move on the next turn.
Glare Glare - NORMAL 30 -- 100 The user intimidates the target with the pattern on its belly to cause paralysis.
Growl Growl - NORMAL 40 -- 100 The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.
Growth Growth - NORMAL 20 -- 101 The user's body grows all at once, raising the Attack and Sp. Atk stats.
Guillotine Guillotine - NORMAL 5 -- 30 A vicious, tearing attack with big pincers. The target faints instantly if this attack hits.
Happy Hour Happy Hour - NORMAL 30 -- 101 Using Happy Hour doubles the amount of prize money received after battle.
Harden Harden - NORMAL 30 -- 101 The user stiffens all the muscles in its body to raise its Defense stat.
Head Charge Head Charge - NORMAL 15 120 100 The user charges its head into its target, using its powerful guard hair. This also damages the user a little.
Headbutt Headbutt - NORMAL 15 70 100 The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
Heal Bell Heal Bell - NORMAL 5 -- 101 The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
Helping Hand Helping Hand - NORMAL 20 -- 101 The user assists an ally by boosting the power of that ally's attack.
Hidden Power Hidden Power - NORMAL 15 60 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Hold Back Hold Back - NORMAL 40 40 100 The user holds back when it attacks, and the target is left with at least 1 HP.
Hold Hands Hold Hands - NORMAL 40 -- 101 The user and an ally hold hands. This makes them very happy.
Horn Attack Horn Attack - NORMAL 25 65 100 The target is jabbed with a sharply pointed horn to inflict damage.
Horn Drill Horn Drill - NORMAL 5 -- 30 The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.
Howl Howl - NORMAL 40 -- 101 The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.
Hyper Beam Hyper Beam - NORMAL 5 150 90 The target is attacked with a powerful beam. The user can't move on the next turn.
Hyper Fang Hyper Fang - NORMAL 15 80 90 The user bites hard on the target with its sharp front fangs. This may also make the target flinch.
Hyper Voice Hyper Voice - NORMAL 10 90 100 The user lets loose a horribly echoing shout with the power to inflict damage.
Judgment Judgment - NORMAL 10 100 100 The user releases countless shots of light at the target. This move's type varies depending on the kind of Plate the user is holding.
Laser Focus Laser Focus - NORMAL 30 -- 101 The user concentrates intensely. The attack on the next turn always results in a critical hit.
Last Resort Last Resort - NORMAL 5 140 100 This move can be used only after the user has used all the other moves it knows in the battle.
Leer Leer - NORMAL 30 -- 100 The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
Lock-On Lock-On - NORMAL 5 -- 101 The user takes sure aim at the target. This ensures the next attack does not miss the target.
Lovely Kiss Lovely Kiss - NORMAL 10 -- 75 With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
Lucky Chant Lucky Chant - NORMAL 30 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Max Guard Max Guard - NORMAL 10 -- 101 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Max Strike Max Strike - NORMAL 10 -- 101 This is a Normal-type attack Dynamax Pokémon use. This lowers the target's Speed stat.
Me First Me First - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Mean Look Mean Look - NORMAL 5 -- 101 The user pins the target with a dark, arresting look. The target becomes unable to flee.
Mega Kick Mega Kick - NORMAL 5 120 75 The target is attacked by a kick launched with muscle-packed power.
Mega Punch Mega Punch - NORMAL 20 80 85 The target is slugged by a punch thrown with muscle-packed power.
Metronome Metronome - NORMAL 10 -- 101 The user waggles a finger and stimulates its brain into randomly using nearly any move.
Milk Drink Milk Drink - NORMAL 10 -- 101 The user restores its own HP by up to half of its max HP.
Mimic Mimic - NORMAL 10 -- 101 The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Mind Reader Mind Reader - NORMAL 5 -- 101 The user senses the target's movements with its mind to ensure its next attack does not miss the target.
Minimize Minimize - NORMAL 10 -- 101 The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
Morning Sun Morning Sun - NORMAL 5 -- 101 The user restores its own HP. The amount of HP regained varies with the weather.
Multi-Attack Multi-Attack - NORMAL 10 120 100 Cloaking itself in high energy, the user slams into the target. The memory held determines the move's type.
Natural Gift Natural Gift - NORMAL 15 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Nature Power Nature Power - NORMAL 20 -- 101 This attack makes use of nature's power. Its effects vary depending on the user's environment.
Noble Roar Noble Roar - NORMAL 30 -- 100 Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
Odor Sleuth Odor Sleuth - NORMAL 40 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Pain Split Pain Split - NORMAL 20 -- 101 The user adds its HP to the target's HP, then equally shares the combined HP with the target.
Pay Day Pay Day - NORMAL 20 40 100 Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.
Perish Song Perish Song - NORMAL 5 -- 101 Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
Play Nice Play Nice - NORMAL 20 -- 101 The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat.
Pound Pound - NORMAL 35 40 100 The target is physically pounded with a long tail, a foreleg, or the like.
Present Present - NORMAL 15 -- 90 The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.
Protect Protect - NORMAL 10 -- 101 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Psych Up Psych Up - NORMAL 10 -- 101 The user hypnotizes itself into copying any stat change made by the target.
Pulverizing Pancake Pulverizing Pancake - NORMAL 1 210 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Quick Attack Quick Attack - NORMAL 30 40 100 The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
Rage Rage - NORMAL 20 20 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Rapid Spin Rapid Spin - NORMAL 40 50 100 A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user's Speed stat.
Razor Wind Razor Wind - NORMAL 10 80 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Recover Recover - NORMAL 10 -- 101 Restoring its own cells, the user restores its own HP by half of its max HP.
Recycle Recycle - NORMAL 10 -- 101 The user recycles a held item that has been used in battle so it can be used again.
Reflect Type Reflect Type - NORMAL 15 -- 101 The user reflects the target's type, making the user the same type as the target.
Refresh Refresh - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Relic Song Relic Song - NORMAL 10 75 100 The user sings an ancient song and attacks by appealing to the hearts of the listening opposing Pokémon. This may also induce sleep.
Retaliate Retaliate - NORMAL 5 70 100 The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move's power is increased.
Return Return - NORMAL 20 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Revelation Dance Revelation Dance - NORMAL 15 90 100 The user attacks the target by dancing very hard. The user's type determines the type of this move.
Roar Roar - NORMAL 20 -- 101 The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Rock Climb Rock Climb - NORMAL 20 90 85 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Round Round - NORMAL 15 60 100 The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
Safeguard Safeguard - NORMAL 25 -- 101 The user creates a protective field that prevents status conditions for five turns.
Scary Face Scary Face - NORMAL 10 -- 100 The user frightens the target with a scary face to harshly lower its Speed stat.
Scratch Scratch - NORMAL 35 40 100 Hard, pointed, sharp claws rake the target to inflict damage.
Screech Screech - NORMAL 40 -- 85 An earsplitting screech harshly lowers the target's Defense stat.
Secret Power Secret Power - NORMAL 20 70 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Self-Destruct Self-Destruct - NORMAL 5 200 100 The user attacks everything around it by causing an explosion. The user faints upon using this move.
Sharpen Sharpen - NORMAL 30 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Shell Smash Shell Smash - NORMAL 15 -- 101 The user breaks its shell, which lowers Defense and Sp. Def stats but sharply raises its Attack, Sp. Atk, and Speed stats.
Simple Beam Simple Beam - NORMAL 15 -- 100 The user's mysterious psychic wave changes the target's Ability to Simple.
Sing Sing - NORMAL 15 -- 55 A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
Sketch Sketch - NORMAL 1 -- 101 It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
Skull Bash Skull Bash - NORMAL 10 130 100 The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.
Slack Off Slack Off - NORMAL 10 -- 101 The user slacks off, restoring its own HP by up to half of its max HP.
Slam Slam - NORMAL 20 80 75 The target is slammed with a long tail, vines, or the like to inflict damage.
Slash Slash - NORMAL 20 70 100 The target is attacked with a slash of claws or blades. Critical hits land more easily.
Sleep Talk Sleep Talk - NORMAL 10 -- 101 While it is asleep, the user randomly uses one of the moves it knows.
Smelling Salts Smelling Salts - NORMAL 10 70 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Smokescreen Smokescreen - NORMAL 20 -- 100 The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy.
Snore Snore - NORMAL 15 50 100 This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Soft-Boiled Soft-Boiled - NORMAL 10 -- 101 The user restores its own HP by up to half of its max HP.
Sonic Boom Sonic Boom - NORMAL 20 -- 90 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Spike Cannon Spike Cannon - NORMAL 15 20 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Spit Up Spit Up - NORMAL 10 -- 100 The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the move's power.
Splash Splash - NORMAL 40 -- 101 The user just flops and splashes around to no effect at all...
Spotlight Spotlight - NORMAL 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Stockpile Stockpile - NORMAL 20 -- 101 The user charges up power and raises both its Defense and Sp. Def stats. The move can be used three times.
Stomp Stomp - NORMAL 20 65 100 The target is stomped with a big foot. This may also make the target flinch.
Strength Strength - NORMAL 15 80 100 The target is slugged with a punch thrown at maximum power.
Struggle Struggle - NORMAL 1 50 101 This attack is used in desperation only if the user has no PP. It also damages the user a little.
Stuff Cheeks Stuff Cheeks - NORMAL 10 -- 101 The user eats its held Berry, then sharply raises its Defense stat.
Substitute Substitute - NORMAL 10 -- 101 The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.
Super Fang Super Fang - NORMAL 10 -- 90 The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half.
Supersonic Supersonic - NORMAL 20 -- 55 The user generates odd sound waves from its body that confuse the target.
Swagger Swagger - NORMAL 15 -- 85 The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
Swallow Swallow - NORMAL 10 -- 101 The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
Sweet Scent Sweet Scent - NORMAL 20 -- 100 A sweet scent that harshly lowers opposing Pokémon's evasiveness.
Swift Swift - NORMAL 20 60 101 Star-shaped rays are shot at opposing Pokémon. This attack never misses.
Swords Dance Swords Dance - NORMAL 20 -- 101 A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat.
Tackle Tackle - NORMAL 35 40 100 A physical attack in which the user charges and slams into the target with its whole body.
Tail Slap Tail Slap - NORMAL 10 25 85 The user attacks by striking the target with its hard tail. It hits the target two to five times in a row.
Tail Whip Tail Whip - NORMAL 30 -- 100 The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stats.
Take Down Take Down - NORMAL 20 90 85 A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
Tearful Look Tearful Look - NORMAL 20 -- 101 The user gets teary eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. Atk stats.
Teatime Teatime - NORMAL 10 -- 101 The user has teatime with all the Pokémon in the battle. Each Pokémon eats its held Berry.
Techno Blast Techno Blast - NORMAL 5 120 100 The user fires a beam of light at its target. The move's type changes depending on the Drive the user holds.
Teeter Dance Teeter Dance - NORMAL 20 -- 100 The user performs a wobbly dance that confuses the Pokémon around it.
Thrash Thrash - NORMAL 10 120 100 The user rampages and attacks for two to three turns. The user then becomes confused.
Tickle Tickle - NORMAL 20 -- 100 The user tickles the target into laughing, reducing its Attack and Defense stats.
Transform Transform - NORMAL 10 -- 101 The user transforms into a copy of the target right down to having the same move set.
Tri Attack Tri Attack - NORMAL 10 80 100 The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.
Trump Card Trump Card - NORMAL 5 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Uproar Uproar - NORMAL 10 90 100 The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
Veevee Volley Veevee Volley - NORMAL 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Vise Grip Vise Grip - NORMAL 30 55 100 The target is gripped and squeezed from both sides to inflict damage.
Weather Ball Weather Ball - NORMAL 10 50 100 This attack move varies in power and type depending on the weather.
Whirlwind Whirlwind - NORMAL 20 -- 101 The target is blown away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Wish Wish - NORMAL 10 -- 101 One turn after this move is used, the user's or its replacement's HP is restored by half the user's max HP.
Work Up Work Up - NORMAL 30 -- 101 The user is roused, and its Attack and Sp. Atk stats increase.
Wrap Wrap - NORMAL 20 15 90 A long body, vines, or the like are used to wrap and squeeze the target for four to five turns.
Wring Out Wring Out - NORMAL 5 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Yawn Yawn - NORMAL 10 -- 101 The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.