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Name Type Cat. PP Att. Acc. Effect
Acid Armor Acid Armor - POISON 20 -- 101 The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.
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.
Agility Agility - PSYCHIC 30 -- 101 The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
Ally Switch Ally Switch - PSYCHIC 15 -- 101 The user teleports using a strange power and switches places with one of its allies.
Amnesia Amnesia - PSYCHIC 20 -- 101 The user temporarily empties its mind to forget its concerns. This sharply raises the user's Sp. Def stat.
Aqua Ring Aqua Ring - WATER 20 -- 101 The user envelops itself in a veil made of water. It regains some HP every turn.
Aromatherapy Aromatherapy - GRASS 5 -- 101 The user releases a soothing scent that heals all status conditions affecting the user's party.
Aromatic Mist Aromatic Mist - FAIRY 20 -- 101 The user raises the Sp. Def stat of an ally Pokémon by using a mysterious aroma.
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.
Aurora Veil Aurora Veil - ICE 20 -- 101 This move reduces damage from physical and special moves for five turns. This can be used only in a hailstorm.
Autotomize Autotomize - STEEL 15 -- 101 The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
Baby-Doll Eyes Baby-Doll Eyes - FAIRY 30 -- 100 The user stares at the target with its baby-doll eyes, which lowers the target's Attack stat. This move always goes first.
Baneful Bunker Baneful Bunker - POISON 10 -- 101 In addition to protecting the user from attacks, this move also poisons any attacker that makes direct contact.
Barrier Barrier - PSYCHIC 20 -- 101 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.
Block Block - NORMAL 5 -- 101 The user blocks the target's way with arms spread wide to prevent escape.
Bulk Up Bulk Up - FIGHTING 20 -- 101 The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.
Calm Mind Calm Mind - PSYCHIC 20 -- 101 The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
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!
Charge Charge - ELECTRIC 20 -- 101 The user boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat.
Charm Charm - FAIRY 20 -- 100 The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target's Attack stat.
Clangorous Soul Clangorous Soul - DRAGON 5 -- 100 The user raises all its stats by using some of its HP.
Coaching Coaching - FIGHTING 10 -- -- The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
Coil Coil - POISON 20 -- 101 The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
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.
Confuse Ray Confuse Ray - GHOST 10 -- 100 The target is exposed to a sinister ray that triggers confusion.
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.
Corrosive Gas Corrosive Gas - POISON 40 -- 100 The user surrounds everything around it with highly acidic gas and melts away items they hold.
Cosmic Power Cosmic Power - PSYCHIC 20 -- 101 The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
Cotton Guard Cotton Guard - GRASS 10 -- 101 The user protects itself by wrapping its body in soft cotton, which drastically raises the user's Defense stat.
Cotton Spore Cotton Spore - GRASS 40 -- 100 The user releases cotton-like spores that cling to opposing Pokémon, which harshly lowers their Speed stats.
Court Change Court Change - NORMAL 10 -- 100 With its mysterious power, the user swaps the effects on either side of the field.
Crafty Shield Crafty Shield - FAIRY 10 -- 101 The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
Curse Curse - GHOST 10 -- 101 A move that works differently for the Ghost type than for all other types.
Dark Void Dark Void - DARK 10 -- 50 Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
Decorate Decorate - FAIRY 15 -- 101 The user sharply raises the target's Attack and Sp. Atk stats by decorating the target.
Defend Order Defend Order - BUG 10 -- 101 The user calls out its underlings to shield its body, raising its Defense and Sp. Def stats.
Defense Curl Defense Curl - NORMAL 40 -- 101 The user curls up to conceal weak spots and raise its Defense stat.
Defog Defog - FLYING 15 -- 101 A strong wind blows away the target's barriers such as Reflect or Light Screen. This also lowers the target's evasiveness.
Destiny Bond Destiny Bond - GHOST 5 -- 101 After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.
Detect Detect - FIGHTING 5 -- 101 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Disable Disable - NORMAL 20 -- 100 For four turns, this move prevents the target from using the move it last used.
Double Team Double Team - NORMAL 15 -- 101 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Dragon Dance Dragon Dance - DRAGON 20 -- 101 The user vigorously performs a mystic, powerful dance that raises its Attack and Speed stats.
Eerie Impulse Eerie Impulse - ELECTRIC 15 -- 100 The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
Electric Terrain Electric Terrain - ELECTRIC 10 -- 101 The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.
Electrify Electrify - ELECTRIC 20 -- 101 If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
Embargo Embargo - DARK 15 -- 100 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.
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.
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.
Fairy Lock Fairy Lock - FAIRY 10 -- 101 By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
Fake Tears Fake Tears - DARK 20 -- 100 The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
Feather Dance Feather Dance - FLYING 15 -- 100 The user covers the target's body with a mass of down that harshly lowers its Attack stat.
Flash Flash - NORMAL 20 -- 100 The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.
Flatter Flatter - DARK 15 -- 100 Flattery is used to confuse the target. However, this also raises the target's Sp. Atk stat.
Floral Healing Floral Healing - FAIRY 10 -- 101 The user restores the target's HP by up to half of its max HP. It restores more HP when the terrain is grass.
Flower Shield Flower Shield - FAIRY 10 -- 101 The user raises the Defense stats of all Grass-type Pokémon in battle with a mysterious power.
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.
Forest's Curse Forest's Curse - GRASS 20 -- 100 The user puts a forest curse on the target. The target is now Grass type as well.
Gastro Acid Gastro Acid - POISON 10 -- 100 The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability.
Gear Up Gear Up - STEEL 20 -- 101 The user engages its gears to raise the Attack and Sp. Atk stats of ally Pokémon with the Plus or Minus Ability.
Geomancy Geomancy - FAIRY 10 -- 101 The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn.
Glare Glare - NORMAL 30 -- 100 The user intimidates the target with the pattern on its belly to cause paralysis.
Grass Whistle Grass Whistle - GRASS 15 -- 55 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Grassy Terrain Grassy Terrain - GRASS 10 -- 101 The user turns the ground to grass for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass-type moves.
Gravity Gravity - PSYCHIC 5 -- 101 This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can't be used.
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.
Grudge Grudge - GHOST 5 -- 101 If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out.
Guard Split Guard Split - PSYCHIC 10 -- 101 The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
Guard Swap Guard Swap - PSYCHIC 10 -- 101 The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
Hail Hail - ICE 10 -- 101 The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.
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.
Haze Haze - ICE 30 -- 101 The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
Heal Bell Heal Bell - NORMAL 5 -- 101 The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.
Heal Block Heal Block - PSYCHIC 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 Order Heal Order - BUG 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Heal Pulse Heal Pulse - PSYCHIC 10 -- 101 The user emits a healing pulse that restores the target's HP by up to half of its max HP.
Healing Wish Healing Wish - PSYCHIC 10 -- 101 The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.
Heart Swap Heart Swap - PSYCHIC 10 -- 101 The user employs its psychic power to switch stat changes with the target.
Helping Hand Helping Hand - NORMAL 20 -- 101 The user assists an ally by boosting the power of that ally's attack.
Hold Hands Hold Hands - NORMAL 40 -- 101 The user and an ally hold hands. This makes them very happy.
Hone Claws Hone Claws - DARK 15 -- 101 The user sharpens its claws to boost its Attack stat and accuracy.
Howl Howl - NORMAL 40 -- 101 The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.
Hypnosis Hypnosis - PSYCHIC 20 -- 60 The user employs hypnotic suggestion to make the target fall into a deep sleep.
Imprison Imprison - PSYCHIC 10 -- 101 If opposing Pokémon know any move also known by the user, they are prevented from using it.
Ingrain Ingrain - GRASS 20 -- 101 The user lays roots that restore its HP on every turn. Because it's rooted, it can't switch out.
Instruct Instruct - PSYCHIC 15 -- 101 The user instructs the target to use the target's last move again.
Ion Deluge Ion Deluge - ELECTRIC 25 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Iron Defense Iron Defense - STEEL 15 -- 101 The user hardens its body's surface like iron, sharply raising its Defense stat.
Jungle Healing Jungle Healing - GRASS 10 -- 101 The user becomes one with the jungle, restoring HP and healing any status conditions of itself and its ally Pokémon in battle.
Kinesis Kinesis - PSYCHIC 15 -- 80 The user distracts the target by bending a spoon. This lowers the target's accuracy.
King's Shield King's Shield - STEEL 10 -- 101 The user takes a defensive stance while it protects itself from damage. It also lowers the Attack stat of any attacker that makes direct contact.
Laser Focus Laser Focus - NORMAL 30 -- 101 The user concentrates intensely. The attack on the next turn always results in a critical hit.
Leech Seed Leech Seed - GRASS 10 -- 90 A seed is planted on the target. It steals some HP from the target every turn.
Leer Leer - NORMAL 30 -- 100 The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.
Life Dew Life Dew - WATER 10 -- 101 The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.
Light Screen Light Screen - PSYCHIC 30 -- 101 A wondrous wall of light is put up to reduce damage from special attacks for five turns.
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.
Lunar Blessing Lunar Blessing - PSYCHIC 10 -- 101 The user heals its own status conditions and restores its HP. Incoming moves also become more likely to miss.
Lunar Dance Lunar Dance - PSYCHIC 10 -- 101 The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
Magic Coat Magic Coat - PSYCHIC 15 -- 101 Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Magic Powder Magic Powder - PSYCHIC 20 -- 100 The user scatters a cloud of magic powder that changes the target to Psychic type.
Magic Room Magic Room - PSYCHIC 10 -- 101 The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Magnet Rise Magnet Rise - ELECTRIC 10 -- 101 The user levitates using electrically generated magnetism for five turns.
Magnetic Flux Magnetic Flux - ELECTRIC 20 -- 101 The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
Mat Block Mat Block - FIGHTING 10 -- 101 Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
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.
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.
Meditate Meditate - PSYCHIC 40 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Memento Memento - DARK 10 -- 100 The user faints when using this move. In return, this harshly lowers the target's Attack and Sp. Atk stats.
Metal Sound Metal Sound - STEEL 40 -- 85 A horrible sound like scraping metal harshly lowers the target's Sp. Def stat.
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.
Miracle Eye Miracle Eye - PSYCHIC 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 Move Mirror Move - FLYING 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Mist Mist - ICE 30 -- 101 The user cloaks itself and its allies in a white mist that prevents any of their stats from being lowered for five turns.
Misty Terrain Misty Terrain - FAIRY 10 -- 101 This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
Moonlight Moonlight - FAIRY 5 -- 101 The user restores its own HP. The amount of HP regained varies with the weather.
Morning Sun Morning Sun - NORMAL 5 -- 101 The user restores its own HP. The amount of HP regained varies with the weather.
Mud Sport Mud Sport - GROUND 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Nasty Plot Nasty Plot - DARK 20 -- 101 The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
Nature Power Nature Power - NORMAL 20 -- 101 This attack makes use of nature's power. Its effects vary depending on the user's environment.
Nightmare Nightmare - GHOST 15 -- 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
No Retreat No Retreat - FIGHTING 5 -- 101 This move raises all the user's stats but prevents the user from switching out or fleeing.
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.
Obstruct Obstruct - DARK 10 -- 100 This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. Direct contact harshly lowers the attacker's Defense stat.
Octolock Octolock - FIGHTING 15 -- 100 The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn.
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.
Parting Shot Parting Shot - DARK 20 -- 100 With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches with a party Pokémon.
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.
Poison Gas Poison Gas - POISON 40 -- 90 A cloud of poison gas is sprayed in the face of opposing Pokémon, poisoning those it hits.
Poison Powder Poison Powder - POISON 35 -- 75 The user scatters a cloud of poisonous dust that poisons the target.
Powder Powder - BUG 20 -- 100 The user covers the target in a combustible powder. If the target uses a Fire-type move, the powder explodes and damages the target.
Power Shift Power Shift - NORMAL 10 -- 101 The user swaps its offensive and defensive stats.
Power Split Power Split - PSYCHIC 10 -- 101 The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target.
Power Swap Power Swap - PSYCHIC 10 -- 101 The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
Power Trick Power Trick - PSYCHIC 10 -- 101 The user employs its psychic power to switch its Attack stat with its Defense stat.
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.
Psychic Terrain Psychic Terrain - PSYCHIC 10 -- 101 This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
Psycho Shift Psycho Shift - PSYCHIC 10 -- 100 Using its psychic power of suggestion, the user transfers its status conditions to the target.
Purify Purify - POISON 20 -- 101 The user heals the target's status condition. If the move succeeds, it also restores the user's own HP.
Quash Quash - DARK 15 -- 100 The user suppresses the target and makes its move go last.
Quick Guard Quick Guard - FIGHTING 15 -- 101 The user protects itself and its allies from priority moves.
Quiver Dance Quiver Dance - BUG 20 -- 101 The user lightly performs a beautiful, mystic dance. This boosts the user's Sp. Atk, Sp. Def, and Speed stats.
Rage Powder Rage Powder - BUG 20 -- 101 The user scatters a cloud of irritating powder to draw attention to itself. Opposing Pokémon aim only at the user.
Rain Dance Rain Dance - WATER 5 -- 101 The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
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 Reflect - PSYCHIC 20 -- 101 A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
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.
Rest Rest - PSYCHIC 10 -- 101 The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
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 Polish Rock Polish - ROCK 20 -- 101 The user polishes its body to reduce drag. This sharply raises the Speed stat.
Role Play Role Play - PSYCHIC 10 -- 101 The user mimics the target completely, copying the target's Ability.
Roost Roost - FLYING 10 -- 101 The user lands and rests its body. This move restores the user's HP by up to half of its max HP.
Rototiller Rototiller - GROUND 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Safeguard Safeguard - NORMAL 25 -- 101 The user creates a protective field that prevents status conditions for five turns.
Sand Attack Sand Attack - GROUND 15 -- 100 Sand is hurled in the target's face, reducing the target's accuracy.
Sandstorm Sandstorm - ROCK 10 -- 101 A five-turn sandstorm is summoned to hurt all combatants except Rock, Ground, and Steel types. It raises the Sp. Def stat of Rock types.
Scary Face Scary Face - NORMAL 10 -- 100 The user frightens the target with a scary face to harshly lower its Speed stat.
Screech Screech - NORMAL 40 -- 85 An earsplitting screech harshly lowers the target's Defense stat.
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.
Shelter Shelter - STEEL 10 -- 101 The user makes its skin as hard as an iron shield, raising its defensive stats. Incoming moves also become more likely to miss.
Shift Gear Shift Gear - STEEL 10 -- 101 The user rotates its gears, raising its Attack stat and sharply raising its Speed stat.
Shore Up Shore Up - GROUND 10 -- 101 The user regains up to half of its max HP. It restores more HP in a sandstorm.
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.
Skill Swap Skill Swap - PSYCHIC 10 -- 101 The user employs its psychic power to exchange Abilities with the target.
Slack Off Slack Off - NORMAL 10 -- 101 The user slacks off, restoring its own HP by up to half of its max HP.
Sleep Powder Sleep Powder - GRASS 15 -- 75 The user scatters a big cloud of sleep-inducing dust around the target.
Sleep Talk Sleep Talk - NORMAL 10 -- 101 While it is asleep, the user randomly uses one of the moves it knows.
Smokescreen Smokescreen - NORMAL 20 -- 100 The user releases an obscuring cloud of smoke or ink. This lowers the target's accuracy.
Snatch Snatch - DARK 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Soak Soak - WATER 20 -- 100 The user shoots a torrent of water at the target and changes the target's type to Water.
Soft-Boiled Soft-Boiled - NORMAL 10 -- 101 The user restores its own HP by up to half of its max HP.
Speed Swap Speed Swap - PSYCHIC 10 -- 101 The user exchanges Speed stats with the target.
Spider Web Spider Web - BUG 10 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Spikes Spikes - GROUND 20 -- 101 The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle.
Spiky Shield Spiky Shield - GRASS 10 -- 101 In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact.
Spite Spite - GHOST 10 -- 100 The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
Splash Splash - NORMAL 40 -- 101 The user just flops and splashes around to no effect at all...
Spore Spore - GRASS 15 -- 100 The user scatters bursts of spores that induce sleep.
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.
Stealth Rock Stealth Rock - ROCK 20 -- 101 The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.
Sticky Web Sticky Web - BUG 20 -- 101 The user weaves a sticky net around the opposing team, which lowers their Speed stats upon switching into battle.
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.
Strength Sap Strength Sap - GRASS 10 -- 100 The user restores its HP by the same amount as the target's Attack stat. It also lowers the target's Attack stat.
String Shot String Shot - BUG 40 -- 95 Opposing Pokémon are bound with silk blown from the user's mouth that harshly lowers the Speed stat.
Stuff Cheeks Stuff Cheeks - NORMAL 10 -- 101 The user eats its held Berry, then sharply raises its Defense stat.
Stun Spore Stun Spore - GRASS 30 -- 75 The user scatters a cloud of numbing powder that paralyzes the target.
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.
Sunny Day Sunny Day - FIRE 5 -- 101 The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
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 Kiss Sweet Kiss - FAIRY 10 -- 75 The user kisses the target with a sweet, angelic cuteness that causes confusion.
Sweet Scent Sweet Scent - NORMAL 20 -- 100 A sweet scent that harshly lowers opposing Pokémon's evasiveness.
Switcheroo Switcheroo - DARK 10 -- 100 The user trades held items with the target faster than the eye can follow.
Swords Dance Swords Dance - NORMAL 20 -- 101 A frenetic dance to uplift the fighting spirit. This sharply raises the user's Attack stat.
Synthesis Synthesis - GRASS 5 -- 101 The user restores its own HP. The amount of HP regained varies with the weather.
Tail Glow Tail Glow - BUG 20 -- 101 The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat.
Tail Whip Tail Whip - NORMAL 30 -- 100 The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stats.
Tailwind Tailwind - FLYING 15 -- 101 The user whips up a turbulent whirlwind that ups the Speed stats of the user and its allies for four turns.
Take Heart Take Heart - PSYCHIC 10 -- 101 The user lifts its spirits, healing its own status conditions and raising its offensive and defensive stats.
Tar Shot Tar Shot - ROCK 15 -- 100 The user pours sticky tar over the target, lowering the target's Speed stat. The target becomes weaker to Fire-type moves.
Taunt Taunt - DARK 20 -- 100 The target is taunted into a rage that allows it to use only attack moves for three turns.
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.
Teeter Dance Teeter Dance - NORMAL 20 -- 100 The user performs a wobbly dance that confuses the Pokémon around it.
Telekinesis Telekinesis - PSYCHIC 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 Teleport - PSYCHIC 20 -- 101 The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees.
Thunder Wave Thunder Wave - ELECTRIC 20 -- 90 The user launches a weak jolt of electricity that paralyzes the target.
Tickle Tickle - NORMAL 20 -- 100 The user tickles the target into laughing, reducing its Attack and Defense stats.
Topsy-Turvy Topsy-Turvy - DARK 20 -- 101 All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
Torment Torment - DARK 15 -- 100 The user torments and enrages the target, making it incapable of using the same move twice in a row.
Toxic Toxic - POISON 10 -- 90 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Toxic Spikes Toxic Spikes - POISON 20 -- 101 The user lays a trap of poison spikes at the feet of the opposing team. The spikes will poison opposing Pokémon that switch into battle.
Toxic Thread Toxic Thread - POISON 20 -- 100 The user shoots poisonous threads to poison the target and lower the target's Speed stat.
Transform Transform - NORMAL 10 -- 101 The user transforms into a copy of the target right down to having the same move set.
Trick Trick - PSYCHIC 10 -- 100 The user catches the target off guard and swaps its held item with its own.
Trick Room Trick Room - PSYCHIC 5 -- 101 The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Trick-or-Treat Trick-or-Treat - GHOST 20 -- 100 The user takes the target trick-or-treating. This adds Ghost type to the target's type.
Venom Drench Venom Drench - POISON 20 -- 100 Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target.
Victory Dance Victory Dance - FIGHTING 10 -- 101 The user performs a dance to usher in victory. This raises the user’s offensive and defensive stats and increases the damage dealt by the user’s moves by 50 percent.
Water Sport Water Sport - WATER 15 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
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.
Wide Guard Wide Guard - ROCK 10 -- 101 The user and its allies are protected from wide-ranging attacks for one turn.
Will-O-Wisp Will-O-Wisp - FIRE 15 -- 85 The user shoots a sinister flame at the target to inflict a burn.
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.
Withdraw Withdraw - WATER 40 -- 101 The user withdraws its body into its hard shell, raising its Defense stat.
Wonder Room Wonder Room - PSYCHIC 10 -- 101 The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Work Up Work Up - NORMAL 30 -- 101 The user is roused, and its Attack and Sp. Atk stats increase.
Worry Seed Worry Seed - GRASS 10 -- 100 A seed that causes worry is planted on the target. It prevents sleep by making the target's Ability Insomnia.
Yawn Yawn - NORMAL 10 -- 101 The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.