| Black/White/Black 2/White 2 Level Up | 
|
				| — | Confusion |  |  | 50 | 100 | 25 | 10 | 
				| The target is hit by a weak telekinetic force. It may also leave the target confused. | 
				| — | Odor Sleuth |  |  | -- | -- | 40 | -- | 
				| Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit. | 
				| — | Gust |  |  | 40 | 100 | 35 | -- | 
				| A gust of wind is whipped up by wings and launched at the target to inflict damage. | 
				| — | Assurance |  |  | 50 | 100 | 10 | -- | 
				| If the target has already taken some damage in the same turn, this attack's power is doubled. | 
				| 4 | Odor Sleuth |  |  | -- | -- | 40 | -- | 
				| Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit. | 
				| 8 | Gust |  |  | 40 | 100 | 35 | -- | 
				| A gust of wind is whipped up by wings and launched at the target to inflict damage. | 
				| 12 | Assurance |  |  | 50 | 100 | 10 | -- | 
				| If the target has already taken some damage in the same turn, this attack's power is doubled. | 
				| 15 | Heart Stamp |  |  | 60 | 100 | 25 | -- | 
				| The user unleashes a vicious blow after its cute act makes the target less wary. It may also make the target flinch. | 
				| 19 | Imprison |  |  | -- | -- | 10 | -- | 
				| If the opponents know any move also known by the user, the opponents are prevented from using it. | 
				| 21 | Air Cutter |  |  | 55 | 95 | 25 | -- | 
				| The user launches razor-like wind to slash the opposing team. Critical hits land more easily. | 
				| 25 | Attract |  |  | -- | 100 | 15 | -- | 
				| If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | 
				| 29 | Amnesia |  |  | -- | -- | 20 | -- | 
				| The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. | 
				| 29 | Calm Mind |  |  | -- | -- | 20 | -- | 
				| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | 
				| 32 | Air Slash |  |  | 75 | 95 | 20 | -- | 
				| The user attacks with a blade of air that slices even the sky. It may also make the target flinch. | 
				| 36 | Future Sight |  |  | 100 | 100 | 10 | -- | 
				| Two turns after this move is used, a hunk of psychic energy attacks the target. | 
				| 41 | Psychic |  |  | 90 | 100 | 10 | -- | 
				| The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. | 
				| 47 | Endeavor |  |  | ?? | 100 | 5 | -- | 
				| An attack move that cuts down the target's HP to equal the user's HP. | 
| TM & HM Attacks | 
|
| TM03 | Psyshock |  |  | 80 | 100 | 10 | -- | 
					| The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 
| TM04 | Calm Mind |  |  | -- | -- | 20 | -- | 
					| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | 
| TM06 | Toxic |  |  | -- | 90 | 10 | -- | 
					| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| TM10 | Hidden Power |  |  | ?? | 100 | 15 | -- | 
					| A unique attack that varies in type and intensity depending on the Pokémon using it. | 
| TM12 | Taunt |  |  | -- | 100 | 20 | -- | 
					| The target is taunted into a rage that allows it to use only attack moves for three turns. | 
| TM15 | Hyper Beam |  |  | 150 | 90 | 5 | -- | 
					| The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | 
| TM16 | Light Screen |  |  | -- | -- | 30 | -- | 
					| A wondrous wall of light is put up to suppress damage from special attacks for five turns. | 
| TM17 | Protect |  |  | -- | -- | 10 | -- | 
					| It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 
| TM18 | Rain Dance |  |  | -- | -- | 5 | -- | 
					| The user summons a heavy rain that falls for five turns, powering up Water-type moves. | 
| TM19 | Telekinesis |  |  | -- | -- | 15 | -- | 
					| The user makes the target float with its psychic power. The target is easier to hit for three turns. | 
| TM20 | Safeguard |  |  | -- | -- | 25 | -- | 
					| The user creates a protective field that prevents status problems for five turns. | 
| TM21 | Frustration |  |  | ?? | 100 | 20 | -- | 
					| A full-power attack that grows more powerful the less the user likes its Trainer. | 
| TM27 | Return |  |  | ?? | 100 | 20 | -- | 
					| A full-power attack that grows more powerful the more the user likes its Trainer. | 
| TM29 | Psychic |  |  | 90 | 100 | 10 | -- | 
					| The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. | 
| TM30 | Shadow Ball |  |  | 80 | 100 | 15 | -- | 
					| The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. | 
| TM32 | Double Team |  |  | -- | -- | 15 | -- | 
					| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | 
| TM33 | Reflect |  |  | -- | -- | 20 | -- | 
					| A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | 
| TM40 | Aerial Ace |  |  | 60 | -- | 20 | -- | 
					| The user confounds the target with speed, then slashes. The attack lands without fail. | 
| TM41 | Torment |  |  | -- | 100 | 15 | -- | 
					| The user torments and enrages the target, making it incapable of using the same move twice in a row. | 
| TM42 | Facade |  |  | 70 | 100 | 20 | -- | 
					| An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | 
| TM44 | Rest |  |  | -- | -- | 10 | -- | 
					| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | 
| TM45 | Attract |  |  | -- | 100 | 15 | -- | 
					| If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | 
| TM46 | Thief |  |  | 40 | 100 | 10 | -- | 
					| The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. | 
| TM48 | Round |  |  | 60 | 100 | 15 | -- | 
					| The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. | 
| TM53 | Energy Ball |  |  | 80 | 100 | 10 | -- | 
					| The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. | 
| TM57 | Charge Beam |  |  | 50 | 90 | 10 | -- | 
					| The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | 
| TM62 | Acrobatics |  |  | 55 | 100 | 15 | -- | 
					| The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. | 
| TM63 | Embargo |  |  | -- | 100 | 15 | -- | 
					| It prevents the target from using its held item. Its Trainer is also prevented from using items on it. | 
| TM68 | Giga Impact |  |  | 150 | 90 | 5 | -- | 
					| The user charges at the target using every bit of its power. The user must rest on the next turn. | 
| TM70 | Flash |  |  | -- | 100 | 20 | -- | 
					| The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. | 
| TM73 | Thunder Wave |  |  | -- | 100 | 20 | -- | 
					| A weak electric charge is launched at the target. It causes paralysis if it hits. | 
| TM74 | Gyro Ball |  |  | ?? | 100 | 5 | -- | 
					| The user tackles the target with a high-speed spin. The slower the user, the greater the damage. | 
| TM77 | Psych Up |  |  | -- | -- | 10 | -- | 
					| The user hypnotizes itself into copying any stat change made by the target. | 
| TM85 | Dream Eater |  |  | 100 | 100 | 15 | -- | 
					| The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. | 
| TM87 | Swagger |  |  | -- | 90 | 15 | -- | 
					| The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. | 
| TM88 | Pluck |  |  | 60 | 100 | 20 | -- | 
					| The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. | 
| TM89 | U-turn |  |  | 70 | 100 | 20 | -- | 
					| After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 
| TM90 | Substitute |  |  | -- | -- | 10 | -- | 
					| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 
| TM92 | Trick Room |  |  | -- | -- | 5 | -- | 
					| The user creates a bizarre area in which slower Pokémon get to move first for five turns. | 
| HM02 | Fly |  |  | 90 | 95 | 15 | -- | 
					| The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town. | 
| Egg Moves (Details) | 
 
| Charm |  |  | -- | 100 | 20 | -- | Details | 
				| The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. | 
| Knock Off |  |  | 20 | 100 | 20 | -- | Details | 
				| The user slaps down the target's held item, preventing that item from being used in the battle. | 
| Fake Tears |  |  | -- | 100 | 20 | -- | Details | 
				| The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. | 
| Supersonic |  |  | -- | 55 | 20 | -- | Details | 
				| The user generates odd sound waves from its body. It may confuse the target. | 
| Synchronoise |  |  | 70 | 100 | 15 | -- | Details | 
				| Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it. | 
| Stored Power |  |  | 20 | 100 | 10 | -- | Details | 
				| The user attacks the target with stored power. The more the user's stats are raised, the greater the damage. | 
| Roost |  |  | -- | -- | 10 | -- | Details | 
				| The user lands and rests its body. It restores the user's HP by up to half of its max HP. | 
| Flatter |  |  | -- | 100 | 15 | -- | Details | 
				| Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat. | 
| Helping Hand |  |  | -- | -- | 20 | -- | Details | 
				| The user assists an ally by boosting the power of its attack. |