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Types: NRM=Normal, FIR=Fire, WTR=Water, GRS=Grass, ELC=Electric, ICE=Ice, FTG=Fighting, PSN=Poison, GRD=Ground, FLY=Fling, PSY=Psychic, BUG=Bug, RCK=Rock, GHO=Ghost, DRG=Dragon, DRK=Dark, STL=Steel.

A

Move Type Kind Pow. Acc. PP Range Effect
Absorb GRS Special 20 100 25 Normal Restores HP by up to half the damage dealt to the target.
Acid PSN Special 40 100 30 Many Others A 10% chance of lowering the targets' Sp. Defense by 1. Its power is weaker when it hits multiple Pokémon.
Acid Armour PSN Status - - 40 Self Raises the user's Defense by 2.
Acid Spray PSN Special 40 100 20 Normal Lowers the target's Sp. Defense by 2.
Acrobatics FLY Physical 55 100 15 Normal If the user isn't holding an item, this attack's power is doubled.
Acupressure NRM Status - - 30 Self/Ally Raises a random stat by 2.
Aerial Ace FLY Physical 60 - 20 Normal A sure hit
Aeroblast FLY Special 100 95 5 Normal Critical hits land more easily.
After You NRM Status - - 15 Normal The user helps the target and makes it use its move right after the user, regardless of its Speed. It fails if the target was going to use its move right after anyway, or if the target has already used its move this turn.
Agility PSY Status - - 30 Self Raises the user's Speed by 2.
Air Cutter FLY Special 55 95 25 Many Others Critical hits land more easily. Its power is weaker when it hits multiple Pokémon.
Air Slash FLY Special 75 95 20 Normal A 30% chance of making the target flinch [unable to use moves on that turn]
Ally Switch PSY Status - - 15 Self The user switches places with an ally. It fails if the user is in the middle [Works only when the target is on the other end]
Amnesia PSY Status - - 20 Self Raises the user's Sp. Defense by 2.
AncientPower RCK Special 60 100 5 Normal A 10% chance of raising the user's Attack, Defense, Speed, Sp. Attack and Sp. Defense by 1.
Aqua Jet WTR Physical 40 100 20 Normal Always strikes first [the user with the higher Speed goes first if similar moves are used]
Aqua Ring WTR Status - - 20 Self Restores a little HP every turn.
Aqua Tail WTR Physical 90 90 10 Normal A regular attack
Arm Thrust FTG Physical 15 100 20 Normal Attacks 2-5 times in a row.
Aromatherapy GRS Status - - 5 Your Party Heals status conditions of all your Pokémon, including those in your party.
Assist NRM Status - - 20 Self Uses a random move from one of the Pokémon in your party.
Assurance DRK Physical 50 100 10 Normal If the target has already taken some damage in the same turn, this attack's power is doubled.
Astonish GHO Physical 30 10 15 Normal A 30% chance of making the target flinch [unable to use moves on that turn]
Attack Order BUG Physical 90 100 15 Normal Critical hits land more easily.
Attract NRM Status - 100 15 Normal Leaves the target unable to attack 50% of the time. Only works if the user and the target are of different genders
Aura Sphere FTG Special 90 - 20 Normal A sure hit
Aurora Beam ICE Special 65 100 20 Normal A 10% chance of lowering the target's Attack by1.
Autotomize STL Status - - 15 Self Raises the user's Speed by 2 and lowers its weight by 220lb.
Avalanche ICE Physical 60 100 10 Normal Its power is doubled if the user has taken damage from the target that turn.

B

Move Type Kind Pow. Acc. PP Range Effect
Barrage NRM Physical 15 85 20 Normal Attacks 2-5 times in a row.
Barrier PSY Status - - 30 Self Raises the user's Defense by 2.
Baton Pass NRM Status - - 40 Self Swaps out with an ally Pokémon and passes along any stat changes.
Beat Up DRK Physical - 100 10 Normal Attacks once for each Pokémon in your party, including the user. Does not count Pokémon that have fainted or have fainted or have status conditions.
Belly Drum NRM Status - - 10 Self The user loses half its max HP, but raises its Attack to the maximum.
Bestow NRM Status - - 15 Normal If the target is not holding an item and the user is, the user can give that item to the target. Fails if the user is not holding an item or the target is holding an item.
Bide NRM Physical - - 10 Self Inflicts twice the damage received in the next 2 turns. Cannot choose moves those 2 turns.
Bind NRM Physical 15 85 20 Normal Inflicts damage over 4-5 turns. The target cannot flee during that time.
Bite DRK Physical 60 100 25 Normal A 30% chance of making the target flinch [unable to use moves on that turn]
Blast Burn FIR Special 150 90 5 Normal The user can't move during the next turn. if the target is Frozen, it will be thawed.
Blaze Kick FIR Physical 85 90 10 Normal A 10% chance of inflicting the Burned condition on the target. If the target is Frozen, it will be thawed. Critical hits land more easily.
Blizzard ICE Special 120 70 5 Many Others A 10% chance of inflicting the Frozen status condition. Its power is weaker when it hits multiple Pokémon.
Block NRM Status - - 5 Normal The target can't escape. If used in a Trainer battle, it prevents the opposing Trainer from switching out a Pokémon.
Blue Flare FIR Special 130 85 5 Normal A 20% chance of inflicting the Burned status.
Body Slam NRM Physical 85 100 15 Normal A 30% chance of inflicting Paralysis on the target.
Bolt Strike ELC Physical 130 85 5 Normal A 20% chance of inflicting Paralysis on the target.