1 |
Pound |
NORMAL |
|
40 |
100 |
35 |
Use a long tail or hand to slap the opponent to attack. |
2 |
Karate Chop |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
3 |
Double Slap |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
4 |
Comet Punch |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
5 |
Mega Punch |
NORMAL |
|
80 |
85 |
20 |
Attack the opponent with a powerful fist. |
6 |
Pay Day |
NORMAL |
|
40 |
100 |
20 |
Throw small gold coins at the opponent's body to attack. You can get money after the battle. |
7 |
Fire Punch |
FIRE |
|
75 |
100 |
15 |
Attack the opponent with a fist filled with flames. Sometimes it causes the opponent to be in a burn status. |
8 |
Ice Punch |
ICE |
|
75 |
100 |
15 |
Attack the opponent with a fist filled with cold air. Sometimes it causes the opponent to be in a freeze status. |
9 |
Thunder Punch |
ELECTRIC |
|
75 |
100 |
15 |
Attack the opponent with a fist filled with electricity. Sometimes it causes the opponent to be in a paralysis status. |
10 |
Scratch |
NORMAL |
|
40 |
100 |
35 |
Attack by grabbing the opponent with hard and extremely sharp claws. |
11 |
Vise Grip |
NORMAL |
|
55 |
100 |
30 |
Pinch the opponent from both sides, inflicting damage. |
12 |
Guillotine |
NORMAL |
|
variation
|
variation |
5 |
Attack by pinching off the opponent with large pincers or scissors. A hit will cause instant unconsciousness. |
13 |
Razor Wind |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still advised to forget this move. |
14 |
Swords Dance |
NORMAL |
|
— |
— |
20 |
Dance a vigorous war dance to boost morale. Greatly increase your own attack. |
15 |
Cut |
NORMAL |
|
50 |
95 |
30 |
Attack the opponent with cuts and slashes using a scythe or claws. |
16 |
Gust |
FLYING |
|
40 |
100 |
35 |
Use the wings to sweep the raging wind towards the opponent for an attack. |
17 |
Wing Attack |
FLYING |
|
60 |
100 |
35 |
Greatly spread out the beautiful wings and crash into the opponent for an attack. |
18 |
Whirlwind |
NORMAL |
|
— |
— |
20 |
Blow away the opponent, forcibly bringing the reserve Pokémon into the field. If the opponent is a wild Pokémon, the battle will end immediately. |
19 |
Fly |
FLYING |
|
90 |
95 |
15 |
Fly up into the sky in the first turn, attack the opponent in the second turn. |
20 |
Bind |
NORMAL |
|
15 |
85 |
20 |
Use a long body or vines, etc., to tightly bind and attack the opponent within 4-5 turns. |
21 |
Slam |
NORMAL |
|
80 |
75 |
20 |
Use a long tail or vines, etc., to whip the opponent in an attack. |
22 |
Vine Whip |
GRASS |
|
45 |
100 |
25 |
Use a whip-like, curved and slender vine to whip the opponent in an attack. |
23 |
Stomp |
NORMAL |
|
65 |
100 |
20 |
Attack the opponent with a big foot stomp. Sometimes it causes the opponent to flinch. |
24 |
Double Kick |
FIGHTING |
|
30 |
100 |
30 |
Kick the opponent away with two feet in an attack. Inflict damage twice in a row. |
25 |
Mega Kick |
NORMAL |
|
120 |
75 |
5 |
Deliver a powerful kick to knock the opponent away in an attack. |
26 |
Jump Kick |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it is suggested to forget this move. |
27 |
Rolling Kick |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it is suggested to forget this move. |
28 |
Sand Attack |
GROUND |
|
— |
100 |
15 |
Splash sand into the opponent's face, thereby lowering the hit rate. |
29 |
Headbutt |
NORMAL |
|
70 |
100 |
15 |
Extend the head and lunge straight at the opponent in an attack. Sometimes it causes the opponent to flinch. |
30 |
Horn Attack |
NORMAL |
|
65 |
100 |
25 |
Attack the opponent with sharp horns. |
31 |
Fury Attack |
NORMAL |
|
15 |
85 |
20 |
Attack the opponent with horns or a beak. Inflict 2-5 consecutive attacks. |
32 |
Horn Drill |
NORMAL |
|
variation
|
variation |
5 |
Use a spinning horn to stab the opponent in an attack. A hit will cause instant unconsciousness. |
33 |
Tackle |
NORMAL |
|
40 |
100 |
35 |
Charge at the opponent with the entire body in an attack. |
34 |
Body Slam |
NORMAL |
|
85 |
100 |
15 |
Pin the opponent down with the entire body in an attack. Sometimes it causes the opponent to be paralyzed. |
35 |
Wrap |
NORMAL |
|
15 |
90 |
20 |
Use a long body or vines, etc., to tightly bind the opponent within 4-5 turns. |
36 |
Take Down |
NORMAL |
|
90 |
85 |
20 |
Charge at the opponent with incredible momentum. Slightly harm oneself in the process. |
37 |
Thrash |
NORMAL |
|
120 |
100 |
10 |
Within 2-3 turns, attack the opponent wildly. After causing a commotion, one will become confused. |
38 |
Double-Edge |
NORMAL |
|
120 |
100 |
15 |
Charge at the opponent furiously in an attack. One will also take considerable damage. |
39 |
Tail Whip |
NORMAL |
|
— |
100 |
30 |
Cute wagging of the tail to the left and right, enticing the opponent to be careless. Reduces the opponent's defense. |
40 |
Poison Sting |
POISON |
|
15 |
100 |
35 |
Inject poisonous needles into the opponent in an attack. Sometimes it causes the opponent to be poisoned. |
41 |
Twineedle |
BUG |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it is suggested to forget this move. |
42 |
Pin Missile |
BUG |
|
25 |
95 |
20 |
Shoot sharp needles at the opponent in an attack. Inflict 2-5 consecutive attacks. |
43 |
Leer |
NORMAL |
|
— |
100 |
30 |
Use a piercing gaze to intimidate, thereby lowering the opponent's defense. |
44 |
Bite |
DARK |
|
60 |
100 |
25 |
Bite the opponent with sharp teeth in an attack. Sometimes it causes the opponent to flinch. |
45 |
Growl |
NORMAL |
|
— |
100 |
40 |
Make the opponent listen to cute calls, diverting attention and causing carelessness, thereby lowering the opponent's attack. |
46 |
Roar |
NORMAL |
|
— |
— |
20 |
Release the opponent, forcibly summoning the backup Pokémon to the field. If the opponent is a wild Pokémon, the battle will end immediately. |
47 |
Sing |
NORMAL |
|
— |
55 |
15 |
Make the opponent listen to comfortable, beautiful singing, causing them to fall asleep. |
48 |
Supersonic |
NORMAL |
|
— |
55 |
20 |
Emit special sound waves from the body, causing the opponent to become confused. |
49 |
Sonic Boom |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it is suggested to forget this move. |
50 |
Disable |
NORMAL |
|
— |
100 |
20 |
Hinder the opponent's actions, preventing the previously used move from being used for 4 turns. |
51 |
Acid |
POISON |
|
40 |
100 |
30 |
Splash strong acid onto the opponent in an attack. Sometimes it lowers the opponent's special defense. |
52 |
Ember |
FIRE |
|
40 |
100 |
25 |
Shoot small flames at the opponent in an attack. Sometimes it causes the opponent to be burned. |
53 |
Flamethrower |
FIRE |
|
90 |
100 |
15 |
Shoot fierce flames at the opponent in an attack. Sometimes it causes the opponent to be burned. |
54 |
Mist |
ICE |
|
— |
— |
30 |
Cover the body with white mist. For 5 turns, the opponent cannot lower one's abilities. |
55 |
Water Gun |
WATER |
|
40 |
100 |
25 |
Rapidly spray water at the opponent in an attack. |
56 |
Hydro Pump |
WATER |
|
110 |
80 |
5 |
Rapidly spray a large amount of water at the opponent in an attack. |
57 |
Surf |
WATER |
|
90 |
100 |
15 |
Use a big wave to attack all Pokémon around oneself. |
58 |
Ice Beam |
ICE |
|
90 |
100 |
10 |
Shoot a beam of freezing light at the opponent in an attack. Sometimes it causes the opponent to be frozen. |
59 |
Blizzard |
ICE |
|
110 |
70 |
5 |
Blow a fierce blizzard at the opponent in an attack. Sometimes it causes the opponent to be frozen. |
60 |
Psybeam |
PSYCHIC |
|
65 |
100 |
20 |
Shoot a magical beam at the opponent in an attack. Sometimes it causes the opponent to become confused. |
61 |
Bubble Beam |
WATER |
|
65 |
100 |
20 |
Rapidly spray foam at the opponent in an attack. Sometimes it lowers the opponent's speed. |
62 |
Aurora Beam |
ICE |
|
65 |
100 |
20 |
Shoot a rainbow beam at the opponent in an attack. Sometimes it lowers the opponent's attack. |
63 |
Hyper Beam |
NORMAL |
|
150 |
90 |
5 |
Shoot a strong beam of light at the opponent in an attack. One will be unable to move in the next turn. |
64 |
Peck |
FLYING |
|
35 |
100 |
35 |
Attack the opponent with sharp beaks or horns. |
65 |
Drill Peck |
FLYING |
|
80 |
100 |
20 |
While rotating, stab the opponent with a sharp beak. |
66 |
Submission |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it is suggested to forget this move. |
67 |
Low Kick |
FIGHTING |
|
variation
|
100 |
20 |
Kick the opponent's feet forcefully to make them fall. The heavier the opponent, the greater the power. |
68 |
Counter |
FIGHTING |
|
variation
|
100 |
20 |
Damage taken from physical attacks by the opponent will be returned twofold to the same opponent. |
69 |
Seismic Toss |
FIGHTING |
|
variation
|
100 |
20 |
Use gravity to sling the opponent away. Inflict damage equal to one's own level on both the opponent and oneself. |
70 |
Strength |
NORMAL |
|
80 |
100 |
15 |
Attack the opponent with all one's might. |
71 |
Absorb |
GRASS |
|
20 |
100 |
25 |
Suck the opponent's nutrients in an attack. Can restore half of the damage dealt to the opponent's HP. |
72 |
Mega Drain |
GRASS |
|
40 |
100 |
15 |
Suck the opponent's nutrients in an attack. Can restore half of the damage dealt to the opponent's HP. |
73 |
Leech Seed |
GRASS |
|
— |
90 |
10 |
After implanting a parasitic seed, gradually drain the opponent's HP over turns to restore one's own HP. |
74 |
Growth |
NORMAL |
|
— |
— |
20 |
Suddenly grow larger, thereby increasing attack and special attack. |
75 |
Razor Leaf |
GRASS |
|
55 |
95 |
25 |
Shoot out leaves to slice and attack the opponent. Easily hits vital points. |
76 |
Solar Beam |
GRASS |
|
120 |
100 |
10 |
Collect full sunlight in the first turn, shoot a beam in the second turn. |
77 |
Poison Powder |
POISON |
|
— |
75 |
35 |
Sprinkle poison powder to cause the opponent to be poisoned. |
78 |
Stun Spore |
GRASS |
|
— |
75 |
30 |
Sprinkle paralysis powder to cause the opponent to be paralyzed. |
79 |
Sleep Powder |
GRASS |
|
— |
75 |
15 |
Sprinkle sleep powder to cause the opponent to fall asleep. |
80 |
Petal Dance |
GRASS |
|
120 |
100 |
10 |
Scatter petals to attack the opponent within 2-3 turns. Afterwards, one will become confused. |
81 |
String Shot |
BUG |
|
— |
95 |
40 |
Wrap the opponent with silk吐 out from the mouth, greatly reducing the opponent's speed. |
82 |
Dragon Rage |
DRAGON |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it is suggested to forget this move. |
83 |
Fire Spin |
FIRE |
|
35 |
85 |
15 |
Trap the opponent in a fierce vortex of flames for attack over 4-5 turns. |
84 |
Thunder Shock |
ELECTRIC |
|
40 |
100 |
30 |
Stimulate the opponent with electric current in an attack. Sometimes it causes the opponent to be paralyzed. |
85 |
Thunderbolt |
ELECTRIC |
|
90 |
100 |
15 |
Deliver a powerful electric shock to the opponent in an attack. Sometimes it causes the opponent to be paralyzed. |
86 |
Thunder Wave |
ELECTRIC |
|
— |
90 |
20 |
Deliver a weak electric shock to the opponent, causing paralysis. |
87 |
Thunder |
ELECTRIC |
|
110 |
70 |
10 |
Strike down a thunderbolt on the opponent in an attack. Sometimes it causes the opponent to be paralyzed. |
88 |
Rock Throw |
ROCK |
|
50 |
90 |
15 |
Pick up small rocks and throw them at the opponent in an attack. |
89 |
Earthquake |
GROUND |
|
100 |
100 |
10 |
Use the shock of an earthquake to attack all Pokémon around oneself. |
90 |
Fissure |
GROUND |
|
variation
|
variation |
5 |
Cause the opponent to fall into a fissure in the ground for attack. A hit will cause instant unconsciousness. |
91 |
Dig |
GROUND |
|
80 |
100 |
10 |
Dive into the ground in the first turn, attack the opponent in the second turn. |
92 |
Toxic |
POISON |
|
— |
90 |
10 |
Cause the opponent to fall into a severe poison state. As the turns progress, the poison damage will increase. |
93 |
Confusion |
PSYCHIC |
|
50 |
100 |
25 |
Attack the opponent with a weak psychic power. Sometimes it can cause the opponent to become confused. |
94 |
Psychic |
PSYCHIC |
|
90 |
100 |
10 |
Attack the opponent with a strong psychic power. Sometimes it can lower the opponent's special defense. |
95 |
Hypnosis |
PSYCHIC |
|
— |
60 |
20 |
Induce sleepiness with a hypnotic suggestion, causing the opponent to fall asleep. |
96 |
Meditate |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
97 |
Agility |
PSYCHIC |
|
— |
— |
30 |
Relax the body to become light, allowing for high-speed movement. Greatly increase your speed. |
98 |
Quick Attack |
NORMAL |
|
40 |
100 |
30 |
Pounce on the opponent with the speed of lightning. Guaranteed to strike first. |
99 |
Rage |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
100 |
Teleport |
PSYCHIC |
|
— |
— |
20 |
Use when there is a backup Pokémon to switch out. Wild Pokémon will flee when using this move. |
101 |
Night Shade |
GHOST |
|
variation
|
100 |
15 |
Display a terrifying phantom, dealing damage equal to the opponent and your own level. |
102 |
Mimic |
NORMAL |
|
— |
— |
10 |
Can copy the last move used by the opponent during battle and make it your own. |
103 |
Screech |
NORMAL |
|
— |
85 |
40 |
Emit a piercing sound that makes one want to cover their ears, greatly reducing the opponent's defense. |
104 |
Double Team |
NORMAL |
|
— |
— |
15 |
Create illusions by moving quickly, confusing the opponent, and thus increasing the evasion rate. |
105 |
Recover |
NORMAL |
|
— |
— |
5 |
Regenerate cells, restoring half of your maximum HP. |
106 |
Harden |
NORMAL |
|
— |
— |
30 |
Tense the whole body, making it hard, thus increasing your defense. |
107 |
Minimize |
NORMAL |
|
— |
— |
10 |
Curl up to look small, greatly increasing your evasion rate. |
108 |
Smokescreen |
NORMAL |
|
— |
100 |
20 |
Spit smoke or ink at the opponent, thus lowering the opponent's accuracy. |
109 |
Confuse Ray |
GHOST |
|
— |
100 |
10 |
Display strange lights, disrupting the opponent. Causes the opponent to become confused. |
110 |
Withdraw |
WATER |
|
— |
— |
40 |
Retract into the shell to protect the body, thus increasing your defense. |
111 |
Defense Curl |
NORMAL |
|
— |
— |
40 |
Curl the body into a ball, thus increasing your defense. |
112 |
Barrier |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
113 |
Light Screen |
PSYCHIC |
|
— |
— |
30 |
Utilize a magical barrier to weaken special attack damage from the opponent for 5 turns. |
114 |
Haze |
ICE |
|
— |
— |
30 |
Raise a black mist, resetting the abilities of all Pokémon currently battling to their base levels. |
115 |
Reflect |
PSYCHIC |
|
— |
— |
20 |
Utilize a magical barrier to weaken physical attack damage from the opponent for 5 turns. |
116 |
Focus Energy |
NORMAL |
|
— |
— |
30 |
Take a deep breath and concentrate. Your attacks will become easier to hit critical hits. |
117 |
Bide |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
118 |
Metronome |
NORMAL |
|
— |
— |
10 |
Wiggle fingers to stimulate the brain, randomly using one of many moves. |
119 |
Mirror Move |
FLYING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
120 |
Self-Destruct |
NORMAL |
|
200 |
100 |
5 |
Cause an explosion, attacking all Pokémon around you. After use, you will faint. |
121 |
Egg Bomb |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
122 |
Lick |
GHOST |
|
30 |
100 |
30 |
Lick the opponent with a long tongue to attack. Sometimes it can cause the opponent to become paralyzed. |
123 |
Smog |
POISON |
|
30 |
70 |
20 |
Blow dirty fog at the opponent to attack. Sometimes it can cause the opponent to become poisoned. |
124 |
Sludge |
POISON |
|
65 |
100 |
20 |
Throw mud at the opponent to attack. Sometimes it can cause the opponent to become poisoned. |
125 |
Bone Club |
GROUND |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
126 |
Fire Blast |
FIRE |
|
110 |
85 |
5 |
Burn the opponent with a big character-shaped flame. Sometimes it can cause the opponent to become burned. |
127 |
Waterfall |
WATER |
|
80 |
100 |
15 |
Charge at the opponent with astonishing momentum. Sometimes it can cause the opponent to flinch. |
128 |
Clamp |
WATER |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
129 |
Swift |
NORMAL |
|
60 |
— |
20 |
Fire a star-shaped light attack at the opponent. The attack is guaranteed to hit. |
130 |
Skull Bash |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
131 |
Spike Cannon |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
132 |
Constrict |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
133 |
Amnesia |
PSYCHIC |
|
— |
— |
20 |
Clear the mind, instantly forget something, thus greatly increasing your special defense. |
134 |
Kinesis |
PSYCHIC |
|
— |
80 |
15 |
Bend a spoon to distract, thus lowering the opponent's accuracy. |
135 |
Soft-Boiled |
NORMAL |
|
— |
— |
5 |
Restore half of your maximum HP. |
136 |
High Jump Kick |
FIGHTING |
|
130 |
90 |
10 |
Jump up and hit the opponent with your knee. If you miss, you will take damage. |
137 |
Glare |
NORMAL |
|
— |
100 |
30 |
Use the pattern on your stomach to scare the opponent, causing them to become paralyzed. |
138 |
Dream Eater |
PSYCHIC |
|
100 |
100 |
15 |
Eat the dreams of a sleeping opponent to attack. Restore half of the damage you took from the opponent. |
139 |
Poison Gas |
POISON |
|
— |
90 |
40 |
Blow poison gas into the opponent's face, causing them to become poisoned. |
140 |
Barrage |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
141 |
Leech Life |
BUG |
|
80 |
100 |
10 |
Suck blood to attack the opponent. You can restore half of the damage you dealt to the opponent. |
142 |
Lovely Kiss |
NORMAL |
|
— |
75 |
10 |
Kiss the opponent with a scary face. Causes the opponent to fall asleep. |
143 |
Sky Attack |
FLYING |
|
140 |
90 |
5 |
Round 2: Attack the opponent. Occasionally make the opponent flinch. Also easy to hit the vital point. |
144 |
Transform |
NORMAL |
|
— |
— |
10 |
Transform into the opponent's Pokémon, able to use the exact same moves as the opponent. |
145 |
Bubble |
WATER |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
146 |
Dizzy Punch |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
147 |
Spore |
GRASS |
|
— |
100 |
15 |
Spread hypnotic spores all over, causing the opponent to fall asleep. |
148 |
Flash |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
149 |
Psywave |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
150 |
Splash |
NORMAL |
|
— |
— |
40 |
Doesn't attack, just hops around. Nothing happens... |
151 |
Acid Armor |
POISON |
|
— |
— |
20 |
Through cellular transformation, liquefy to greatly increase your defense. |
152 |
Crabhammer |
WATER |
|
100 |
90 |
10 |
Hit the opponent with a big claw. Easy to hit critical hits. |
153 |
Explosion |
NORMAL |
|
250 |
100 |
5 |
Cause a big explosion, attacking all Pokémon around you. After use, you will faint. |
154 |
Fury Swipes |
NORMAL |
|
18 |
80 |
15 |
Grab the opponent with claws or sickles, attacking 2 to 5 times in a row. |
155 |
Bonemerang |
GROUND |
|
50 |
90 |
10 |
Throw bones in your hand at the opponent, dealing damage twice in a row. |
156 |
Rest |
PSYCHIC |
|
— |
— |
5 |
Sleep for two consecutive turns. Restore all of your HP and cure all status conditions. |
157 |
Rock Slide |
ROCK |
|
75 |
90 |
10 |
Crash a big rock violently into the opponent to attack. Sometimes it can cause the opponent to flinch. |
158 |
Hyper Fang |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
159 |
Sharpen |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
160 |
Conversion |
NORMAL |
|
— |
— |
30 |
Change your attribute to match the attribute of the first move you have learned. |
161 |
Tri Attack |
NORMAL |
|
80 |
100 |
10 |
Attack using three types of light. Sometimes it may cause the opponent to be paralyzed, burned, or frozen. |
162 |
Super Fang |
NORMAL |
|
variation
|
90 |
10 |
Attack by biting the opponent with sharp fangs. The opponent's HP is halved. |
163 |
Slash |
NORMAL |
|
70 |
100 |
20 |
Attack by cleaving the opponent with claws or scythes. It is easy to hit a critical point. |
164 |
Substitute |
NORMAL |
|
— |
— |
10 |
Reduce a small amount of your own HP to create a clone. The clone will act as your decoy. |
165 |
Struggle |
NORMAL |
|
50 |
— |
— |
When your PP runs out, struggle to attack the opponent. You will also take a little damage. |
166 |
Sketch |
NORMAL |
|
— |
— |
1 |
Turn the opponent's move into your own move. It disappears after use. |
167 |
Triple Kick |
FIGHTING |
|
10 |
90 |
10 |
Attack the opponent with three consecutive kicks. Each kick increases the power. |
168 |
Thief |
DARK |
|
60 |
100 |
25 |
Attack while stealing items from the opponent. Will not steal if you are already carrying an item. |
169 |
Spider Web |
BUG |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
170 |
Mind Reader |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
171 |
Nightmare |
GHOST |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
172 |
Flame Wheel |
FIRE |
|
60 |
100 |
25 |
Cover yourself in flames and crash into the opponent. Sometimes it may cause the opponent to be burned. |
173 |
Snore |
NORMAL |
|
50 |
100 |
15 |
Attack with noise while you are asleep. Sometimes it may cause the opponent to flinch. |
174 |
Curse |
GHOST |
|
— |
— |
10 |
The effect of using this move varies depending on whether the Pokémon using it has a Ghost attribute or another attribute. |
175 |
Flail |
NORMAL |
|
variation
|
100 |
15 |
Attack in a frenzy. The less HP you have, the stronger the move. |
176 |
Conversion 2 |
NORMAL |
|
— |
— |
30 |
Change your attribute to resist the opponent's last used move. |
177 |
Aeroblast |
FLYING |
|
100 |
95 |
5 |
Attack by firing an air vortex. It is easy to hit a critical point. |
178 |
Cotton Spore |
GRASS |
|
— |
100 |
40 |
Attach fluffy spores to the opponent, greatly reducing the opponent's speed. |
179 |
Reversal |
FIGHTING |
|
variation
|
100 |
15 |
Attack with all your might. The less HP you have, the stronger the move. |
180 |
Spite |
GHOST |
|
— |
100 |
10 |
Hold resentment towards the opponent's last used move, reducing 4 PP from that move. |
181 |
Powder Snow |
ICE |
|
40 |
100 |
25 |
Blow cold fine snow at the opponent. Sometimes it may cause the opponent to be frozen. |
182 |
Protect |
NORMAL |
|
— |
— |
10 |
Completely block the opponent's attack. Continuous use may lead to failure. |
183 |
Mach Punch |
FIGHTING |
|
40 |
100 |
30 |
Attack with the speed of lightning. It is guaranteed to strike first. |
184 |
Scary Face |
NORMAL |
|
— |
100 |
10 |
Stare at the opponent with a terrifying expression, causing fear and greatly reducing the opponent's speed. |
185 |
Feint Attack |
DARK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
186 |
Sweet Kiss |
FAIRY |
|
— |
75 |
10 |
Cute kiss the opponent like an angel, causing confusion. |
187 |
Belly Drum |
NORMAL |
|
— |
— |
10 |
Reduce your HP to half of your maximum HP to maximize your attack. |
188 |
Sludge Bomb |
POISON |
|
90 |
100 |
10 |
Throw mud at the opponent. Sometimes it may cause the opponent to be poisoned. |
189 |
Mud-Slap |
GROUND |
|
20 |
100 |
10 |
Throw mud at the opponent's face. It will lower the opponent's accuracy. |
190 |
Octazooka |
WATER |
|
65 |
85 |
10 |
Spray ink at the opponent's face. Sometimes it may lower the opponent's accuracy. |
191 |
Spikes |
GROUND |
|
— |
— |
20 |
Scatter caltrops under the opponent's feet. It will harm the opponent's Pokémon when they switch in. |
192 |
Zap Cannon |
ELECTRIC |
|
120 |
50 |
5 |
Attack with cannon-like electricity. It may cause the opponent to be paralyzed. |
193 |
Foresight |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
194 |
Destiny Bond |
GHOST |
|
— |
— |
5 |
After using this move, if you fall unconscious from the opponent's attack, the opponent will also fall unconscious. Continuous use will fail. |
195 |
Perish Song |
NORMAL |
|
— |
— |
5 |
Pokémon that listen to the song will faint after 3 turns. The effect disappears after switching. |
196 |
Icy Wind |
ICE |
|
55 |
95 |
15 |
Blow frozen air at the opponent. It will reduce the opponent's speed. |
197 |
Detect |
FIGHTING |
|
— |
— |
5 |
Completely block the opponent's attack. Continuous use may lead to failure. |
198 |
Bone Rush |
GROUND |
|
25 |
90 |
10 |
Attack the opponent with hard bones. It will hit 2 to 5 times in a row. |
199 |
Lock-On |
NORMAL |
|
— |
— |
5 |
Aim tightly at the opponent, ensuring the next attack will hit. |
200 |
Outrage |
DRAGON |
|
120 |
100 |
10 |
Within 2 to 3 turns, attack wildly. After causing a ruckus, you will become confused. |
201 |
Sandstorm |
ROCK |
|
— |
— |
10 |
Raise a sandstorm for 5 turns. Except for Rock, Ground, and Steel types, all Pokémon will take damage. Rock type's special defense will increase. |
202 |
Giga Drain |
GRASS |
|
75 |
100 |
10 |
Absorb the opponent's nutrients to attack. You can recover half the HP you deal in damage. |
203 |
Endure |
NORMAL |
|
— |
— |
10 |
Even if attacked, you will always be left with at least 1 HP. Continuous use may lead to failure. |
204 |
Charm |
FAIRY |
|
— |
100 |
20 |
Cute stare, enticing the opponent to be careless, greatly reducing the opponent's attack. |
205 |
Rollout |
ROCK |
|
30 |
90 |
20 |
Attack the opponent continuously rolling for 5 turns. The power increases with each hit. |
206 |
False Swipe |
NORMAL |
|
40 |
100 |
40 |
The opponent's HP will be left with at least 1 HP, a merciful attack. |
207 |
Swagger |
NORMAL |
|
— |
85 |
15 |
Enrage the opponent, causing confusion. Due to anger, the opponent's attack will greatly increase. |
208 |
Milk Drink |
NORMAL |
|
— |
— |
5 |
Recover half of your maximum HP. |
209 |
Spark |
ELECTRIC |
|
65 |
100 |
20 |
Cover your body in electricity and crash into the opponent. Sometimes it may cause the opponent to be paralyzed. |
210 |
Fury Cutter |
BUG |
|
40 |
95 |
20 |
Attack the opponent with scythes or claws. The power increases with consecutive hits. |
211 |
Steel Wing |
STEEL |
|
70 |
90 |
25 |
Attack the opponent by hitting with hard wings. Sometimes it may increase your defense. |
212 |
Mean Look |
NORMAL |
|
— |
— |
5 |
Stare at the opponent with a black gaze that seems to capture souls, preventing them from fleeing the battle. |
213 |
Attract |
NORMAL |
|
— |
100 |
15 |
♂ Entice ♀ or ♀ Entice ♂, making the opponent infatuated. It will be difficult for the opponent to use moves. |
214 |
Sleep Talk |
NORMAL |
|
— |
— |
10 |
Use any one of the moves you have learned. Can only be used while you are asleep. |
215 |
Heal Bell |
NORMAL |
|
— |
— |
5 |
Let your teammates listen to a soothing bell, curing all abnormal statuses of your side. |
216 |
Return |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
217 |
Present |
NORMAL |
|
variation
|
90 |
15 |
Give the opponent a box with a trap inside to attack. It may also restore the opponent's HP. |
218 |
Frustration |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although you will never remember it once forgotten, it is still recommended to forget this move. |
219 |
Safeguard |
NORMAL |
|
— |
— |
25 |
Be protected by magical power for 5 turns, preventing abnormal statuses. |
220 |
Pain Split |
NORMAL |
|
— |
— |
20 |
Add your HP and the opponent's HP together, then share them amicably between you and the opponent. |
221 |
Sacred Fire |
FIRE |
|
100 |
95 |
5 |
Attack the opponent with mysterious flames. Sometimes it may cause the opponent to be burned. |
222 |
Magnitude |
GROUND |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
223 |
Dynamic Punch |
FIGHTING |
|
100 |
50 |
5 |
Attack with all your might by punching. It will definitely confuse the opponent. |
224 |
Megahorn |
BUG |
|
120 |
85 |
10 |
Attack by stabbing the opponent with hard and elegant horns. |
225 |
Dragon Breath |
DRAGON |
|
60 |
100 |
20 |
Blow strong breath towards the opponent. Sometimes it will paralyze the opponent. |
226 |
Baton Pass |
NORMAL |
|
— |
— |
40 |
Switch with the backup Pokémon. The incoming Pokémon can directly inherit the changes in its abilities. |
227 |
Encore |
NORMAL |
|
— |
100 |
5 |
Have the opponent repeat the last move used, for a total of three times. |
228 |
Pursuit |
DARK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
229 |
Rapid Spin |
NORMAL |
|
50 |
100 |
40 |
Attack the opponent by spinning. It can break free from moves like Bind, Wrap, and Leech Seed, and also increases your speed. |
230 |
Sweet Scent |
NORMAL |
|
— |
100 |
20 |
Use fragrance to greatly reduce the opponent's evasion rate. |
231 |
Iron Tail |
STEEL |
|
100 |
75 |
15 |
Attack the opponent by whipping with a hard tail. Sometimes it will lower the opponent's defense. |
232 |
Metal Claw |
STEEL |
|
50 |
95 |
35 |
Attack the opponent by slashing with steel claws. Sometimes it will increase your own attack. |
233 |
Vital Throw |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
234 |
Morning Sun |
NORMAL |
|
— |
— |
5 |
Recover your HP. The amount of recovery will vary depending on the weather. |
235 |
Synthesis |
GRASS |
|
— |
— |
5 |
Recover your HP. The amount of recovery will vary depending on the weather. |
236 |
Moonlight |
FAIRY |
|
— |
— |
5 |
Recover your HP. The amount of recovery will vary depending on the weather. |
237 |
Hidden Power |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
238 |
Cross Chop |
FIGHTING |
|
100 |
80 |
5 |
Attack the opponent by swinging your hands in a cross shape. It is easy to hit a critical point. |
239 |
Twister |
DRAGON |
|
40 |
100 |
20 |
Raise a tornado to envelop the opponent in an attack. Sometimes it will make the opponent flinch. |
240 |
Rain Dance |
WATER |
|
— |
— |
5 |
Continuously rain for 5 turns, thereby increasing the power of water-type moves. The power of fire-type moves will decrease. |
241 |
Sunny Day |
FIRE |
|
— |
— |
5 |
Intensify the sunlight for 5 turns, thereby increasing the power of fire-type moves. The power of water-type moves will decrease. |
242 |
Crunch |
DARK |
|
80 |
100 |
15 |
Attack the opponent by biting with sharp teeth. Sometimes it will lower the opponent's defense. |
243 |
Mirror Coat |
PSYCHIC |
|
variation
|
100 |
20 |
The damage taken from special attacks by the opponent will be returned twofold to the same opponent. |
244 |
Psych Up |
NORMAL |
|
— |
— |
10 |
Self-hypnosis to make the status of ability changes the same as the opponent. |
245 |
Extreme Speed |
NORMAL |
|
80 |
100 |
5 |
Charge at the opponent with the speed of lightning. It will definitely be a priority attack. |
246 |
Ancient Power |
ROCK |
|
60 |
100 |
5 |
Attack with primal power. Sometimes it will increase all of your own abilities. |
247 |
Shadow Ball |
GHOST |
|
80 |
100 |
15 |
Throw a shadow ball at the opponent. Sometimes it will lower the opponent's special defense. |
248 |
Future Sight |
PSYCHIC |
|
120 |
100 |
10 |
Send a psychic ball at the opponent 2 turns after using the move. |
249 |
Rock Smash |
FIGHTING |
|
40 |
100 |
15 |
Attack with fists. Sometimes it will lower the opponent's defense. |
250 |
Whirlpool |
WATER |
|
35 |
85 |
15 |
Trap the opponent in a fierce water vortex and attack for 4 to 5 turns. |
251 |
Beat Up |
DARK |
|
variation
|
100 |
10 |
All allies attack. The more Pokémon in your party, the more times the move will be used. |
252 |
Fake Out |
NORMAL |
|
40 |
100 |
10 |
Counterattack preemptively, causing the opponent to flinch. It must be used immediately after coming out to succeed. |
253 |
Uproar |
NORMAL |
|
90 |
100 |
10 |
Raise a ruckus for 3 turns and attack the opponent. During this time, no one can sleep. |
254 |
Stockpile |
NORMAL |
|
— |
— |
20 |
Store power to increase your own defense and special defense. You can store up to 3 times. |
255 |
Spit Up |
NORMAL |
|
variation
|
100 |
10 |
Crash the stored power into the opponent to attack. The more you store, the greater the power. |
256 |
Swallow |
NORMAL |
|
— |
— |
10 |
Swallow the stored power to recover your HP. The more you store, the greater the recovery. |
257 |
Heat Wave |
FIRE |
|
95 |
90 |
10 |
Blow hot air towards the opponent to attack. Sometimes it will cause the opponent to be burned. |
258 |
Hail |
ICE |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
259 |
Torment |
DARK |
|
— |
100 |
15 |
Harass the opponent, preventing them from using the same move twice in a row. |
260 |
Flatter |
DARK |
|
— |
100 |
15 |
Flatter the opponent, causing confusion. It will also increase the opponent's special attack. |
261 |
Will-O-Wisp |
FIRE |
|
— |
85 |
15 |
Emit strange flames to cause the opponent to be burned. |
262 |
Memento |
DARK |
|
— |
100 |
10 |
Although it will cause self-fainting, it can greatly reduce the opponent's attack and special attack. |
263 |
Facade |
NORMAL |
|
70 |
100 |
20 |
When you are poisoned, paralyzed, or burned, using this move on the opponent will double its power. |
264 |
Focus Punch |
FIGHTING |
|
150 |
100 |
20 |
Focus and punch. If attacked before the move is used, it will fail. |
265 |
Smelling Salts |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
266 |
Follow Me |
NORMAL |
|
— |
— |
20 |
Draw the opponent's attention, transferring all of the opponent's attacks to yourself. |
267 |
Nature Power |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
268 |
Charge |
ELECTRIC |
|
— |
— |
20 |
Enter a charged state, increasing the power of the next electric-type move used and your own special defense. |
269 |
Taunt |
DARK |
|
— |
100 |
20 |
Make the opponent angry. For 3 turns, the opponent can only use moves that inflict damage. |
270 |
Helping Hand |
NORMAL |
|
— |
— |
20 |
Help a partner. The Pokémon being helped will have its move power increased compared to normal. |
271 |
Trick |
PSYCHIC |
|
— |
100 |
10 |
Take advantage of the opponent's opening to switch the held items between you and the opponent. |
272 |
Role Play |
PSYCHIC |
|
— |
— |
10 |
Impersonate the opponent, making your own characteristics the same as the opponent's. |
273 |
Wish |
NORMAL |
|
— |
— |
10 |
Recover half of the maximum HP of yourself or the Pokémon being switched out next turn. |
274 |
Assist |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
275 |
Ingrain |
GRASS |
|
— |
— |
20 |
Root yourself in the ground, recovering your HP each turn. Because you are rooted, you cannot switch Pokémon. |
276 |
Superpower |
FIGHTING |
|
120 |
100 |
5 |
Exert amazing power to attack the opponent. Your own attack and defense will decrease. |
277 |
Magic Coat |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
278 |
Recycle |
NORMAL |
|
— |
— |
10 |
Regenerate the held items already used up in battle and can be used again. |
279 |
Revenge |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
280 |
Brick Break |
FIGHTING |
|
75 |
100 |
15 |
Bring down a hand blade fiercely to attack the opponent. It can also destroy Light Screen and Reflect Barrier. |
281 |
Yawn |
NORMAL |
|
— |
— |
10 |
Yawn to induce sleepiness. The next turn, make the opponent fall asleep. |
282 |
Knock Off |
DARK |
|
65 |
100 |
20 |
Knock away the opponent's held items, preventing their use until the end of battle. Damage will increase if the opponent is holding an item. |
283 |
Endeavor |
NORMAL |
|
variation
|
100 |
5 |
Deal damage to equalize the opponent's HP with your own. |
284 |
Eruption |
FIRE |
|
150 |
100 |
5 |
Explode with rage to attack the opponent. The less HP you have, the weaker the move's power. |
285 |
Skill Swap |
PSYCHIC |
|
— |
— |
10 |
Use psychic power to switch your and the opponent's characteristics. |
286 |
Imprison |
PSYCHIC |
|
— |
— |
10 |
If the opponent has the same move as you, only the opponent will be unable to use that move. |
287 |
Refresh |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
288 |
Grudge |
GHOST |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
289 |
Snatch |
DARK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
290 |
Secret Power |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
291 |
Dive |
WATER |
|
80 |
100 |
10 |
Dive into the water on the first turn, then surface on the second turn to attack. |
292 |
Arm Thrust |
FIGHTING |
|
15 |
100 |
20 |
Push the opponent with open hands. Attack 2 to 5 times in a row. |
293 |
Camouflage |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
294 |
Tail Glow |
BUG |
|
— |
— |
20 |
Stare at the flashing light, concentrate your mind, and thus greatly increase your special attack. |
295 |
Luster Purge |
PSYCHIC |
|
70 |
100 |
5 |
Release dazzling light to attack. Sometimes it lowers the opponent's special defense. |
296 |
Mist Ball |
PSYCHIC |
|
70 |
100 |
5 |
Attack with a ball surrounded by misty feathers. Sometimes it lowers the opponent's special attack. |
297 |
Feather Dance |
FLYING |
|
— |
100 |
15 |
Spread feathers around the opponent. Greatly reduces the opponent's attack. |
298 |
Teeter Dance |
NORMAL |
|
— |
100 |
20 |
Wobble and dance to cause confusion among the surrounding Pokémon. |
299 |
Blaze Kick |
FIRE |
|
85 |
90 |
10 |
After attacking the opponent, sometimes it will cause a burn state. It is also prone to hit a critical hit. |
300 |
Mud Sport |
GROUND |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
301 |
Ice Ball |
ICE |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
302 |
Needle Arm |
GRASS |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
303 |
Slack Off |
NORMAL |
|
— |
— |
5 |
Lazy rest. Restores half of your maximum HP. |
304 |
Hyper Voice |
NORMAL |
|
90 |
100 |
10 |
Attack with a loud and noisy big shake. |
305 |
Poison Fang |
POISON |
|
50 |
100 |
15 |
Attack by biting with poisonous teeth. Sometimes it causes the opponent to be poisoned severely. |
306 |
Crush Claw |
NORMAL |
|
75 |
95 |
10 |
Attack by slicing with sharp claws. Sometimes it lowers the opponent's defense. |
307 |
Blast Burn |
FIRE |
|
150 |
90 |
5 |
Burn the opponent with explosive flames. You will be unable to move on the next turn. |
308 |
Hydro Cannon |
WATER |
|
150 |
90 |
5 |
Shoot a water cannon at the opponent. You will be unable to move on the next turn. |
309 |
Meteor Mash |
STEEL |
|
90 |
90 |
10 |
Use a comet-like fist to attack the opponent. Sometimes it increases your own attack. |
310 |
Astonish |
GHOST |
|
30 |
100 |
15 |
Attack the opponent by suddenly startling them with a scream. Sometimes it causes the opponent to flinch. |
311 |
Weather Ball |
NORMAL |
|
50 |
100 |
10 |
The move's type and power change depending on the weather when used. |
312 |
Aromatherapy |
GRASS |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
313 |
Fake Tears |
DARK |
|
— |
100 |
20 |
Cry and shed tears. Confuse the opponent, greatly reducing their special defense. |
314 |
Air Cutter |
FLYING |
|
60 |
95 |
25 |
Attack the opponent with sharp wind slashes. It is prone to hit a critical hit. |
315 |
Overheat |
FIRE |
|
130 |
90 |
5 |
Attack with all your might. After using, your special attack will greatly decrease due to the backlash. |
316 |
Odor Sleuth |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
317 |
Rock Tomb |
ROCK |
|
60 |
95 |
15 |
Throw rocks to attack. It blocks the opponent's movement, thus lowering their speed. |
318 |
Silver Wind |
BUG |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
319 |
Metal Sound |
STEEL |
|
— |
85 |
40 |
Make the opponent listen to the annoying sound of scraping metal. Greatly reduces the opponent's special defense. |
320 |
Grass Whistle |
GRASS |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
321 |
Tickle |
NORMAL |
|
— |
100 |
20 |
Tickle the opponent to make them laugh, thus reducing the opponent's attack and defense. |
322 |
Cosmic Power |
PSYCHIC |
|
— |
— |
20 |
Absorb the mysterious power from the universe, thus increasing your own defense and special defense. |
323 |
Water Spout |
WATER |
|
150 |
100 |
5 |
Rise the tide to attack. The less HP you have, the weaker the move's power. |
324 |
Signal Beam |
BUG |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
325 |
Shadow Punch |
GHOST |
|
60 |
— |
20 |
Throw the fist of shadows. The attack will always hit. |
326 |
Extrasensory |
PSYCHIC |
|
80 |
100 |
20 |
Emit invisible magical power to attack. Sometimes it causes the opponent to flinch. |
327 |
Sky Uppercut |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
328 |
Sand Tomb |
GROUND |
|
35 |
85 |
15 |
Trap the opponent in a sweeping sandstorm and attack within 4 to 5 turns. |
329 |
Sheer Cold |
ICE |
|
variation
|
variation |
5 |
Give the opponent a knockout blow. If used by a Pokémon other than Ice type, it will be difficult to hit. |
330 |
Muddy Water |
WATER |
|
90 |
85 |
10 |
Spray muddy water at the opponent. Sometimes it lowers the opponent's accuracy. |
331 |
Bullet Seed |
GRASS |
|
25 |
100 |
30 |
Fiercely shoot seeds at the opponent. Attack 2 to 5 times in a row. |
332 |
Aerial Ace |
FLYING |
|
60 |
— |
20 |
After teasing the opponent with agile movements, perform a cut. The attack will always hit. |
333 |
Icicle Spear |
ICE |
|
25 |
100 |
30 |
Shoot sharp icicles at the opponent. Attack 2 to 5 times in a row. |
334 |
Iron Defense |
STEEL |
|
— |
— |
15 |
Make your skin as hard as iron, greatly increasing your defense. |
335 |
Block |
NORMAL |
|
— |
— |
5 |
Open your hands to block, sealing the opponent's escape route, preventing them from fleeing. |
336 |
Howl |
NORMAL |
|
— |
— |
40 |
Roar loudly to boost morale, thus increasing your own and your allies' attack. |
337 |
Dragon Claw |
DRAGON |
|
80 |
100 |
15 |
Attack the opponent with sharp giant claws. |
338 |
Frenzy Plant |
GRASS |
|
150 |
90 |
5 |
Hit the opponent with a tree. You will be unable to move on the next turn. |
339 |
Bulk Up |
FIGHTING |
|
— |
— |
20 |
Tense your muscles to the limit, thus increasing your own attack and defense. |
340 |
Bounce |
FLYING |
|
85 |
85 |
5 |
Jump high into the air, attack the opponent on the second turn. Sometimes it causes the opponent to be paralyzed. |
341 |
Mud Shot |
GROUND |
|
55 |
95 |
15 |
Throw mud at the opponent to attack. It also lowers the opponent's speed. |
342 |
Poison Tail |
POISON |
|
50 |
100 |
25 |
Hit with a tail slap. Sometimes it causes the opponent to be poisoned, and it is prone to hit a critical hit. |
343 |
Covet |
NORMAL |
|
60 |
100 |
25 |
Approach the opponent cutely while flirting, also stealing items the opponent is carrying. |
344 |
Volt Tackle |
ELECTRIC |
|
120 |
100 |
15 |
Cover your body with electricity and crash into the opponent. You will also take considerable damage. Sometimes it causes the opponent to be paralyzed. |
345 |
Magical Leaf |
GRASS |
|
60 |
— |
20 |
Scatter magical leaves that can track the opponent. The attack will always hit. |
346 |
Water Sport |
WATER |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
347 |
Calm Mind |
PSYCHIC |
|
— |
— |
20 |
Focus your mind to increase your special attack and special defense. |
348 |
Leaf Blade |
GRASS |
|
90 |
100 |
15 |
Manipulate leaves like a sword to slice the opponent. It is prone to hit a critical hit. |
349 |
Dragon Dance |
DRAGON |
|
— |
— |
20 |
Energetically perform a mysterious and powerful dance. Thus increasing your own attack and speed. |
350 |
Rock Blast |
ROCK |
|
25 |
90 |
10 |
Shoot hard rocks at the opponent. Attack 2 to 5 times in a row. |
351 |
Shock Wave |
ELECTRIC |
|
60 |
— |
20 |
Quickly send electric shocks to the opponent. The attack will always hit. |
352 |
Water Pulse |
WATER |
|
60 |
100 |
20 |
Attack the opponent with the vibration of water. Sometimes it can cause confusion to the opponent. |
353 |
Doom Desire |
STEEL |
|
140 |
100 |
5 |
After using the move for 2 turns, it will attack the opponent with countless beams of light. |
354 |
Psycho Boost |
PSYCHIC |
|
140 |
90 |
5 |
Attack the opponent with all your strength. After using it, your special attack will greatly decrease due to the recoil. |
355 |
Roost |
FLYING |
|
— |
— |
5 |
Descend to the ground and rest your body. Recover half of your maximum HP. |
356 |
Gravity |
PSYCHIC |
|
— |
— |
5 |
For the next 5 turns, Flying-type Pokémon with Levitate ability and Flying-type moves will be hit by Ground-type moves. Flying moves cannot be used. |
357 |
Miracle Eye |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
358 |
Wake-Up Slap |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
359 |
Hammer Arm |
FIGHTING |
|
100 |
90 |
10 |
Swing a powerful and heavy fist to inflict damage on the opponent. Your speed will decrease. |
360 |
Gyro Ball |
STEEL |
|
variation
|
100 |
5 |
Spin your body at high speed and crash into the opponent. The slower your speed compared to the opponent, the greater the power. |
361 |
Healing Wish |
PSYCHIC |
|
— |
— |
10 |
Although one may fall into a faint, they can heal the abnormal status of a Pokémon that is ready to return to the field and restore its HP. |
362 |
Brine |
WATER |
|
65 |
100 |
10 |
When the opponent's HP is around half, the power of the move will double. |
363 |
Natural Gift |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
364 |
Feint |
NORMAL |
|
30 |
100 |
10 |
Can attack opponents using moves like Protect or Detect. It will cancel their protection effects. |
365 |
Pluck |
FLYING |
|
60 |
100 |
20 |
Attack with your beak. If the opponent is holding a berry, you can eat it and gain its effects. |
366 |
Tailwind |
FLYING |
|
— |
— |
15 |
Raise a fierce whirlwind that increases the speed of all allies for 4 turns. |
367 |
Acupressure |
NORMAL |
|
— |
— |
30 |
Loosen up your body with acupressure, greatly increasing one of your stats. |
368 |
Metal Burst |
STEEL |
|
variation
|
100 |
10 |
Before using the move, return the damage you last took to the opponent. |
369 |
U-turn |
BUG |
|
70 |
100 |
20 |
Return swiftly after the attack and switch with the backup Pokémon. |
370 |
Close Combat |
FIGHTING |
|
120 |
100 |
5 |
Give up defense and charge into the opponent's embrace. Your Defense and Special Defense will decrease. |
371 |
Payback |
DARK |
|
50 |
100 |
10 |
Charge up your attack. If you can attack after the opponent, the power of the move will double. |
372 |
Assurance |
DARK |
|
60 |
100 |
10 |
If the opponent has taken damage this turn, the power of the move will double. |
373 |
Embargo |
DARK |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
374 |
Fling |
DARK |
|
variation
|
100 |
10 |
Quickly throw the held item to attack. The power and effect will change depending on the item. |
375 |
Psycho Shift |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
376 |
Trump Card |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
377 |
Heal Block |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
378 |
Wring Out |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
379 |
Power Trick |
PSYCHIC |
|
— |
— |
10 |
Use psychic power to exchange your attacking and defensive strengths. |
380 |
Gastro Acid |
POISON |
|
— |
100 |
10 |
Spit stomach acid onto the opponent's body. The acid will cancel out the opponent's ability effects. |
381 |
Lucky Chant |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
382 |
Me First |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
383 |
Copycat |
NORMAL |
|
— |
— |
20 |
Copy the move the opponent just used and perform the same move. It will fail if the opponent hasn't used a move yet. |
384 |
Power Swap |
PSYCHIC |
|
— |
— |
10 |
Use psychic power to exchange your and the opponent's attacking and special attacking stats. |
385 |
Guard Swap |
PSYCHIC |
|
— |
— |
10 |
Use psychic power to exchange your and the opponent's defensive and special defensive stats. |
386 |
Punishment |
DARK |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it once you do, it is still recommended to forget this move. |
387 |
Last Resort |
NORMAL |
|
140 |
100 |
5 |
Only after using all learned moves in battle can you start using your cherished move. |
388 |
Worry Seed |
GRASS |
|
— |
100 |
10 |
Plant seeds of unease. Prevents the opponent from sleeping and changes their ability to Insomnia. |
389 |
Sucker Punch |
DARK |
|
70 |
100 |
5 |
Can attack before the opponent. If the opponent's move is not an attacking move, it will fail. |
390 |
Toxic Spikes |
POISON |
|
— |
— |
20 |
Spread poison spikes under the opponent's feet. Causes the opponent's switching-out Pokémon to become poisoned. |
391 |
Heart Swap |
PSYCHIC |
|
— |
— |
10 |
Use psychic power to exchange the stat changes between you and the opponent. |
392 |
Aqua Ring |
WATER |
|
— |
— |
20 |
Cover your body with a curtain of water made from yourself. Recover HP every turn. |
393 |
Magnet Rise |
ELECTRIC |
|
— |
— |
10 |
Use magnetism generated by electricity to float in the air. You can float for 5 turns. |
394 |
Flare Blitz |
FIRE |
|
120 |
100 |
15 |
Cover your body with flames and crash into the opponent. You will also take considerable damage. Sometimes it will cause the opponent to be burned. |
395 |
Force Palm |
FIGHTING |
|
60 |
100 |
10 |
Send out shock waves to attack the opponent. Sometimes it will cause the opponent to be paralyzed. |
396 |
Aura Sphere |
FIGHTING |
|
80 |
— |
20 |
Generate power from within your body and emit it towards the opponent. The attack will always hit. |
397 |
Rock Polish |
ROCK |
|
— |
— |
20 |
Polish your body to reduce air resistance. It can greatly increase your speed. |
398 |
Poison Jab |
POISON |
|
80 |
100 |
20 |
Pierce the opponent with poisonous tentacles or arms. Sometimes it will cause the opponent to be poisoned. |
399 |
Dark Pulse |
DARK |
|
80 |
100 |
15 |
Emit a malicious and terrifying aura from within. Sometimes it will cause the opponent to flinch. |
400 |
Night Slash |
DARK |
|
70 |
100 |
15 |
Seize the fleeting gap to slice the opponent. It is easy to hit a vital point. |
401 |
Aqua Tail |
WATER |
|
90 |
90 |
10 |
Wield the great tail like a raging wave to attack the opponent. |
402 |
Seed Bomb |
GRASS |
|
80 |
100 |
15 |
Crash down hard seeds with a tough shell from above to attack the opponent. |
403 |
Air Slash |
FLYING |
|
75 |
95 |
15 |
Use a blade of air that can split the sky to attack. Sometimes it will cause the opponent to flinch. |
404 |
X-Scissor |
BUG |
|
80 |
100 |
15 |
Cross scythes or claws like scissors to cleave the opponent. |
405 |
Bug Buzz |
BUG |
|
90 |
100 |
10 |
Use vibrations to emit sound waves to attack. Sometimes it will lower the opponent's special defense. |
406 |
Dragon Pulse |
DRAGON |
|
85 |
100 |
10 |
Rise a shock wave from a huge mouth to attack the opponent. |
407 |
Dragon Rush |
DRAGON |
|
100 |
75 |
10 |
Release a terrifying killing intent while intimidating and crashing into the opponent. Sometimes it will cause the opponent to flinch. |
408 |
Power Gem |
ROCK |
|
80 |
100 |
20 |
Emit dazzling gem-like light to attack the opponent. |
409 |
Drain Punch |
FIGHTING |
|
75 |
100 |
10 |
Absorb the opponent's power with your fists. You can restore half the HP you dealt as damage. |
410 |
Vacuum Wave |
FIGHTING |
|
40 |
100 |
30 |
Swing your fists to unleash a vacuum wave. You can always attack first. |
411 |
Focus Blast |
FIGHTING |
|
120 |
70 |
5 |
Raise your spirit and unleash all your power. Sometimes it will lower the opponent's special defense. |
412 |
Energy Ball |
GRASS |
|
90 |
100 |
10 |
Emit life force collected from nature. Sometimes it will lower the opponent's special defense. |
413 |
Brave Bird |
FLYING |
|
120 |
100 |
15 |
Fold your wings and charge at the opponent with low-altitude flight. You will also take considerable damage. |
414 |
Earth Power |
GROUND |
|
90 |
100 |
10 |
Release the power of the earth under the opponent's feet. Sometimes it will lower the opponent's special defense. |
415 |
Switcheroo |
DARK |
|
— |
100 |
10 |
Exchange the held items of you and the opponent at the speed of light. |
416 |
Giga Impact |
NORMAL |
|
150 |
90 |
5 |
Use all your strength to charge at the opponent. You will be unable to move next turn. |
417 |
Nasty Plot |
DARK |
|
— |
— |
20 |
Devise a cunning plan and activate your mind. Greatly increase your special attack. |
418 |
Bullet Punch |
STEEL |
|
40 |
100 |
30 |
Launch a punch at the opponent as fast and hard as a bullet. Guaranteed to strike first. |
419 |
Avalanche |
ICE |
|
60 |
100 |
10 |
If attacked by the opponent's move, you can counter with double the power. |
420 |
Ice Shard |
ICE |
|
40 |
100 |
30 |
Instantly create ice blocks and quickly throw them at the opponent. Guaranteed to strike first. |
421 |
Shadow Claw |
GHOST |
|
70 |
100 |
15 |
Slice through the opponent with claws made of shadow. Easy to hit a critical point. |
422 |
Thunder Fang |
ELECTRIC |
|
65 |
95 |
15 |
Bite the opponent with teeth charged with electricity. Sometimes causes the opponent to flinch or become paralyzed. |
423 |
Ice Fang |
ICE |
|
65 |
95 |
15 |
Bite the opponent with teeth containing cold air. Sometimes causes the opponent to flinch or become frozen. |
424 |
Fire Fang |
FIRE |
|
65 |
95 |
15 |
Bite the opponent with teeth covered in flames. Sometimes causes the opponent to flinch or become burned. |
425 |
Shadow Sneak |
GHOST |
|
40 |
100 |
30 |
Extend your shadow and attack from behind the opponent. Guaranteed to strike first. |
426 |
Mud Bomb |
GROUND |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
427 |
Psycho Cut |
PSYCHIC |
|
70 |
100 |
20 |
Slice through the opponent with a heart-shaped blade made real. Easy to hit a critical point. |
428 |
Zen Headbutt |
PSYCHIC |
|
80 |
90 |
15 |
Focus the power of thought on the forehead to attack. Sometimes causes the opponent to flinch. |
429 |
Mirror Shot |
STEEL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
430 |
Flash Cannon |
STEEL |
|
80 |
100 |
10 |
Gather the light of your body at one point and release it. Sometimes lowers the opponent's special defense. |
431 |
Rock Climb |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
432 |
Defog |
FLYING |
|
— |
— |
15 |
Blow away the opponent's reflector or light screen with a strong wind. Also lowers the opponent's evasion rate. |
433 |
Trick Room |
PSYCHIC |
|
— |
— |
5 |
Create an eerie space. In 5 turns, slower Pokémon can move first. |
434 |
Draco Meteor |
DRAGON |
|
130 |
90 |
5 |
Drop meteorites from the sky onto the opponent. Afterwards, your special attack will greatly decrease due to the reaction force. |
435 |
Discharge |
ELECTRIC |
|
80 |
100 |
15 |
Attack all Pokémon around you with dazzling electricity. Sometimes causes paralysis. |
436 |
Lava Plume |
FIRE |
|
80 |
100 |
15 |
Attack all Pokémon around you with fierce flames. Sometimes causes burn. |
437 |
Leaf Storm |
GRASS |
|
130 |
90 |
5 |
Use sharp leaves to create a storm around the opponent. Afterwards, your special attack will greatly decrease due to the reaction force. |
438 |
Power Whip |
GRASS |
|
120 |
85 |
10 |
Violently swing vines or tentacles to hit the opponent. |
439 |
Rock Wrecker |
ROCK |
|
150 |
90 |
5 |
Launch a huge rock at the opponent. You will be unable to move next turn. |
440 |
Cross Poison |
POISON |
|
70 |
100 |
20 |
Slice through the opponent with a poisoned blade. Sometimes poisons the opponent and easy to hit a critical point. |
441 |
Gunk Shot |
POISON |
|
120 |
80 |
5 |
Crash into the opponent with dirty trash. Sometimes poisons the opponent. |
442 |
Iron Head |
STEEL |
|
80 |
100 |
15 |
Attack with a head as hard as steel. Sometimes causes the opponent to flinch. |
443 |
Magnet Bomb |
STEEL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
444 |
Stone Edge |
ROCK |
|
100 |
80 |
5 |
Pierce the opponent with sharp rocks. Easy to hit a critical point. |
445 |
Captivate |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
446 |
Stealth Rock |
ROCK |
|
— |
— |
20 |
Suspend countless rocks around the opponent, damaging the opponent's Pokémon when they switch in. |
447 |
Grass Knot |
GRASS |
|
variation
|
100 |
20 |
Tangle the opponent with grass and trip them. The heavier the opponent, the greater the power. |
448 |
Chatter |
FLYING |
|
65 |
100 |
20 |
Attack the opponent with a very annoying, incessant sound wave. Causes confusion. |
449 |
Judgment |
NORMAL |
|
100 |
100 |
10 |
Shoot countless light balls at the opponent. The type changes depending on the plate you carry. |
450 |
Bug Bite |
BUG |
|
60 |
100 |
20 |
Bite to attack. If the opponent carries a berry, you can eat it and gain its effects. |
451 |
Charge Beam |
ELECTRIC |
|
50 |
90 |
10 |
Fire an electric beam at the opponent. Due to the stored electricity, sometimes increases your special attack. |
452 |
Wood Hammer |
GRASS |
|
120 |
100 |
15 |
Ram the opponent with your hard body. You will also take considerable damage. |
453 |
Aqua Jet |
WATER |
|
40 |
100 |
20 |
Pounce on the opponent with the speed of lightning. Guaranteed to strike first. |
454 |
Attack Order |
BUG |
|
90 |
100 |
15 |
Summon minions to attack the opponent. Easy to hit a critical point. |
455 |
Defend Order |
BUG |
|
— |
— |
10 |
Summon minions to attach to your body. Can increase your defense and special defense. |
456 |
Heal Order |
BUG |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
457 |
Head Smash |
ROCK |
|
150 |
80 |
5 |
Exert all your might into a headbutt attack on the opponent. You will also take great damage. |
458 |
Double Hit |
NORMAL |
|
35 |
90 |
10 |
Use your tail to slap the opponent. Deals damage twice in a row. |
459 |
Roar of Time |
DRAGON |
|
150 |
90 |
5 |
Release a powerful force that distorts time to attack the opponent. You will be unable to move next turn. |
460 |
Spacial Rend |
DRAGON |
|
100 |
95 |
5 |
Tear the opponent and the surrounding space apart, dealing damage. Easy to hit a critical point. |
461 |
Lunar Dance |
PSYCHIC |
|
— |
— |
10 |
Although one may fall into a faint, they can heal the entire status of a Pokémon that is ready to return to the field. |
462 |
Crush Grip |
NORMAL |
|
variation
|
100 |
5 |
Crush the opponent with terrifying strength. The more HP the opponent has left, the greater the power. |
463 |
Magma Storm |
FIRE |
|
100 |
75 |
5 |
Trap the opponent in flames that burn fiercely for 4-5 turns. |
464 |
Dark Void |
DARK |
|
— |
50 |
10 |
Force the opponent into a dark world, causing them to fall asleep. |
465 |
Seed Flare |
GRASS |
|
120 |
85 |
5 |
Generate shockwaves from your body. Sometimes greatly lowers the opponent's special defense. |
466 |
Ominous Wind |
GHOST |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
467 |
Shadow Force |
GHOST |
|
120 |
100 |
5 |
Vanish in the first turn, then attack the opponent in the second. Can hit even if the opponent is protected. |
468 |
Hone Claws |
DARK |
|
— |
— |
15 |
Sharpen your claws to increase your attack and accuracy. |
469 |
Wide Guard |
ROCK |
|
— |
— |
10 |
Defend against attacks that hit all your allies in one turn. |
470 |
Guard Split |
PSYCHIC |
|
— |
— |
10 |
Use psychic power to combine your and the opponent's defense and special defense, then share them. |
471 |
Power Split |
PSYCHIC |
|
— |
— |
10 |
Use psychic power to combine your and the opponent's attack and special attack, then share them. |
472 |
Wonder Room |
PSYCHIC |
|
— |
— |
10 |
Create an eerie space. In 5 turns, swap all Pokémon's defense and special defense. |
473 |
Psyshock |
PSYCHIC |
|
80 |
100 |
10 |
Materialize psychic waves to attack the opponent. Deals physical damage. |
474 |
Venoshock |
POISON |
|
65 |
100 |
10 |
Splash special poison on the opponent. Doubles the power if the opponent is already poisoned. |
475 |
Autotomize |
STEEL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
476 |
Rage Powder |
BUG |
|
— |
— |
20 |
Cover yourself with irritating powder to attract the opponent's attention. Causes all attacks to target you. |
477 |
Telekinesis |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
478 |
Magic Room |
PSYCHIC |
|
— |
— |
10 |
Create an eerie space. In 5 turns, all Pokémon's held items effects will disappear. |
479 |
Smack Down |
ROCK |
|
50 |
100 |
15 |
Throw stones or shells to attack flying opponents. The opponent will be knocked down to the ground. |
480 |
Storm Throw |
FIGHTING |
|
60 |
100 |
10 |
Launch a powerful strike at the opponent. The attack is guaranteed to hit a critical point. |
481 |
Flame Burst |
FIRE |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it's advised to forget this move. |
482 |
Sludge Wave |
POISON |
|
95 |
100 |
10 |
Use Sludge Bomb to attack all surrounding Pokémon. Sometimes it may cause poisoning. |
483 |
Quiver Dance |
BUG |
|
— |
— |
20 |
Gracefully leap up and perform a mysterious and beautiful dance. Increase your Special Attack, Special Defense, and Speed. |
484 |
Heavy Slam |
STEEL |
|
variation
|
100 |
10 |
Charge at the opponent with your heavy body. The greater your weight compared to the opponent, the stronger the attack. |
485 |
Synchronoise |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
486 |
Electro Ball |
ELECTRIC |
|
variation
|
100 |
10 |
Use Thunderous Charge to crash into the opponent. The faster you are compared to the opponent, the stronger the attack. |
487 |
Soak |
WATER |
|
— |
100 |
20 |
Splash a large amount of water onto the opponent, causing them to become Water-type. |
488 |
Flame Charge |
FIRE |
|
50 |
100 |
20 |
Cover your body with flames and attack the opponent. Build up power to increase your Speed. |
489 |
Coil |
POISON |
|
— |
— |
20 |
Curl up and concentrate. Increase your Attack, Defense, and Accuracy. |
490 |
Low Sweep |
FIGHTING |
|
65 |
100 |
20 |
Aim at the opponent's feet with agile movements. It will lower the opponent's Speed. |
491 |
Acid Spray |
POISON |
|
40 |
100 |
20 |
Spray a liquid that melts the opponent. It will greatly lower the opponent's Special Defense. |
492 |
Foul Play |
DARK |
|
95 |
100 |
15 |
Use the opponent's power against them. The higher the opponent's Attack, the greater the damage. |
493 |
Simple Beam |
NORMAL |
|
— |
100 |
15 |
Send a mysterious psychic wave to the opponent. The opponent will have their ability changed to Simple. |
494 |
Entrainment |
NORMAL |
|
— |
100 |
15 |
Dance with a magical rhythm. Make the opponent mimic your actions, causing their ability to become the same as yours. |
495 |
After You |
NORMAL |
|
— |
— |
15 |
Support your allies or opponents, allowing them to act immediately after this move. |
496 |
Round |
NORMAL |
|
60 |
100 |
15 |
Attack the opponent with song. If everyone joins in on the chorus, the power will increase. |
497 |
Echoed Voice |
NORMAL |
|
40 |
100 |
15 |
Attack the opponent with an echo. If this move is used every turn, the power will increase. |
498 |
Chip Away |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
499 |
Clear Smog |
POISON |
|
50 |
— |
15 |
Throw special mud at the opponent to attack. It will reset their abilities to their base state. |
500 |
Stored Power |
PSYCHIC |
|
20 |
100 |
10 |
Attack the opponent with accumulated power. The more your abilities have increased, the stronger the attack. |
501 |
Quick Guard |
FIGHTING |
|
— |
— |
15 |
Defend yourself and your allies from the opponent's surprise attacks. |
502 |
Ally Switch |
PSYCHIC |
|
— |
— |
15 |
Use magical power to instantly swap places with an ally. Continuous use may lead to failure. |
503 |
Scald |
WATER |
|
80 |
100 |
15 |
Spray boiling water at the opponent to attack. Sometimes it will cause the opponent to be burned. |
504 |
Shell Smash |
NORMAL |
|
— |
— |
15 |
Break out of your shell, lowering your Defense and Special Defense, but greatly increasing your Attack, Special Attack, and Speed. |
505 |
Heal Pulse |
PSYCHIC |
|
— |
— |
10 |
Release healing waves to restore half of the opponent's maximum HP. |
506 |
Hex |
GHOST |
|
65 |
100 |
10 |
Attack repeatedly. It will deal greater damage to opponents in an abnormal state. |
507 |
Sky Drop |
FLYING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
508 |
Shift Gear |
STEEL |
|
— |
— |
10 |
Turn the gears to not only increase your Attack but also greatly increase your Speed. |
509 |
Circle Throw |
FIGHTING |
|
60 |
90 |
10 |
Throw the opponent away, forcing the reserve Pokémon to enter the field. If the opponent is a wild Pokémon, the battle will end immediately. |
510 |
Incinerate |
FIRE |
|
60 |
100 |
15 |
Attack the opponent with fire. If the opponent is carrying berries, they will be burned and cannot be used. |
511 |
Quash |
DARK |
|
— |
100 |
15 |
Suppress the opponent, causing their turn to be placed last. |
512 |
Acrobatics |
FLYING |
|
55 |
100 |
15 |
Attack the opponent lightly. If you are not holding an item, it will deal greater damage. |
513 |
Reflect Type |
NORMAL |
|
— |
— |
15 |
Reflect the opponent's type, causing yourself to become the same type. |
514 |
Retaliate |
NORMAL |
|
70 |
100 |
5 |
Avenge a fallen ally. If an ally fell in the previous turn, the power will increase. |
515 |
Final Gambit |
FIGHTING |
|
variation
|
100 |
5 |
Attack the opponent furiously. Although you will faint, you will deal damage equal to your current HP to both the opponent and yourself. |
516 |
Bestow |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
517 |
Inferno |
FIRE |
|
100 |
50 |
5 |
Wrap the opponent in flames to attack. It will cause the opponent to be burned. |
518 |
Water Pledge |
WATER |
|
80 |
100 |
10 |
Attack with a water jet. If combined with Fire, the power will increase, and a rainbow will appear in the sky. |
519 |
Fire Pledge |
FIRE |
|
80 |
100 |
10 |
Attack with a fire jet. If combined with Grass, the power will increase, and the surroundings will become ablaze. |
520 |
Grass Pledge |
GRASS |
|
80 |
100 |
10 |
Attack with a grass jet. If combined with Water, the power will increase, and the surroundings will become wetlands. |
521 |
Volt Switch |
ELECTRIC |
|
70 |
100 |
20 |
Rapidly return after attacking and switch with the reserve Pokémon. |
522 |
Struggle Bug |
BUG |
|
50 |
100 |
20 |
Resist and attack the opponent. It will lower the opponent's Special Attack. |
523 |
Bulldoze |
GROUND |
|
60 |
100 |
20 |
Stomp the ground hard and attack all surrounding Pokémon. It will lower the opponent's Speed. |
524 |
Frost Breath |
ICE |
|
60 |
90 |
10 |
Blow cold air at the opponent to attack. It will always hit a critical point. |
525 |
Dragon Tail |
DRAGON |
|
60 |
90 |
10 |
Knock the opponent away, forcing the reserve Pokémon to enter the field. If the opponent is a wild Pokémon, the battle will end immediately. |
526 |
Work Up |
NORMAL |
|
— |
— |
30 |
Encourage yourself, increasing your Attack and Special Attack. |
527 |
Electroweb |
ELECTRIC |
|
55 |
95 |
15 |
Capture the opponent with an electric net to attack. It will lower the opponent's Speed. |
528 |
Wild Charge |
ELECTRIC |
|
90 |
100 |
15 |
Cover your body with electricity and crash into the opponent to attack. You will also take some damage. |
529 |
Drill Run |
GROUND |
|
80 |
95 |
10 |
Spin your body like a drill and crash into the opponent. It is easy to hit a critical point. |
530 |
Dual Chop |
DRAGON |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
531 |
Heart Stamp |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
532 |
Horn Leech |
GRASS |
|
75 |
100 |
10 |
Pierce with your horns and absorb the opponent's nutrients. It can restore half of the HP you dealt as damage. |
533 |
Sacred Sword |
FIGHTING |
|
90 |
100 |
15 |
Attack the opponent with a sword slash. Ignore changes in the opponent's abilities and deal direct damage. |
534 |
Razor Shell |
WATER |
|
75 |
95 |
10 |
Attack the opponent with a sharp shell. Sometimes it will lower the opponent's Defense. |
535 |
Heat Crash |
FIRE |
|
variation
|
100 |
10 |
Charge at the opponent with your burning body. The heavier you are compared to the opponent, the stronger the attack. |
536 |
Leaf Tornado |
GRASS |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
537 |
Steamroller |
BUG |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still advised to forget this move. |
538 |
Cotton Guard |
GRASS |
|
— |
— |
10 |
Wrap your body in soft fluff to protect yourself. It greatly increases your Defense. |
539 |
Night Daze |
DARK |
|
85 |
95 |
10 |
Release a dark shock wave to attack the opponent. Sometimes it will lower the opponent's accuracy. |
540 |
Psystrike |
PSYCHIC |
|
100 |
100 |
10 |
Materialize psychic waves to attack the opponent. It deals physical damage. |
541 |
Tail Slap |
NORMAL |
|
25 |
85 |
10 |
Attack the opponent with a hard tail slap. It will strike 2 to 5 times in a row. |
542 |
Hurricane |
FLYING |
|
110 |
70 |
10 |
Sweep the opponent with a strong wind. Sometimes it will cause the opponent to become confused. |
543 |
Head Charge |
NORMAL |
|
120 |
100 |
15 |
Charge at the opponent with a powerful explosion head. You will also take some damage. |
544 |
Gear Grind |
STEEL |
|
50 |
85 |
15 |
Throw steel gears at the opponent to attack. It will deal damage twice in a row. |
545 |
Searing Shot |
FIRE |
|
100 |
100 |
5 |
Attack all surrounding Pokémon with fierce flames. Sometimes it may cause burning. |
546 |
Techno Blast |
NORMAL |
|
120 |
100 |
5 |
Fire a light ball at the opponent. The property will change depending on the card you carry. |
547 |
Relic Song |
NORMAL |
|
75 |
100 |
10 |
Make the opponent listen to an ancient song, attacking by touching their heart. Sometimes it may cause the opponent to fall asleep. |
548 |
Secret Sword |
FIGHTING |
|
85 |
100 |
10 |
Attack the opponent with a long horn. The magical power on the horn will inflict physical damage. |
549 |
Glaciate |
ICE |
|
65 |
95 |
10 |
Blow freezing cold air towards the opponent to attack. It will reduce the opponent's speed. |
550 |
Bolt Strike |
ELECTRIC |
|
130 |
85 |
5 |
Cover the entire body with powerful electricity and charge towards the opponent. Sometimes it may cause the opponent to be paralyzed. |
551 |
Blue Flare |
FIRE |
|
130 |
85 |
5 |
Attack the opponent with beautiful and fierce blue flames. Sometimes it may cause the opponent to be burned. |
552 |
Fiery Dance |
FIRE |
|
80 |
100 |
10 |
Cover the body with flames and attack the opponent by flapping wings. Sometimes it may increase your special attack. |
553 |
Freeze Shock |
ICE |
|
140 |
90 |
5 |
Attack the opponent with a block of ice covered in electricity in the second turn. Sometimes it may cause the opponent to be paralyzed. |
554 |
Ice Burn |
ICE |
|
140 |
90 |
5 |
Use strong cold air to wrap around the opponent in the second turn. Sometimes it may cause the opponent to be burned. |
555 |
Snarl |
DARK |
|
55 |
95 |
15 |
Scold loudly and incessantly, thereby lowering the opponent's special attack. |
556 |
Icicle Crash |
ICE |
|
85 |
90 |
10 |
Attack the opponent with a large icicle. Sometimes it may cause the opponent to flinch. |
557 |
V-create |
FIRE |
|
180 |
95 |
5 |
Generate hot flames from the forehead and charge towards the opponent. Defense, special defense, and speed will decrease. |
558 |
Fusion Flare |
FIRE |
|
100 |
100 |
5 |
Release a huge flame. The power of the move will increase when affected by a massive lightning. |
559 |
Fusion Bolt |
ELECTRIC |
|
100 |
100 |
5 |
Release a massive lightning. The power of the move will increase when affected by a huge flame. |
560 |
Flying Press |
FIGHTING |
|
100 |
95 |
10 |
Dive from the sky towards the opponent. This move has both Fighting and Flying types. |
561 |
Mat Block |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although forgotten, it is suggested to forget this move. |
562 |
Belch |
POISON |
|
120 |
90 |
10 |
Belch towards the opponent and inflict damage. It cannot be used unless you eat a Berry. |
563 |
Rototiller |
GROUND |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although forgotten, it is suggested to forget this move. |
564 |
Sticky Web |
BUG |
|
— |
— |
20 |
Surround the opponent with a sticky net, reducing the speed of substituting the opponent out of the game. |
565 |
Fell Stinger |
BUG |
|
50 |
100 |
25 |
If this move knocks out the opponent, the attack will greatly increase. |
566 |
Phantom Force |
GHOST |
|
90 |
100 |
10 |
Disappear somewhere in the first turn, attack the opponent in the second turn. It can ignore protection and attack. |
567 |
Trick-or-Treat |
GHOST |
|
— |
100 |
20 |
Invite the opponent to participate in Halloween. The opponent will be added with a Ghost type. |
568 |
Noble Roar |
NORMAL |
|
— |
100 |
30 |
Roar to intimidate the opponent, thereby lowering the opponent's attack and special attack. |
569 |
Ion Deluge |
ELECTRIC |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although forgotten, it is suggested to forget this move. |
570 |
Parabolic Charge |
ELECTRIC |
|
65 |
100 |
20 |
Cause damage to all surrounding Pokémon. You can recover half of the HP you dealt. |
571 |
Forest’s Curse |
GRASS |
|
— |
100 |
20 |
Cast a forest spell on the opponent. The opponent will be added with a Grass type. |
572 |
Petal Blizzard |
GRASS |
|
90 |
100 |
15 |
Violently blow away snow-like fallen petals, attacking all surrounding Pokémon and inflicting damage. |
573 |
Freeze-Dry |
ICE |
|
70 |
100 |
20 |
Rapidly freeze the opponent, sometimes causing the opponent to be frozen. It is also very effective against Water-type Pokémon. |
574 |
Disarming Voice |
FAIRY |
|
40 |
— |
15 |
Emit a seductive call, inflicting mental damage on the opponent. The attack will always hit. |
575 |
Parting Shot |
DARK |
|
— |
100 |
20 |
Threaten the opponent with a taunt, lower the attack and special attack, then switch with a backup Pokémon. |
576 |
Topsy-Turvy |
DARK |
|
— |
— |
20 |
Reverse all ability changes on the opponent, turning them into the opposite state. |
577 |
Draining Kiss |
FAIRY |
|
50 |
100 |
10 |
Suck the opponent's HP with a kiss. Recover more than half of the HP you dealt to the opponent. |
578 |
Crafty Shield |
FAIRY |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although forgotten, it is suggested to forget this move. |
579 |
Flower Shield |
FAIRY |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although forgotten, it is suggested to forget this move. |
580 |
Grassy Terrain |
GRASS |
|
— |
— |
10 |
Become a grassy terrain for 5 turns. Pokémon on the ground will recover every turn, and the power of Grass-type moves will increase. |
581 |
Misty Terrain |
FAIRY |
|
— |
— |
10 |
For 5 turns, Pokémon on the ground will not fall into abnormal status. The damage of Dragon-type moves will be halved. |
582 |
Electrify |
ELECTRIC |
|
— |
— |
20 |
Before the opponent uses a move, if it is electrically charged, the opponent's move will become Electric type in that turn. |
583 |
Play Rough |
FAIRY |
|
90 |
90 |
10 |
Play with the opponent and attack. Sometimes it may lower the opponent's attack. |
584 |
Fairy Wind |
FAIRY |
|
40 |
100 |
30 |
Blow a fairy wind towards the opponent to attack. |
585 |
Moonblast |
FAIRY |
|
95 |
100 |
15 |
Attack the opponent using the power of the moon. Sometimes it may lower the opponent's special attack. |
586 |
Boomburst |
NORMAL |
|
140 |
100 |
10 |
Cause destruction with the explosive force of deafening explosions, attacking all surrounding Pokémon. |
587 |
Fairy Lock |
FAIRY |
|
— |
— |
10 |
Block, preventing all Pokémon from escaping the next turn. |
588 |
King’s Shield |
STEEL |
|
— |
— |
10 |
Defend against the opponent's attack while entering a defensive stance. It can lower the attack of the opponent that makes contact. |
589 |
Play Nice |
NORMAL |
|
— |
— |
20 |
Live in harmony with the opponent, causing them to lose their fighting spirit, thereby lowering the opponent's attack. |
590 |
Confide |
NORMAL |
|
— |
— |
20 |
Whisper to the opponent, causing them to lose concentration, thereby lowering the opponent's special attack. |
591 |
Diamond Storm |
ROCK |
|
100 |
95 |
5 |
Cause a diamond storm to inflict damage. Sometimes it greatly increases your defense. |
592 |
Steam Eruption |
WATER |
|
110 |
95 |
5 |
Blow hot steam towards the opponent. Sometimes it may burn the opponent. |
593 |
Hyperspace Hole |
PSYCHIC |
|
80 |
— |
5 |
Suddenly appear at the opponent's side through a dimensional hole. It can also ignore moves like Protect and Detect. |
594 |
Water Shuriken |
WATER |
|
15 |
100 |
20 |
Shuriken made of mucus, capable of attacking 2 to 5 times. It is guaranteed to initiate an attack first. |
595 |
Mystical Fire |
FIRE |
|
75 |
100 |
10 |
Spew out especially hot flames to attack. It will lower the opponent's special attack. |
596 |
Spiky Shield |
GRASS |
|
— |
— |
10 |
Defend against the opponent's attack while reducing the opponent's HP that makes contact. |
597 |
Aromatic Mist |
FAIRY |
|
— |
— |
20 |
Raise the special defense of your Pokémon with magical fragrance. |
598 |
Eerie Impulse |
ELECTRIC |
|
— |
100 |
15 |
Emit strange electrical waves from the body, bathing the opponent in them, thereby greatly lowering their special attack. |
599 |
Venom Drench |
POISON |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although forgotten, it is suggested to forget this move. |
600 |
Powder |
BUG |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although forgotten, it is suggested to forget this move. |
601 |
Geomancy |
FAIRY |
|
— |
— |
10 |
Absorb energy in the first turn, greatly increase special attack, special defense, and speed in the second turn. |
602 |
Magnetic Flux |
ELECTRIC |
|
— |
— |
20 |
By manipulating the magnetic field, it will increase the defense and special defense of Pokémon with positive and negative electric types. |
603 |
Happy Hour |
NORMAL |
|
— |
— |
30 |
If you use Happy Time, the money you get after battle will double. |
604 |
Electric Terrain |
ELECTRIC |
|
— |
— |
10 |
Become an electric terrain for 5 turns. Pokémon on the ground will not be able to sleep. The power of Electric-type moves will also increase. |
605 |
Dazzling Gleam |
FAIRY |
|
80 |
100 |
10 |
Fire a strong light towards the opponent and inflict damage. |
606 |
Celebrate |
NORMAL |
|
— |
— |
40 |
Pokémon celebrate for you when you are very happy. |
607 |
Hold Hands |
NORMAL |
|
— |
— |
40 |
Pokémon holding hands with each other. It brings a very happy feeling. |
608 |
Baby-Doll Eyes |
FAIRY |
|
— |
100 |
30 |
Stare at the opponent with round eyes, thereby lowering their attack. It will always be a surprise attack. |
609 |
Nuzzle |
ELECTRIC |
|
20 |
100 |
20 |
Rub your electrified cheeks against the opponent to attack. It will cause the opponent to be paralyzed. |
610 |
Hold Back |
NORMAL |
|
40 |
100 |
40 |
Be merciful during an attack, leaving at least 1 HP for the opponent. |
611 |
Infestation |
BUG |
|
20 |
100 |
20 |
Attack relentlessly within 4 to 5 turns. During this time, the opponent will not be able to escape. |
612 |
Power-Up Punch |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
613 |
Oblivion Wing |
FLYING |
|
80 |
100 |
10 |
Absorb HP from the locked-on opponent. Recover more than half of the HP dealt to the opponent. |
614 |
Thousand Arrows |
GROUND |
|
90 |
100 |
10 |
Can hit Pokémon floating in the air. Opponents knocked down from the air will fall to the ground. |
615 |
Thousand Waves |
GROUND |
|
90 |
100 |
10 |
Attack by creating waves from the ground. Opponents caught in the waves will not be able to escape the battle. |
616 |
Land’s Wrath |
GROUND |
|
90 |
100 |
10 |
Gather the power of the earth and concentrate it to attack the opponent, causing damage. |
617 |
Light of Ruin |
FAIRY |
|
140 |
90 |
5 |
Borrow the power of the Eternal Flower to emit a powerful beam of light. It will also cause significant damage to oneself. |
618 |
Origin Pulse |
WATER |
|
110 |
85 |
10 |
Attack the opponent with countless cyan and white, shining lights. |
619 |
Precipice Blades |
GROUND |
|
120 |
85 |
10 |
Transform the power of the earth into blades to attack the opponent. |
620 |
Dragon Ascent |
FLYING |
|
120 |
100 |
5 |
Rapidly descend from the sky to attack the opponent. Your defense and special defense will decrease. |
621 |
Hyperspace Fury |
DARK |
|
100 |
— |
5 |
Use many arms to continuously attack, ignoring the opponent's protect or detect moves. Your defense will decrease. |
622 |
Breakneck Blitz |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
623 |
Breakneck Blitz |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
624 |
All-Out Pummeling |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
625 |
All-Out Pummeling |
FIGHTING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
626 |
Supersonic Skystrike |
FLYING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
627 |
Supersonic Skystrike |
FLYING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
628 |
Acid Downpour |
POISON |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
629 |
Acid Downpour |
POISON |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
630 |
Tectonic Rage |
GROUND |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
631 |
Tectonic Rage |
GROUND |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
632 |
Continental Crush |
ROCK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
633 |
Continental Crush |
ROCK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
634 |
Savage Spin-Out |
BUG |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
635 |
Savage Spin-Out |
BUG |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
636 |
Never-Ending Nightmare |
GHOST |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
637 |
Never-Ending Nightmare |
GHOST |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
638 |
Corkscrew Crash |
STEEL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
639 |
Corkscrew Crash |
STEEL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
640 |
Inferno Overdrive |
FIRE |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
641 |
Inferno Overdrive |
FIRE |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
642 |
Hydro Vortex |
WATER |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
643 |
Hydro Vortex |
WATER |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
644 |
Bloom Doom |
GRASS |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
645 |
Bloom Doom |
GRASS |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
646 |
Gigavolt Havoc |
ELECTRIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
647 |
Gigavolt Havoc |
ELECTRIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
648 |
Shattered Psyche |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
649 |
Shattered Psyche |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
650 |
Subzero Slammer |
ICE |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
651 |
Subzero Slammer |
ICE |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
652 |
Devastating Drake |
DRAGON |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
653 |
Devastating Drake |
DRAGON |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
654 |
Black Hole Eclipse |
DARK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
655 |
Black Hole Eclipse |
DARK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
656 |
Twinkle Tackle |
FAIRY |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
657 |
Twinkle Tackle |
FAIRY |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
658 |
Catastropika |
ELECTRIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it will never be remembered again, but it is still recommended to forget this move. |
659 |
Shore Up |
GROUND |
|
— |
— |
5 |
Recover half of your maximum HP. Recovery is greater in a sandstorm. |
660 |
First Impression |
BUG |
|
90 |
100 |
10 |
A move with high power, but it can only succeed if used immediately upon entering battle. |
661 |
Baneful Bunker |
POISON |
|
— |
— |
10 |
Defend against the opponent's attack while making contact with the opponent cause poisoning. |
662 |
Spirit Shackle |
GHOST |
|
80 |
100 |
10 |
Attack while stitching the opponent's shadow, preventing them from escaping. |
663 |
Darkest Lariat |
DARK |
|
85 |
100 |
10 |
Spin the arms to hit the opponent. Ignore changes in the opponent's abilities and deal direct damage. |
664 |
Sparkling Aria |
WATER |
|
90 |
100 |
10 |
Many balloons will be released while singing. Burns will be healed when hit by this move. |
665 |
Ice Hammer |
ICE |
|
100 |
90 |
10 |
Swing a powerful and heavy fist to deal damage to the opponent. Your speed will decrease. |
666 |
Floral Healing |
FAIRY |
|
— |
— |
10 |
Recover half of the opponent's maximum HP. The effect is increased in a grassy terrain. |
667 |
High Horsepower |
GROUND |
|
95 |
95 |
10 |
Use all your strength to launch a fierce attack on the opponent. |
668 |
Strength Sap |
GRASS |
|
— |
100 |
10 |
Recover HP equal to the opponent's attack power, then lower the opponent's attack. |
669 |
Solar Blade |
GRASS |
|
125 |
100 |
10 |
Collect full sunlight in the first turn, then concentrate this power on the sword for an attack in the second turn. |
670 |
Leafage |
GRASS |
|
40 |
100 |
40 |
Attack by striking leaves towards the opponent. |
671 |
Spotlight |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
672 |
Toxic Thread |
POISON |
|
— |
100 |
20 |
Spit poisonous silk towards the opponent, causing poisoning and thus lowering the opponent's speed. |
673 |
Laser Focus |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
674 |
Gear Up |
STEEL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
675 |
Throat Chop |
DARK |
|
80 |
100 |
15 |
The opponent hit by this move will suffer from hellish pain, becoming unable to use sound-based moves for 2 turns. |
676 |
Pollen Puff |
BUG |
|
90 |
100 |
15 |
Use exploding dumplings on the enemy. Use healing dumplings on allies. |
677 |
Anchor Shot |
STEEL |
|
80 |
100 |
20 |
Attack by wrapping an anchor around the opponent, preventing escape. |
678 |
Psychic Terrain |
PSYCHIC |
|
— |
— |
10 |
For 5 turns, Pokémon on the ground will not be hit by priority moves. The power of Psychic-type moves will increase. |
679 |
Lunge |
BUG |
|
80 |
100 |
15 |
Launch a full-force pounce at the opponent, lowering the opponent's attack. |
680 |
Fire Lash |
FIRE |
|
80 |
100 |
15 |
Attack the opponent with a flaming whip. The opponent's Defense will decrease. |
681 |
Power Trip |
DARK |
|
20 |
100 |
10 |
Attack the opponent arrogantly, the more your stats increase, the greater the power. |
682 |
Burn Up |
FIRE |
|
130 |
100 |
5 |
Ignite your whole body in flames to deal massive damage to the opponent. Your Fire-type will disappear. |
683 |
Speed Swap |
PSYCHIC |
|
— |
— |
10 |
Swap the opponent's and your own speed. |
684 |
Smart Strike |
STEEL |
|
70 |
— |
10 |
Attack the opponent with pointed horns. The attack will always hit. |
685 |
Purify |
POISON |
|
— |
— |
20 |
Cure the opponent's status condition. After healing, you can recover your own HP. |
686 |
Revelation Dance |
NORMAL |
|
90 |
100 |
15 |
Dance with all your might to attack. This move's type will become the same as your own type. |
687 |
Core Enforcer |
DRAGON |
|
100 |
100 |
10 |
If the opponent that has been hit has ended their turn, their Ability will be removed. |
688 |
Trop Kick |
GRASS |
|
70 |
100 |
15 |
Kick the opponent with a fiery foot from the southern lands. This lowers the opponent's attack. |
689 |
Instruct |
PSYCHIC |
|
— |
— |
15 |
Give the opponent instructions to use the same move they used last. |
690 |
Beak Blast |
FLYING |
|
100 |
100 |
15 |
Heat the beak first before attacking. If the opponent touches the beak while it's heated, they will be burned. |
691 |
Clanging Scales |
DRAGON |
|
110 |
100 |
5 |
Attack by rubbing the entire body's scales to make a loud sound. After the attack, your Defense will decrease. |
692 |
Dragon Hammer |
DRAGON |
|
90 |
100 |
15 |
Use your body as a hammer to attack the opponent, dealing damage. |
693 |
Brutal Swing |
DARK |
|
60 |
100 |
20 |
Attack the opponent with a wild dance of your body. |
694 |
Aurora Veil |
ICE |
|
— |
— |
20 |
Weaken physical and special damage for 5 turns. Can only be used when it's snowing. |
695 |
Sinister Arrow Raid |
GHOST |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
696 |
Malicious Moonsault |
DARK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
697 |
Oceanic Operetta |
WATER |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
698 |
Guardian of Alola |
FAIRY |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
699 |
Soul-Stealing 7-Star Strike |
GHOST |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
700 |
Stoked Sparksurfer |
ELECTRIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
701 |
Pulverizing Pancake |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
702 |
Extreme Evoboost |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
703 |
Genesis Supernova |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
704 |
Shell Trap |
FIRE |
|
150 |
100 |
5 |
Set up a shell trap. If the opponent uses a physical move, the trap will explode and deal damage to the opponent. |
705 |
Fleur Cannon |
FAIRY |
|
130 |
90 |
5 |
After releasing a powerful beam, your Special Attack will greatly decrease. |
706 |
Psychic Fangs |
PSYCHIC |
|
85 |
100 |
10 |
Attack the opponent using psychic power to bite. Can also break Light Screen and Reflect. |
707 |
Stomping Tantrum |
GROUND |
|
75 |
100 |
10 |
Transform regret into power for attack. If the move missed the previous turn, its power will double. |
708 |
Shadow Bone |
GHOST |
|
85 |
100 |
10 |
Attack the opponent with bones imbued with a soul. Sometimes it lowers the opponent's Defense. |
709 |
Accelerock |
ROCK |
|
40 |
100 |
20 |
Rapidly crash into the opponent for an attack. It will always be a priority attack. |
710 |
Liquidation |
WATER |
|
85 |
100 |
10 |
Attack the opponent with the power of water. Sometimes it lowers the opponent's Defense. |
711 |
Prismatic Laser |
PSYCHIC |
|
160 |
100 |
10 |
Fire a strong beam of light with the power of a prism. You will be unable to move next turn. |
712 |
Spectral Thief |
GHOST |
|
90 |
100 |
10 |
Infiltrate the opponent's shadow to attack. It will steal the opponent's stat boosts. |
713 |
Sunsteel Strike |
STEEL |
|
100 |
100 |
5 |
Crash into the opponent with the momentum of a meteor. It can ignore the opponent's Ability. |
714 |
Moongeist Beam |
GHOST |
|
100 |
100 |
5 |
Fire strange light at the opponent. It can ignore the opponent's Ability. |
715 |
Tearful Look |
NORMAL |
|
— |
— |
20 |
Become tearful, causing the opponent to lose morale. Thus lowering the opponent's attack and special attack. |
716 |
Zing Zap |
ELECTRIC |
|
80 |
100 |
10 |
Crash into the opponent and emit a strong electric shock, causing numbness. Sometimes it may cause the opponent to flinch. |
717 |
Nature’s Madness |
FAIRY |
|
variation
|
90 |
10 |
Release the wrath of nature towards the opponent. The opponent's HP will be halved. |
718 |
Multi-Attack |
NORMAL |
|
120 |
100 |
10 |
Charge towards the opponent while covering high energy. The type will change depending on the memory disc. |
719 |
10,000,000 Volt Thunderbolt |
ELECTRIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
720 |
Mind Blown |
FIRE |
|
150 |
100 |
5 |
Explode your own head to attack everything around. You will also take damage. |
721 |
Plasma Fists |
ELECTRIC |
|
100 |
100 |
15 |
Attack with a fist covered in electricity. It turns Normal-type moves into Electric-type. |
722 |
Photon Geyser |
PSYCHIC |
|
100 |
100 |
5 |
Attack with a light beam. Compare your Attack and Special Attack, and use the higher value to deal damage to the opponent. |
723 |
Light That Burns the Sky |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
724 |
Searing Sunraze Smash |
STEEL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
725 |
Menacing Moonraze Maelstrom |
GHOST |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
726 |
Let’s Snuggle Forever |
FAIRY |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
727 |
Splintered Stormshards |
ROCK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
728 |
Clangorous Soulblaze |
DRAGON |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
729 |
Zippy Zap |
ELECTRIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Though forgotten, it cannot be remembered again, but it is advised to forget this move. |
730 |
Splishy Splash |
WATER |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
731 |
Floaty Fall |
FLYING |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
732 |
Pika Papow |
ELECTRIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
733 |
Bouncy Bubble |
WATER |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
734 |
Buzzy Buzz |
ELECTRIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
735 |
Sizzly Slide |
FIRE |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
736 |
Glitzy Glow |
PSYCHIC |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
737 |
Baddy Bad |
DARK |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
738 |
Sappy Seed |
GRASS |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
739 |
Freezy Frost |
ICE |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
740 |
Sparkly Swirl |
FAIRY |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
741 |
Veevee Volley |
NORMAL |
|
unavailabl |
unavailabl |
unavailabl |
Unable to use this move. Although forgotten, it can never be remembered again, but it is still recommended to forget this move. |
742 |
Double Iron Bash |
STEEL |
|
60 |
100 |
5 |
Rotate around the nut on your chest and swing your arms twice to hit your opponent. Sometimes it may cause the opponent to flinch. |
743 |
Max Guard |
NORMAL |
|
— |
— |
10 |
Completely block the opponent's attack. Continuous use may lead to failure. |
744 |
Dynamax Cannon |
DRAGON |
|
100 |
100 |
5 |
Release the energy condensed within your body from the core to attack. |
745 |
Snipe Shot |
WATER |
|
80 |
100 |
15 |
Can ignore the effects of traits or moves that attract opponents. Able to attack the selected opponent. |
746 |
Jaw Lock |
DARK |
|
80 |
100 |
10 |
Prevent both sides from switching their Pokémon until one faints. The effect can be lifted if one side exits. |
747 |
Stuff Cheeks |
NORMAL |
|
— |
— |
10 |
Eat the held berry to greatly increase defense. |
748 |
No Retreat |
FIGHTING |
|
— |
— |
5 |
Boost all of your own stats, but you cannot switch or flee. |
749 |
Tar Shot |
ROCK |
|
— |
100 |
15 |
Splash sticky tar to lower the opponent's speed. Fire type becomes a weakness. |
750 |
Magic Powder |
PSYCHIC |
|
— |
100 |
20 |
Spray magical powder on the opponent, causing them to become Psychic type. |
751 |
Dragon Darts |
DRAGON |
|
50 |
100 |
10 |
Have Morpeko perform two attacks. If the opponent has two Pokémon, it will attack each once. |
752 |
Teatime |
NORMAL |
|
— |
— |
10 |
Hold a tea party, where all Pokémon on the field will eat their held berries. |
753 |
Octolock |
FIGHTING |
|
— |
100 |
15 |
Prevent the opponent from fleeing. Once fixed, the opponent's Defense and Special Defense will decrease every turn. |
754 |
Bolt Beak |
ELECTRIC |
|
85 |
100 |
10 |
Peck with a charged beak to stab the opponent. If you outspeed the opponent to attack first, the move's power will double. |
755 |
Fishious Rend |
WATER |
|
85 |
100 |
10 |
Bite with a hard jaw to clamp down on the opponent. If you outspeed the opponent to attack first, the move's power will double. |
756 |
Court Change |
NORMAL |
|
— |
100 |
10 |
Exchange the field effects of both sides with magical power. |
757 |
Max Flare |
FIRE |
|
— |
— |
10 |
A Fire-type attack used by Dynamaxed Pokémon. Can make the sunlight intense for 5 turns. |
758 |
Max Flutterby |
BUG |
|
— |
— |
10 |
A Bug-type attack used by Dynamaxed Pokémon. Lowers the opponent's Special Attack. |
759 |
Max Lightning |
ELECTRIC |
|
— |
— |
10 |
An Electric-type attack used by Dynamaxed Pokémon. Can turn the ground beneath into an Electric Terrain for 5 turns. |
760 |
Max Strike |
NORMAL |
|
— |
— |
10 |
A Normal-type attack used by Dynamaxed Pokémon. Lowers the opponent's Speed. |
761 |
Max Knuckle |
FIGHTING |
|
— |
— |
10 |
A Fighting-type attack used by Dynamaxed Pokémon. Raises your own Attack. |
762 |
Max Phantasm |
GHOST |
|
— |
— |
10 |
A Ghost-type attack used by Dynamaxed Pokémon. Lowers the opponent's Defense. |
763 |
Max Hailstorm |
ICE |
|
— |
— |
10 |
An Ice-type attack used by Dynamaxed Pokémon. Will snow for 5 turns. |
764 |
Max Ooze |
POISON |
|
— |
— |
10 |
A Poison-type attack used by Dynamaxed Pokémon. Raises your own Special Attack. |
765 |
Max Geyser |
WATER |
|
— |
— |
10 |
A Water-type attack used by Dynamaxed Pokémon. Can cause heavy rain for 5 turns. |
766 |
Max Airstream |
FLYING |
|
— |
— |
10 |
A Flying-type attack used by Dynamaxed Pokémon. Raises your own Speed. |
767 |
Max Starfall |
FAIRY |
|
— |
— |
10 |
A Fairy-type attack used by Dynamaxed Pokémon. Can turn the ground beneath into a Misty Terrain for 5 turns. |
768 |
Max Wyrmwind |
DRAGON |
|
— |
— |
10 |
A Dragon-type attack used by Dynamaxed Pokémon. Lowers the opponent's Attack. |
769 |
Max Mindstorm |
PSYCHIC |
|
— |
— |
10 |
A Psychic-type attack used by Dynamaxed Pokémon. Can turn the ground beneath into a Psychic Terrain for 5 turns. |
770 |
Max Rockfall |
ROCK |
|
— |
— |
10 |
A Rock-type attack used by Dynamaxed Pokémon. Can cause a sandstorm for 5 turns. |
771 |
Max Quake |
GROUND |
|
— |
— |
10 |
A Ground-type attack used by Dynamaxed Pokémon. Raises your own Special Defense. |
772 |
Max Darkness |
DARK |
|
— |
— |
10 |
An Evil-type attack used by Dynamaxed Pokémon. Lowers the opponent's Special Defense. |
773 |
Max Overgrowth |
GRASS |
|
— |
— |
10 |
A Grass-type attack used by Dynamaxed Pokémon. Can turn the ground beneath into a Grassy Terrain for 5 turns. |
774 |
Max Steelspike |
STEEL |
|
— |
— |
10 |
A Steel-type attack used by Dynamaxed Pokémon. Raises your own Defense. |
775 |
Clangorous Soul |
DRAGON |
|
— |
100 |
5 |
Slightly reduce your own HP to boost all stats. |
776 |
Body Press |
FIGHTING |
|
80 |
100 |
10 |
Charge at the opponent with your body to attack. The higher the Defense, the more damage dealt. |
777 |
Decorate |
FAIRY |
|
— |
— |
15 |
Greatly increase the opponent's Attack and Special Attack through decoration. |
778 |
Drum Beating |
GRASS |
|
80 |
100 |
10 |
Control the roots of the drum with drumbeats to attack, lowering the opponent's speed. |
779 |
Snap Trap |
GRASS |
|
35 |
100 |
15 |
Use a bear trap to clamp down on the opponent for 4-5 turns. |
780 |
Pyro Ball |
FIRE |
|
120 |
90 |
5 |
Ignite pebbles to form a fireball to attack the opponent. Sometimes causes the opponent to be burned. |
781 |
Behemoth Blade |
STEEL |
|
100 |
100 |
5 |
Lift a mighty sword with all your strength and strike the opponent violently. |
782 |
Behemoth Bash |
STEEL |
|
100 |
100 |
5 |
Transform your entire body into a sturdy shield and crash into the opponent violently. |
783 |
Aura Wheel |
ELECTRIC |
|
110 |
100 |
10 |
Use the energy stored in cheek pouches to attack, and increase your own speed. Its type changes depending on Morpeko's form. |
784 |
Breaking Swipe |
DRAGON |
|
60 |
100 |
15 |
Use a tough tail to sweep the opponent and lower their Attack. |
785 |
Branch Poke |
GRASS |
|
40 |
100 |
40 |
Use a sharp twig to stab the opponent. |
786 |
Overdrive |
ELECTRIC |
|
80 |
100 |
10 |
Play the guitar and bass to release a loud shockwave to attack the opponent. |
787 |
Apple Acid |
GRASS |
|
80 |
100 |
10 |
Use acid extracted from sour apples to attack. Lowers the opponent's Special Defense. |
788 |
Grav Apple |
GRASS |
|
80 |
100 |
10 |
Drop apples from a height to deal damage to the opponent. Can lower the opponent's Defense. |
789 |
Spirit Break |
FAIRY |
|
75 |
100 |
15 |
Attack with enough momentum to make the opponent falter. Lowers the opponent's Special Attack. |
790 |
Strange Steam |
FAIRY |
|
90 |
95 |
10 |
Spray smoke at the opponent. Sometimes causes confusion. |
791 |
Life Dew |
WATER |
|
— |
— |
10 |
Spray magical water to restore HP to yourself and allies on the field. |
792 |
Obstruct |
DARK |
|
— |
100 |
10 |
Completely block the opponent's attack. Continuous use may lead to failure. Touching will greatly lower Defense. |
793 |
False Surrender |
DARK |
|
80 |
— |
10 |
Pretend to bow in apology and use messy hair to stab. The attack is guaranteed to hit. |
794 |
Meteor Assault |
FIGHTING |
|
150 |
100 |
5 |
Swing the thick stem vigorously to attack. However, you will also be dazed, leaving you unable to move next turn. |
795 |
Eternabeam |
DRAGON |
|
unavailabl |
unavailabl |
unavailabl |
This move cannot be used. Although you will forget it and never remember it again, it is still advised to forget this move. |
796 |
Steel Beam |
STEEL |
|
140 |
95 |
5 |
Gather steel from your entire body and fire it as a beam, attacking fiercely. You will also take damage. |
797 |
Expanding Force |
PSYCHIC |
|
80 |
100 |
10 |
Attack the opponent using psychic power. The power will increase on a psychic terrain, allowing you to damage all opponents. |
798 |
Steel Roller |
STEEL |
|
130 |
100 |
5 |
Attack the opponent while destroying the terrain. If there is no terrain state under your feet, using this move will fail. |
799 |
Scale Shot |
DRAGON |
|
25 |
90 |
20 |
Fire scales for an attack. Attack 2 to 5 times in succession. Speed will increase but defense will decrease. |
800 |
Meteor Beam |
ROCK |
|
120 |
90 |
10 |
Gather cosmic energy in the first turn to boost special attack, then attack the opponent in the second turn. |
801 |
Shell Side Arm |
POISON |
|
90 |
100 |
10 |
Choose the attack method that can cause more damage between physical and special attacks. Sometimes it will poison the opponent. |
802 |
Misty Explosion |
FAIRY |
|
100 |
100 |
5 |
Attack all Pokémon around you, but after using this move, you will faint. The move's power will increase in a misty terrain. |
803 |
Grassy Glide |
GRASS |
|
60 |
100 |
20 |
Attack the opponent as if sliding on the ground. In a grassy terrain, you will always be able to make a surprise attack. |
804 |
Rising Voltage |
ELECTRIC |
|
70 |
100 |
20 |
Attack with electric shocks rising from the ground. The move's power will double if the opponent is on an electric terrain. |
805 |
Terrain Pulse |
NORMAL |
|
50 |
100 |
10 |
Attack using the power of the terrain. Depending on the terrain state when the move is used, the move's type and power will change. |
806 |
Skitter Smack |
BUG |
|
70 |
90 |
10 |
Approach the opponent from behind and attack. It will lower the opponent's special attack. |
807 |
Burning Jealousy |
FIRE |
|
70 |
100 |
5 |
Attack the opponent with the energy of jealousy. It will cause the Pokémon that has increased its stats in that turn to be burned. |
808 |
Lash Out |
DARK |
|
75 |
100 |
5 |
Attack the opponent to vent your anger towards them. If your stats have been lowered in that turn, the move's power will double. |
809 |
Poltergeist |
GHOST |
|
110 |
90 |
5 |
Manipulate the opponent's held item to attack. This move will fail if the opponent is not holding an item. |
810 |
Corrosive Gas |
POISON |
|
— |
100 |
40 |
Surround yourself with a gas that is highly acidic, melting the held items of all Pokémon around you. |
811 |
Coaching |
FIGHTING |
|
— |
— |
10 |
Through correct and reasonable guidance, increase the attack and defense of all allies. |
812 |
Flip Turn |
WATER |
|
60 |
100 |
20 |
After attacking, return swiftly and switch with a backup Pokémon. |
813 |
Triple Axel |
ICE |
|
20 |
90 |
10 |
Attack the opponent with three consecutive kicks. The power will increase with each kick that hits. |
814 |
Dual Wingbeat |
FLYING |
|
40 |
90 |
10 |
Crash your wings into the opponent to attack. Deal damage twice in a row. |
815 |
Scorching Sands |
GROUND |
|
70 |
100 |
10 |
Throw hot sand at the opponent. Sometimes it will cause the opponent to be burned. |
816 |
Jungle Healing |
GRASS |
|
— |
— |
10 |
Merge with the jungle, restoring your own and your allies' HP and status. |
817 |
Wicked Blow |
DARK |
|
75 |
100 |
5 |
A fierce strike from mastering the evil school. It will definitely hit a vital point. |
818 |
Surging Strikes |
WATER |
|
25 |
100 |
5 |
A fluid three-strike combo from mastering the water school. It will definitely hit a vital point. |
819 |
Thunder Cage |
ELECTRIC |
|
80 |
90 |
15 |
Trap the opponent in a cage of crackling electricity and attack over 4 to 5 turns. |
820 |
Dragon Energy |
DRAGON |
|
150 |
100 |
5 |
Convert life force into power to attack the opponent. The less HP you have, the weaker the move's power. |
821 |
Freezing Glare |
PSYCHIC |
|
90 |
100 |
10 |
Attack with psychic power from both eyes. Sometimes it will freeze the opponent. |
822 |
Fiery Wrath |
DARK |
|
90 |
100 |
10 |
Transform anger into a fiery aura to attack. Sometimes it will cause the opponent to flinch. |
823 |
Thunderous Kick |
FIGHTING |
|
90 |
100 |
10 |
Juggle the opponent with lightning-fast movements while kicking. It can lower the opponent's defense. |
824 |
Glacial Lance |
ICE |
|
120 |
100 |
5 |
Throw a spear that brings about a blizzard at the opponent to attack. |
825 |
Astral Barrage |
GHOST |
|
120 |
100 |
5 |
Attack the opponent with a large number of small spirits. |
826 |
Eerie Spell |
PSYCHIC |
|
80 |
100 |
5 |
Attack with powerful psychic power. It will reduce the last move used by the opponent by 3 PP. |
827 |
Dire Claw |
POISON |
|
80 |
100 |
15 |
Attack with the claws of destruction. Sometimes it will also cause the opponent to be poisoned, paralyzed, or fall asleep. |
828 |
Psyshield Bash |
PSYCHIC |
|
70 |
90 |
10 |
Cover your body with the energy of willpower and crash into the opponent to attack. It will increase your defense. |
829 |
Power Shift |
NORMAL |
|
— |
— |
10 |
Exchange your attack and defense with each other. |
830 |
Stone Axe |
ROCK |
|
65 |
90 |
15 |
Attack with a rock axe. The scattered rock fragments will float around the opponent. |
831 |
Springtide Storm |
FAIRY |
|
100 |
80 |
5 |
Attack the opponent with a fierce wind interwoven with love and hate. Sometimes it will lower the opponent's attack. |
832 |
Mystical Power |
PSYCHIC |
|
70 |
90 |
10 |
Attack with incredible power. It will increase your special attack. |
833 |
Raging Fury |
FIRE |
|
120 |
100 |
10 |
Over 2 to 3 turns, release flames while wildly attacking. After causing chaos, you will become confused. |
834 |
Wave Crash |
WATER |
|
120 |
100 |
10 |
Cover your body with water and crash into the opponent. You will also take a lot of damage. |
835 |
Chloroblast |
GRASS |
|
150 |
95 |
5 |
Gather your chlorophyll and release it to attack. You will also take damage. |
836 |
Mountain Gale |
ICE |
|
100 |
85 |
10 |
Crash a huge iceberg-sized block of ice into the opponent. Sometimes it will cause the opponent to flinch. |
837 |
Victory Dance |
FIGHTING |
|
— |
— |
10 |
Jump vigorously to perform a dance of victory, boosting your attack, defense, and speed. |
838 |
Headlong Rush |
GROUND |
|
120 |
100 |
5 |
Throw a full-force collision at the opponent. Your defense and special defense will decrease. |
839 |
Barb Barrage |
POISON |
|
60 |
100 |
10 |
Attack with countless poison needles. Sometimes it will also poison the opponent. When attacking a poisoned opponent, the power will double. |
840 |
Esper Wing |
PSYCHIC |
|
80 |
100 |
10 |
Tear the opponent apart with wings strengthened by chi. It is easy to hit a vital point. It will increase your speed. |
841 |
Bitter Malice |
GHOST |
|
75 |
100 |
10 |
Attack with bone-chilling resentment. It will lower the opponent's attack. |
842 |
Shelter |
STEEL |
|
— |
— |
10 |
Make your skin as hard as an iron shield, greatly increasing your defense. |
843 |
Triple Arrows |
FIGHTING |
|
90 |
100 |
10 |
After performing a leg technique, fire three arrows at once. Sometimes it will lower the opponent's defense or cause them to flinch. It is easy to hit a vital point. |
844 |
Infernal Parade |
GHOST |
|
60 |
100 |
15 |
Attack with countless fireballs. Sometimes it will cause the opponent to be burned. When attacking an opponent in an abnormal state, the power will double. |
845 |
Ceaseless Edge |
DARK |
|
65 |
90 |
15 |
Attack with the sword of shells. Scattered shell fragments will scatter at the opponent's feet to become caltrops. |
846 |
Bleakwind Storm |
FLYING |
|
100 |
80 |
10 |
Attack with a chilling wind so cold it makes the body and mind shudder. Sometimes it will lower the opponent's speed. |
847 |
Wildbolt Storm |
ELECTRIC |
|
100 |
80 |
10 |
Call forth storm clouds to cause a storm, attacking fiercely with lightning and wind. Sometimes it will cause the opponent to be paralyzed. |
848 |
Sandsear Storm |
GROUND |
|
100 |
80 |
10 |
Sweep the opponent with hot sand and strong winds. Sometimes it will cause the opponent to be burned. |
849 |
Lunar Blessing |
PSYCHIC |
|
— |
— |
5 |
Offer prayers to the new moon, restoring your own and your allies' HP and status. |
850 |
Take Heart |
PSYCHIC |
|
— |
— |
15 |
Rally your spirits, cure your abnormal status, and increase your special attack and special defense. |
851 |
Tera Blast |
NORMAL |
|
80 |
100 |
10 |
When crystallized, release crystalline energy attacks. Compare your attack and special attack, using the higher value to damage the opponent. (Other attributes) / Use the higher value between attack and special attack to damage. It is extremely effective against opponents that are crystallized. Your attack and special attack will decrease. (Star Crystal) |
852 |
Silk Trap |
BUG |
|
— |
— |
10 |
Set traps with silk. While blocking the opponent's attacks, it can lower the speed of the opponent that comes into contact with it. |
853 |
Axe Kick |
FIGHTING |
|
120 |
90 |
10 |
Kick down with the heel of the foot raised to attack the opponent. Sometimes it may cause confusion to the opponent. If the kick is off target, self-damage will occur. |
854 |
Last Respects |
GHOST |
|
50 |
100 |
10 |
Attack to resolve the regret of a partner. The more of our fallen Pokémon there are, the higher the power of the move. |
855 |
Lumina Crash |
PSYCHIC |
|
80 |
100 |
10 |
Release strange lights that can affect even the spirit to attack. It greatly reduces the opponent's special defense. |
856 |
Order Up |
DRAGON |
|
80 |
100 |
10 |
Attack with elegant movements. If there is a Milcery in the mouth, the ability will be increased according to its appearance. |
857 |
Jet Punch |
WATER |
|
60 |
100 |
15 |
Cover the fist with a torrent and punch at a speed too fast for the eye to see. It is guaranteed to strike first. |
858 |
Spicy Extract |
GRASS |
|
— |
— |
15 |
Release extremely pungent essence. The opponent's attack will greatly increase, and defense will greatly decrease. |
859 |
Spin Out |
STEEL |
|
100 |
100 |
5 |
Increase load on the legs and attack with fierce spinning. Your speed will greatly decrease. |
860 |
Population Bomb |
NORMAL |
|
20 |
90 |
10 |
Partners will come rushing to gather and attack the opponent with a group action. Hits 1 to 10 times in a row. |
861 |
Ice Spinner |
ICE |
|
80 |
100 |
15 |
Cover the feet with thin ice and spin to crash into the opponent. The spinning action destroys the field. |
862 |
Glaive Rush |
DRAGON |
|
120 |
100 |
5 |
A reckless charge of self-sacrifice. Once the move is used, the opponent's attack will definitely hit, and the damage will be doubled. |
863 |
Revival Blessing |
NORMAL |
|
— |
— |
1 |
Through praying with a heart of compassion, the fainted backup Pokémon is revived in a state of having half of its HP restored. |
864 |
Salt Cure |
ROCK |
|
40 |
100 |
15 |
Cause the opponent to be in a pickled state, inflicting damage to the opponent every turn. The opponent will suffer more when they are of Steel or Water type. |
865 |
Triple Dive |
WATER |
|
30 |
95 |
10 |
Splash water with a synchronized jump towards the opponent. Deals damage three times in a row. |
866 |
Mortal Spin |
POISON |
|
30 |
100 |
15 |
Attack the opponent by spinning. It can break free from moves like Bind, Wrap, and Leech Seed, and can also poison the opponent. |
867 |
Doodle |
NORMAL |
|
— |
100 |
10 |
Grasp and map out the essence of the opponent, making the characteristics of your and your partner's Pokémon become the same as the opponent's. |
868 |
Fillet Away |
NORMAL |
|
— |
— |
10 |
Reduce your own HP to greatly increase attack, special attack, and speed. |
869 |
Kowtow Cleave |
DARK |
|
85 |
— |
10 |
Kneel to make the opponent careless and then launch an attack. The attack will definitely hit. |
870 |
Flower Trick |
GRASS |
|
70 |
— |
10 |
Throw a doctored bouquet at the opponent to attack. It will definitely hit and strike a critical point. |
871 |
Torch Song |
FIRE |
|
80 |
100 |
10 |
Emit burning flames like singing, scorching the opponent. It will increase your special attack. |
872 |
Aqua Step |
WATER |
|
80 |
100 |
10 |
Dance lightly with tears in your eyes to tease the opponent and deal damage. It will increase your speed. |
873 |
Raging Bull |
NORMAL |
|
90 |
100 |
10 |
The fierce charge of the Rage Bull. The attributes of the moves change with the form, and techniques such as Light Wall and Reflective Barrier can also be destroyed. |
874 |
Make It Rain |
STEEL |
|
120 |
100 |
5 |
Throw a large number of coins to attack. Your special attack will decrease, but you can pick up money after the battle. |
875 |
Hydro Steam |
WATER |
|
80 |
100 |
15 |
Spray boiling water violently towards the opponent. When the sun is strong, the move's power will not decrease and will instead become 1.5 times stronger. |
876 |
Psyblade |
PSYCHIC |
|
80 |
100 |
15 |
Slice the opponent with invisible blades. The move's power will become 1.5 times stronger in an electric field. |
877 |
Ruination |
DARK |
|
variation
|
90 |
10 |
Cause a devastating calamity, halving the opponent's HP. |
878 |
Collision Course |
FIGHTING |
|
100 |
100 |
5 |
Transform and fall down ferociously, causing an ancient big explosion. If it hits a weakness, the power will increase further. |
879 |
Electro Drift |
ELECTRIC |
|
100 |
100 |
5 |
Transform and run at high speed, piercing the opponent with unknown electric shocks. If it hits a weakness, the power will increase further. |
880 |
Shed Tail |
NORMAL |
|
— |
— |
10 |
Reduce your own HP, create a clone, and then return to switch with a backup Pokémon. |
881 |
Chilly Reception |
ICE |
|
— |
— |
10 |
Leave a cold joke and switch with a backup Pokémon. Snow will fall within the next 5 turns. |
882 |
Tidy Up |
NORMAL |
|
— |
— |
10 |
Clear away Spikes, Toxic Spikes, Sticky Web, Poison Barb, and Substitute. Your attack and speed will increase. |
883 |
Snowscape |
ICE |
|
— |
— |
10 |
Within 5 rounds, it will snow. The defense of Ice-type attributes will increase. |
884 |
Pounce |
BUG |
|
50 |
100 |
20 |
Leap towards the opponent to attack. It will decrease the opponent's speed. |
885 |
Trailblaze |
GRASS |
|
50 |
100 |
20 |
Jump out of the grass to attack. Light steps will increase your speed. |
886 |
Chilling Water |
WATER |
|
50 |
100 |
20 |
Splash cold water enough to make the opponent lose vitality. It will decrease the opponent's attack. |
887 |
Hyper Drill |
NORMAL |
|
100 |
100 |
5 |
Rapidly spin a sharp body part to pierce through the opponent. It can ignore moves like Protect and Detect. |
888 |
Twin Beam |
PSYCHIC |
|
40 |
100 |
10 |
Attacks by emitting magical beams from both eyes. Inflicts damage twice consecutively. |
889 |
Rage Fist |
GHOST |
|
50 |
100 |
10 |
Transform anger into power to attack. The more attacks received, the higher the power of the move. |
890 |
Armor Cannon |
FIRE |
|
120 |
100 |
5 |
Burn your own armor and turn it into a projectile to attack. Your defense and special defense will decrease. |
891 |
Bitter Blade |
FIRE |
|
90 |
100 |
10 |
Gather all worldly attachments at the tip of the sword and strike the opponent. It can restore half of the damage dealt to the opponent's HP. |
892 |
Double Shock |
ELECTRIC |
|
120 |
100 |
5 |
Release all the electricity in your body, inflicting significant damage on your opponent. Your electric attribute will disappear. |
893 |
Gigaton Hammer |
STEEL |
|
160 |
100 |
5 |
Spin a huge hammer with the whole body and attack. This move cannot be used twice in a row. |
894 |
Comeuppance |
DARK |
|
variation
|
100 |
10 |
Before using the move, return the damage from the last move received to the opponent. |
895 |
Aqua Cutter |
WATER |
|
70 |
100 |
20 |
Shoot out pressurized water like a blade to cut through the opponent. It easily strikes a critical point. |
896 |
Blazing Torque |
FIRE |
|
80 |
100 |
10 |
――― |
897 |
Wicked Torque |
DARK |
|
80 |
100 |
10 |
――― |
898 |
Noxious Torque |
POISON |
|
100 |
100 |
10 |
――― |
899 |
Combat Torque |
FIGHTING |
|
100 |
100 |
10 |
――― |
900 |
Magical Torque |
FAIRY |
|
100 |
100 |
10 |
――― |
901 |
Blood Moon |
NORMAL |
|
140 |
100 |
5 |
Shoot out all the momentum from the blood-red full moon. This move cannot be used twice in a row. |
902 |
Matcha Gotcha |
GRASS |
|
80 |
90 |
15 |
Fire a cannon of stirred tea, which can restore half of the damage dealt to the opponent's HP, and sometimes causes the opponent to be burned. |
903 |
Syrup Bomb |
GRASS |
|
60 |
85 |
10 |
Explode sticky malt syrup, causing the opponent to be covered in syrup, continuously reducing their speed over 3 turns. |
904 |
Ivy Cudgel |
GRASS |
|
100 |
100 |
10 |
Beating with a stick entwined with vines. The attributes will change depending on the mask worn. It is easy to hit a vital point. |
905 |
Electro Shot |
ELECTRIC |
|
130 |
100 |
10 |
Collect electricity in the first turn to increase special attack, and release high-pressure electricity in the second turn. It can be launched immediately in rainy weather. |
906 |
Tera Starstorm |
NORMAL |
|
120 |
100 |
5 |
Emit the power of crystallized light to drive away enemies. When used by Tyranitar in its Crystal Form, it can deal damage to all opponents. |
907 |
Fickle Beam |
DRAGON |
|
80 |
100 |
5 |
Fire a beam of light to attack. Sometimes other heads will join in firing lasers, doubling the move's power. |
908 |
Burning Bulwark |
FIRE |
|
— |
— |
10 |
Use super-hot body hair to block the opponent's attack while making the opponent who touches you burn. |
909 |
Thunderclap |
ELECTRIC |
|
70 |
100 |
5 |
Can strike with an electric shock before the opponent. If the opponent's move is not an attacking move, it will fail. |
910 |
Mighty Cleave |
ROCK |
|
95 |
100 |
5 |
Use the light accumulated in the head to slice the opponent. It can ignore protection and attack. |
911 |
Tachyon Cutter |
STEEL |
|
50 |
— |
10 |
Continuously fire out particle blades, dealing damage twice in a row. The attack will definitely hit. |
912 |
Hard Press |
STEEL |
|
variation
|
100 |
10 |
Compress the opponent with arms or pincers. The more HP the opponent has left, the greater the power. |
913 |
Dragon Cheer |
DRAGON |
|
— |
— |
15 |
To boost morale with the dragon's encouragement, making our moves easier to hit the critical point. The encouragement effect on the dragon attribute will be stronger. |
914 |
Alluring Voice |
FAIRY |
|
80 |
100 |
10 |
Attack the opponent with angelic singing. It will cause Pokémon that have increased abilities this turn to become confused. |
915 |
Temper Flare |
FIRE |
|
75 |
100 |
10 |
Attack with a reckless spirit. If the move misses the previous turn, the power will double. |
916 |
Supercell Slam |
ELECTRIC |
|
100 |
95 |
15 |
Charge at the opponent with an electrified body. If the attack misses, self-damage will occur. |
917 |
Psychic Noise |
PSYCHIC |
|
75 |
100 |
10 |
Attack with sound waves that discomfort the opponent. Prevents the opponent from restoring HP through moves, abilities, or held items for 2 turns. |
918 |
Upper Hand |
FIGHTING |
|
65 |
100 |
15 |
Strike with the heel of the palm after detecting the opponent's movements, causing the opponent to flinch. If the opponent's move is not a priority attack, it will fail. |
919 |
Malignant Chain |
POISON |
|
100 |
100 |
5 |
Envelop the opponent with a chain formed by poison, injecting toxins to erode. Occasionally induces the opponent into a state of severe poisoning. |