| 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. |