Mew
National: #151· Kanto: #151· Johto: #255· Letsgo Kanto: #151
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 100 | 100 | 100 | 100 | 100 | 100 | 600 |
Abilities
Moves
User takes 1/4 the damage it inflicts in recoil.
Has a 10% chance to confuse the target.
For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. rapid spin cancels this effect.
Raises the user’s Speed by two stages.
Inflicts damage equal to the user’s level. Type immunity applies, but other type effects are ignored.
Confuses the target.
Removes stat, accuracy, and evasion modifiers from every Pokémon on the field. This does not count as a stat reduction for the purposes of clear body or white smoke.
Drains half the damage inflicted to heal the user.
Power varies inversely with the user’s proportional remaining HP. 64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20
Lowers the target’s Speed by two stages.
Scatters spikes around the opposing field, which damage opposing Pokémon that enter the field for 1/8 of their max HP. Pokémon immune to ground moves are immune to this damage, except during gravity. Up to three layers of spikes may be laid down, adding 1/16 to the damage done: two layers of spikes damage for 3/16 max HP, and three layers damage for 1/4 max HP. wonder guard does not block damage from this effect. rapid spin removes this effect from its user’s side of the field. defog removes this effect from its target’s side of the field.
Lowers the target’s Attack by two stages.
Changes the user’s and target’s remaining HP to the average of their current remaining HP. Ignores accuracy and evasion modifiers. This effect does not count as inflicting damage for other moves and effects that respond to damage taken. This effect fails against a substitute.
Has a 10% chance to raise the user’s Attack one stage.
Has a 20% chance to lower the target’s Defense by one stage.
Raises the user’s Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled.
Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. If no opposing Pokémon knows any of the user’s moves when this move is used, this move will fail.
Lowers the target’s Attack by two stages.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Lowers the target’s Special Defense by two stages.
Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Ignores accuracy and evasion modifiers.
For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop. Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes. bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect. *Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop’s effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.
Inflicts regular damage, then lowers the user’s Defense and Special Defense by one stage each.
Has a 10% chance to burn the target.
Has a 10% chance to freeze the target.
Has a 10% chance to paralyze the target.
Raises the user’s Attack by two stages.
Has a 30% chance to paralyze the target.
User takes 1/3 the damage it inflicts in recoil.
Switches the target out for another of its trainer’s Pokémon selected at random. Wild battles end immediately. Doesn’t affect Pokémon with suction cups or under the effect of ingrain.
Has a 10% chance to burn the target.
If the target is in the first turn of dive, this move will hit with double power.
Has a 10% chance to freeze the target.
Has a 10% chance to freeze the target. During hail, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Power increases with the target’s weight in kilograms, to a maximum of 120. Target’s weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120
User charges for one turn before attacking. During sunny day, the charge turn is skipped. During hail, rain dance, or sandstorm, power is halved. This move cannot be selected by sleep talk.
Paralyzes the target.
If the target is in the first turn of dig, this move will hit with double power.
User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be selected by sleep talk.
Badly poisons the target. Never misses when used by a poison-type Pokémon.
Has a 10% chance to lower the target’s Special Defense by one stage.
Erects a barrier around the user’s side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.
Erects a barrier around the user’s side of the field that reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier. If the user is holding light clay, the barrier lasts for eight turns. brick break or defog used by an opponent will destroy the barrier.
Selects any move at random and uses it. Moves the user already knows are not eligible. Assist, meta, protection, and reflection moves are also not eligible; specifically, assist, chatter, copycat, counter, covet, destiny bond, detect, endure, feint, focus punch, follow me, helping hand, me first, metronome, mimic, mirror coat, mirror move, protect, quick guard, sketch, sleep talk, snatch, struggle, switcheroo, thief, trick, and wide guard will not be selected by this move. This move cannot be copied by mimic or mirror move, nor selected by assist, metronome, or sleep talk.
Has a 10% chance to burn the target.
Has a 20% chance to make the target flinch.
Ignores accuracy and evasion modifiers.
Raises the user’s Special Defense by two stages.
Inflicts regular damage two to five times in a row, raising the user’s Speed and lowering the user’s Defense by one stage each upon last hit.
User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.
Has a 30% chance to make the target flinch.
Inflicts typeless damage equal to half the target’s remaining HP.
Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.
If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. This move cannot be selected by assist or metronome.
If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn. Otherwise: Lowers the user’s Speed by one stage, and raises its Attack and Defense by one stage each. The curse effect is passed on by baton pass. This move cannot be copied by mirror move.
Lowers the PP of the target’s last used move by 4. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
Has a 30% chance to poison the target.
Has a 100% chance to lower the target’s accuracy by one stage.
Has a 100% chance to lower the target’s Speed by one stage.
User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. safeguard does not protect against the confusion from this move.
Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon’s original Special Defense is raised by 50% for the duration of this effect. solar beam’s power is halved. moonlight, morning sun, and synthesis only heal 1/4 the user’s max HP.
Drains half the damage inflicted to heal the user.
The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
Will not reduce the target’s HP below 1.
Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon. The following move effects are passed: * aqua ring * both the user’s and target’s effect of block, mean look, and spider web * the curse effect of curse * embargo * focus energy or an activated lansat berry * gastro acid * ingrain * being sapped by leech seed * being targeted by lock on or mind reader * magnet rise * perish song’s counter * power trick * substitute; the doll’s HP is unchanged The replacement Pokémon does not trigger effects that respond to Pokémon switching in.
The next 4–8 times (selected at random) the target attempts to move, it is forced to repeat its last used move. If the selected move allows the trainer to select a target, an opponent will be selected at random each turn. If the target is prevented from using the selected move by some other effect, struggle will be used instead. This effect ends if the selected move runs out of PP. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, if it does not know the selected move, or if the selected move has 0 PP remaining, this move will fail. If the target’s last used move was encore, mimic, mirror move, sketch, struggle, or transform, this move will fail.
Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.
Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user’s max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.
Discards the user’s stat changes and copies the target’s. This move cannot be copied by mirror move.
Has a 10% chance to raise all of the user’s stats one stage.
Has a 20% chance to lower the target’s Special Defense by one stage.
Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won’t change the damage inflicted. No move with this effect can be used against the same target again until after the end of the third turn. This effect breaks through wonder guard. If the target is protected by protect or detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection. The damage is applied at the end of the turn, so it ignores endure and focus sash. This move cannot be copied by mirror move.
User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends. Pokémon cannot use rest during this effect. This move cannot be selected by sleep talk.
Has a 10% chance to burn the target.
Burns the target.
If the user is burned, paralyzed, or poisoned, this move has double power.
Boosts the power of the target’s moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome.
User and target permanently swap held items. Works even if one of the Pokémon isn’t holding anything. If either Pokémon is holding mail, this move will fail. If either Pokémon has multitype or sticky hold, this move will fail. If this move results in a Pokémon obtaining choice band, choice scarf, or choice specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn. Neither the user nor the target can recover its item with recycle. This move cannot be selected by assist or metronome.
Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.
Target loses its held item. Neither the user nor the target can recover its item with recycle. If the target has multitype or sticky hold, it will take damage but not lose its item.
Inflicts exactly enough damage to lower the target’s HP to equal the user’s. If the target’s HP is not higher than the user’s, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.
User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail.
If a weather move is active, this move has double power, and its type becomes the type of the weather move. shadow sky is typeless for the purposes of this move.
User’s critical hit rate is one level higher when using this move.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
Has a 100% chance to lower the target’s Speed by one stage.
Lowers the target’s Special Defense by two stages.
For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. rapid spin cancels this effect.
Has a 30% chance to lower the target’s accuracy by one stage.
Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
Ignores accuracy and evasion modifiers.
Raises the user’s Defense by two stages.
Raises the user’s Attack and Defense by one stage each.
Has a 100% chance to lower the target’s Speed by one stage.
User’s critical hit rate is one level higher when using this move. Has a 10% chance to poison the target.
Raises the user’s Special Attack and Special Defense by one stage each.
Raises the user’s Attack and Speed by one stage each.
Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
Has a 20% chance to confuse the target.
Power increases with the target’s current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
For the next three turns, all Pokémon on the user’s side of the field have their original Speed doubled. This effect remains if the user leaves the field.
Power and type are determined by the user’s held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail. This move ignores sticky hold. If the user is under the effect of embargo, this move will fail.
Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to ground moves are affected during gravity. If a poison Pokémon not immune to ground moves enters a field covered with poisoned spikes, the spikes are removed. rapid spin will remove this effect from its user’s side of the field. defog will remove this effect from its target’s side of the field. This move does not trigger synchronize, unless the Pokémon with synchronize was forced to enter the field by another effect such as roar. Pokémon entering the field due to baton pass are not affected by this effect.
User takes 1/3 the damage it inflicts in recoil. Has a 10% chance to burn the target. Frozen Pokémon may use this move, in which case they will thaw.
Ignores accuracy and evasion modifiers.
Has a 30% chance to poison the target.
Has a 20% chance to make the target flinch.
Has a 30% chance to make the target flinch.
Has a 10% chance to lower the target’s Special Defense by one stage.
Drains half the damage inflicted to heal the user.
Has a 10% chance to lower the target’s Special Defense by one stage.
Has a 10% chance to lower the target’s Special Defense by one stage.
User takes 1/3 the damage it inflicts in recoil.
Has a 10% chance to lower the target’s Special Defense by one stage.
Raises the user’s Special Attack by two stages.
If the target damaged the user this turn and was the last to do so, this move has double power. pain split does not count as damaging the user.
User’s critical hit rate is one level higher when using this move.
Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
Has a 20% chance to make the target flinch.
Has a 10% chance to lower the target’s Special Defense by one stage.
For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect. Pokémon holding full incense, lagging tail, or quick claw and Pokémon with stall ignore this effect.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
Has a 30% chance to poison the target.
Has a 30% chance to make the target flinch.
User’s critical hit rate is one level higher when using this move.
Power increases with the target’s weight in kilograms, to a maximum of 120. Target’s weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120
If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move’s damage, it will do so, and will not be stolen.
Has a 70% chance to raise the user’s Special Attack by one stage.
Damage calculation always uses the target’s Defense, regardless of this move’s damage class.
If the target is poisoned, this move has double power.
Removes the target’s immunity to ground-type damage. This effect removes any existing Ground immunity due to levitate, magnet rise, or telekinesis, and causes the target’s flying type to be ignored when it takes Ground damage. If the target isn’t immune to Ground damage, this move will fail. This move can hit Pokémon under the effect of bounce, fly, or sky drop, and ends the effect of Bounce or Fly.
Has a 10% chance to poison the target.
The greater the user’s weight compared to the target’s, the higher power this move has, to a maximum of 120. User’s weight | Power -------------------------------- | ----: Up to 2× the target’s weight | 40 Up to 3× the target’s weight | 60 Up to 4× the target’s weight | 80 Up to 5× the target’s weight | 100 More than 5× the target’s weight | 120
The greater the user’s Speed compared to the target’s, the higher power this move has, to a maximum of 150. User’s Speed | Power -------------------------------- | ----: Up to 2× the target’s Speed | 60 Up to 3× the target’s Speed | 80 Up to 4× the target’s Speed | 120 More than 4× the target’s Speed | 150
Raises the user’s Speed by one stage.
Lowers the target’s Speed by one stage.
Lowers the target’s Special Defense by two stages.
Damage is calculated using the target’s attacking stat rather than the user’s.
Power is increased by 100% its original value for every stage any of the user’s stats have been raised. Accuracy, evasion, and lowered stats do not affect this move’s power. For a Pokémon with all five stats modified to +6, this move’s power is 31×.
If the target has a major status ailment, this move has double power.
If the user has no held item, this move has double power.
User’s type changes to match the target’s.
If a friendly Pokémon used grass pledge earlier this turn, all opposing Pokémon have halved Speed for four turns (including this one).
If a friendly Pokémon used water pledge earlier this turn, moves used by any friendly Pokémon have doubled effect chance for four turns (including this one).
If a friendly Pokémon used fire pledge earlier this turn, all opposing Pokémon will take 1/8 their max HP in damage at the end of every turn for four turns (including this one).
Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user’s trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out. The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used. This move may be used even if the user is under the effect of ingrain. ingrain’s effect will end.
Has a 100% chance to lower the target’s Special Attack by one stage.
Has a 100% chance to lower the target’s Speed by one stage.
Inflicts regular damage, then switches the target out for another of its trainer’s Pokémon, selected at random. If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
Lowers the target’s Speed by one stage.
User takes 1/4 the damage it inflicts in recoil.
User’s critical hit rate is one level higher when using this move.
The greater the user’s weight compared to the target’s, the higher power this move has, to a maximum of 120. User’s weight | Power -------------------------------- | ----: Up to 2× the target’s weight | 40 Up to 3× the target’s weight | 60 Up to 4× the target’s weight | 80 Up to 5× the target’s weight | 100 More than 5× the target’s weight | 120
Has a 30% chance to confuse the target. This move can hit Pokémon under the effect of bounce, fly, or sky drop. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
Has a 100% chance to lower the target’s Special Attack by one stage.
User vanishes for one turn, becoming immune to attack, and hits on the second turn. This move ignores the effects of detect and protect. This move cannot be selected by sleep talk.
Ignores accuracy and evasion.
Deals regular damage. Drains 75% of the damage inflicted to heal the user.
For five turns, heals all Pokémon on the ground for 1/16 their max HP each turn and strengthens their grass moves to 1.5× their power. Changes nature power to energy ball.
For five turns, protects all Pokémon on the ground from major status ailments and confusion and weakens dragon moves used against them to 0.5× their power. Changes nature power to moonblast.
Has a 10% chance to lower the target’s Attack by one stage.
Lowers the target’s Special Attack by two stages.
For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power. Changes nature power to thunderbolt.
User charges for one turn before attacking. During sunny day, the charge turn is skipped. During hail, rain dance, or sandstorm, power is halved. This move cannot be selected by sleep talk.
Silences the target for two turns, preventing it from using any sound-based moves.
If the target is an opponent, inflicts regular damage. If the target is an ally, heals the target for 50% of its max HP.
Changes the terrain to Psychic Terrain for 5 turns. Overrides electric terrain, grassy terrain, and misty terrain. All Pokémon on the ground are immune to moves with priority greater than 0. (Moves that target the field rather than individual Pokémon, such as spikes, are not affected.) Additionally, when a Pokémon on the ground uses a psychic-type move, that move’s power is increased to 1.5×. If a Pokémon is holding a Terrain Extender when creating Psychic Terrain (by any means), the effect lasts for 8 turns instead of 5.
Lowers the target’s Attack by one stage.
Ignores accuracy and evasion modifiers.
Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.
Power is doubled if the user’s last move failed for any reason (i.e., produced the message "But it failed!") or was ineffective due to types.
Has a 20% chance to lower the target’s Defense by one stage.
The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target.
Lowers the target’s Attack by one stage.
The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.
Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. The user still takes damage if the move is blocked by Protect or Substitute, misses, or if the target has Flash Fire.
Has a 30% chance to burn the target.
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types.
The user attacks by pouncing on the target. This also lowers the target's Speed stat.
The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power.
The user raises its allies’ morale with a draconic cry so that their future attacks have a heightened chance of landing critical hits. This rouses Dragon types more.
The user attacks the target using its angelic voice. This also confuses the target if its stats have been boosted during the turn.
Spurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed.
The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items.
The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move.
User flies high into the air for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, twister, and whirlwind still hit the user normally. gust and twister also have double power against the user. The damage from hail and sandstorm still applies during the immune turn. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be used while gravity is in effect. This move cannot be selected by sleep talk.
Has a 10% chance to paralyze the target.
Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect. During sunny day, this move has 50% accuracy.
User copies the target’s species, weight, type, ability, calculated stats (except HP), and moves. Copied moves will all have 5 PP remaining. IVs are copied for the purposes of hidden power, but stats are not recalculated. choice band, choice scarf, and choice specs stay in effect, and the user must select a new move. This move cannot be copied by mirror move, nor forced by encore.
For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. If the target is in the first turn of dive, this move will hit with double power.
If the user takes damage this turn before hitting, this move will fail. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging. assist, copycat, me first, metronome, mirror move, and sleep talk do not directly inflict damage and thus may not be used. bide, counter, endeavor, metal burst, and mirror coat are allowed.
Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user’s trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out. The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used. This move may be used even if the user is under the effect of ingrain. ingrain’s effect will end.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon’s susceptibility to rock moves. rapid spin removes this effect from its user’s side of the field.
Has a 30% chance to burn the target.
