Smeargle
National: #235· Johto: #159· Kalos: #124· Alola: #70· Melemele: #70· Blueberry: #40
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 55 | 20 | 35 | 20 | 45 | 75 | 250 |
Abilities
Signature moves
Moves that are learned only by this Pokémon line (Gen 9).
Damage calculation ignores the target’s stat modifiers, including evasion.
The user delivers an axe kick, then fires three arrows. This raises the chance of its future attacks landing critical hits and also lowers the target's defensive stats.
Begins charging at the start of the turn, then attacks as normal. Any Pokémon that makes contact with the user while charging is burned. The charging is not affected by accuracy, sleep, paralysis, or any other effect that would interfere with a move.
Lowers the target’s Attack by one stage.
Heals the target for ½ its max HP. If grassy terrain is in effect, heals for ⅔ instead.
Exchanges the original Speed stats of the user and target.
The user performs a tackle like a raging bull. This move's type depends on the user's form. It can also break barriers, such as Light Screen and Reflect.
Removes major status effects and confusion from every Pokémon in the user’s party.
User’s critical hit rate is one level higher when using this move.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Hits 2–5 times.
The user attacks with savagely cold winds that cause both body and spirit to tremble. This may also leave the target with frostbite.
The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave the target with paralysis.
Has a 50% chance to raise the user’s Defense by two stages for each target hit.
This move’s type matches the user’s first type, if any; otherwise, it’s typeless.
The target immediately uses its most recently-used move. This is independent of the target’s normal action for the turn (i.e., it may end up moving twice), but otherwise functions as usual, including deduction of PP. This effect works for disabled moves and ignores torment.
Has a 30% chance to make the target flinch.
The user raises all its stats by using some of its HP.
Other Pokémon’s abilities cannot activate in response to this move. In particular, it hits through disguise
Lowers the target’s Defense by one stage.
Lowers the target’s Defense by one stage.
The user has teatime with all the Pokémon in the battle. Each Pokémon eats its held Berry.
The user throws a rigged bouquet of flowers at the target. This attack never misses and always lands a critical hit.
The user toys with the target and attacks it using light and fluid dance steps. This also boosts the user's Speed stat.
Bypasses and removes any protection effect on the target.
The user attacks by unleashing a peculiar light that even affects the mind. This also harshly lowers the target's Sp. Def stat.
The user summons a torrent around its fist and punches at blinding speed. This move always goes first.
The user attacks with elegant poise. If the user has a Tatsugiri in its mouth, this move boosts one of the user's stats based on the Tatsugiri's form.
The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it’s a supereffective hit.
The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move's power is boosted more than usual if it's a supereffective hit.
The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain.
The user strikes with an ivy-wrapped cudgel. This move's type changes depending on the mask worn by the user, and it has a heightened chance of landing a critical hit.
The user shoots a beam of light to inflict damage. Sometimes all the user's heads shoot beams in unison, doubling the move's power.
The user's intensely hot fur protects it from attacks and also burns any attacker that makes direct contact with it.
This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack.
The user attacks by launching particle blades at the target twice in a row. This attack never misses.
With the power of its crystals, the user bombards and eliminates the target. When used by Terapagos in its Stellar Form, this move damages all opposing Pokémon.
The user pours toxins into the target by wrapping them in a toxic, corrosive chain. This may also leave the target badly poisoned.
For the purposes of type effectiveness, this move is both fighting- and flying-type: its final effectiveness is determined by multiplying the effectiveness of each type against each of the target’s types. For all other purposes, this move is pure Fighting-type. If this move’s type is changed, its Fighting typing is overwritten, and its secondary type remains Flying. If the target has used minimize since entering battle, this move has double power and will never miss.
The user launches its amassed chlorophyll to inflict damage on the target. This also damages the user and lowers the user's action speed.
Bypasses and removes any protection effect on the target.
Traps the target.
Has a 20% chance to confuse the target.
Damage calculation always uses the target’s Defense, regardless of this move’s damage class.
The user attacks with myriad fireballs. This may also leave the target with a burn. This move's power is doubled if the target has a status condition.
Hits three times in the same turn. The second hit has double power, and the third hit has triple power. Each hit has a separate accuracy check, and this move stops if a hit misses. skill link does not apply.
User’s critical hit rate is one level higher when using this move.
Has a 50% chance to lower the target’s Special Attack by one stage.
Has a 50% chance to lower the target’s Special Defense by one stage.
Inflicts regular damage, then lowers the user’s Defense and Special Defense by one stage each.
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.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
The user performs a dance to usher in victory. This raises the user’s offensive and defensive stats and increases the damage dealt by the user’s moves by 50 percent.
User’s critical hit rate is one level higher when using this move.
Raises the user’s Defense and Special Defense by one stage.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
Power directly relates to the target’s relative remaining HP, given by `1 + 120 * current HP / max HP`, to a maximum of 121.
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.
User faints. Its replacement’s HP and PP are fully restored, and any major status effect is removed.
The user heals its own status conditions and restores its HP. Incoming moves also become more likely to miss.
User swaps its stat modifiers with the target.
Puts the target to sleep.
Has a 40% chance to lower the target’s Special Defense by two stages.
If the user is holding a plate or a drive, this move’s type is the type corresponding to that item. Note: This effect is technically shared by both techno blast and judgment; however, Techno Blast is only affected by drives, and Judgment is only affected by plates.
The user slashes its shell blade at the target, aiming to land a critical hit. Shell splinters left behind by this attack will continue to damage the target for several turns.
The user slashes the target with aura-enriched wings. This also raises the user's action speed. This move has a heightened chance of landing a critical hit.
Has a 20% chance to paralyze the target.
The user attacks by wrapping the target in fierce winds and searingly hot sand. This also leaves the target with a burn.
Lowers the target’s Speed by one stage.
Has a 30% chance to paralyze the target. User charges for one turn before attacking.
Has a 30% chance to burn the target. User charges for one turn before attacking.
Damage calculation always uses the target’s Defense, regardless of this move’s damage class.
Has a 10% chance to put the target to sleep. If the user is a meloetta, it will toggle between Aria and Pirouette Forme.
Lowers the user’s Defense by one stage.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
With its mysterious power, the user swaps the effects on either side of the field.
Has a 10% chance to burn the target.
The user pours sticky tar over the target, lowering the target’s Speed stat. The target becomes weaker to Fire-type moves.
The user attacks the target with an acidic liquid created from tart apples. This also lowers the target’s Sp. Def stat.
The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.
The user scatters a cloud of magic powder that changes the target to Psychic type.
The user sharply raises the target’s Attack and Sp. Atk stats by decorating the target.
Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move’s type changes depending on the user’s form.
The user attacks twice using Dreepy. If there are two targets, this move hits each target once.
Inflicts regular damage, then (if successful) sets light screen on the user’s side of the field.
The user swings its stone axes at the target, aiming to land a critical hit. Stone splinters left behind by this attack continue to damage the target for several turns.
The user unleashes the full brunt of its spirit from a full moon that shines as red as blood. This move can't be used twice in a row.
The user attacks by wrapping the target in fierce winds brimming with love and hate. This move’s additional effects depend on the user’s form.
The user blows out raging flames as if singing a song, scorching the target. This also boosts the user's Sp. Atk stat.
The user spins a silken trap, protecting itself from damage while lowering the Speed stat of any attacker that makes direct contact.
The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type.
The user focuses its bitter feelings toward the world of the living into a slashing attack. The user's HP is restored by up to half the damage taken by the target.
The user captures the very essence of the target in a sketch. This changes the Abilities of the user and its ally Pokémon to that of the target.
The user emits an incredibly spicy extract, sharply boosting the target's Attack stat and harshly lowering the target's Defense stat.
The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row.
The user performs a perfectly timed triple dive, hitting the target with splashes of water three times in a row.
The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also poisons opposing Pokémon.
The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP.
The user slashes at the target after kowtowing to make the target let down its guard. This attack never misses.
The user throws its entire body into a reckless charge. After this move is used, attacks on the user cannot miss and will inflict double damage until the user’s next turn.
The user attacks by throwing out a mass of coins. This also lowers the user's Sp. Atk stat. Money is earned after the battle.
The user blasts the target with boiling-hot water. This move's power is not lowered in harsh sunlight but rather boosted by 50 percent.
The user fires a blast of tea that it mixed. The user's HP is restored by up to half the damage taken by the target. This may also leave the target with a burn.
The user wields the light that has accumulated atop its head to cleave the target. This move hits even if the target protects itself.
Has a 20% chance to burn the target.
Prevents all Pokémon from fleeing or switching out during the next turn.
The user hurls giant chunks of ice at the target to inflict damage.
Has a 30% chance to burn the target.
Grants the user protection for the rest of the turn. If a Pokémon attempts to use a move that makes contact with the user, that Pokémon will be poisoned. This move’s chance of success halves every time it’s used consecutively with any other protection move.
Other Pokémon’s abilities cannot activate in response to this move. In particular, it hits through disguise
Inflicts regular damage, then (if successful) sets reflect on the user’s side of the field.
Increase the user's Special Attack, Attack, Defense, Special Defense and Speed by one stage. The user gets locked and cannot be switched out. If it got locked using this move, it cannot use this move again.
The user lashes out at the target with ruinous claws, aiming to land a critical hit. This may also leave the target poisoned, paralyzed, or drowsy.
The user shoots its own armor out as blazing projectiles. This also lowers the user’s Defense and Sp. Def stats.
The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain.
Moves
Drains half the damage inflicted to heal the user.
Lowers the target’s Speed by two stages.
This move is replaced by the target’s last successfully used move, and its PP changes to 5. 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 the user already knows the targeted move, this move will fail. This effect vanishes when the user leaves the field. If chatter, metronome, mimic, sketch, or struggle is selected, this move will fail. This move cannot be copied by mirror move, nor selected by assist or metronome, nor forced by encore.
Ignores accuracy and evasion modifiers.
Raises user’s Defense by one stage. After this move is used, the power of ice ball and rollout are doubled until the user leaves the field.
Has a 100% chance to lower the target’s accuracy by one stage.
Will not reduce the target’s HP below 1.
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.
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.
Lowers the target’s Special Defense by two stages.
Raises the user’s Attack and Special Attack by one stage each.
The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
Has a 30% chance to make the target flinch.
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.
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.
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.
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.
Lowers the target’s Attack by two stages.
Protects Pokémon on the user’s side of the field from major status effects and confusion for five turns. Does not cancel existing ailments. This effect remains even if the user leaves the field. If yawn is used while this move is in effect, it will immediately fail. defog used by an opponent will end this effect. This effect does not prevent the confusion caused by outrage, petal dance, or thrash.
Lowers the target’s Speed by one stage.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
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.
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.
Lowers the target’s Speed by two stages.
Power doubles after every time this move is used, whether consecutively or not, maxing out at 16x. If this move misses or the user leaves the field, power resets.
User takes 1/3 the damage it inflicts in recoil.
Has a 30% chance to paralyze the target.
Has a 10% chance to lower the target’s Special Defense by one stage.
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.
Lowers the target’s Attack by one stage.
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.
Raises the user’s evasion by one stage.
Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Heals the user for half its max HP. During sunny day, the healing is increased to 2/3 max HP. During hail, rain dance, or sandstorm, the healing is decreased to 1/4 max HP.
Has a 50% chance to lower the target’s Defense by one stage.
If round has already been used this turn, this move’s power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.
Lowers the target’s Defense by one stage.
Has a 100% chance to confuse the target.
If the user has no held item, this move has double power.
Lowers the target’s Attack by one stage.
User pays half its max HP to raise its Attack to +6 stages. If the user cannot pay the HP cost, this move will fail.
Has a 30% chance to paralyze the target.
Has a 20% chance to lower the target’s Defense by one stage.
Has a 10% chance to raise all of the user’s stats one stage.
Inflicts typeless regular damage. Every Pokémon in the user’s party, excepting those that have fainted or have a major status effect, attacks the target. Calculated stats are ignored; the base stats for the target and assorted attackers are used instead. The random factor in the damage formula is not used. dark Pokémon still get STAB. This effect breaks through wonder guard.
Raises the user’s Attack and Speed by one stage each.
Has a 20% chance to make the target flinch.
Has a 10% chance to lower the target’s Special Defense by one stage.
If any friendly Pokémon used this move earlier this turn or on the previous turn, that use’s power is added to this move’s power, to a maximum of 200.
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 Special Attack by one stage.
Has a 30% chance to make the target flinch.
Damage calculation ignores the target’s stat modifiers, including evasion.
Inflicts damage equal to the target’s max HP. Ignores accuracy and evasion modifiers. This move’s accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail. Because this move inflicts a specific and finite amount of damage, endure still prevents the target from fainting. The effects of lock on, mind reader, and no guard still apply, as long as the user is equal or higher level than the target. However, they will not give this move a chance to break through detect or protect.
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.
Has a 10% chance to raise the user’s Attack one stage.
Has a 20% chance to make each target flinch. If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
User’s critical hit rate is one level higher when using this move. Has a 10% chance to burn the target.
User’s critical hit rate is one level higher when using this move.
Lowers the target’s evasion by one stage. Clears away fog. Removes the effects of mist, light screen, reflect, safeguard, spikes, stealth rock, and toxic spikes from the target’s side of the field. If the target is protected by mist, it will prevent the evasion change, then be removed by this move.
Has a 100% chance to lower the target’s Special Attack by one stage.
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.
Spurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed.
Raises the user’s Attack by two stages.
Inflicts damage equal to the user’s level. Type immunity applies, but other type effects are ignored.
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.
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.
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.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
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.
Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
Raises the user’s Speed by one stage.
If the target is holding a berry, it’s destroyed and cannot be used in response to this move.
The user delivers an axe kick, then fires three arrows. This raises the chance of its future attacks landing critical hits and also lowers the target's defensive stats.
Has a 10% chance to burn the target.
If the target is in the first turn of dig, this move will hit with double power.
Has a 10% chance to lower the target’s Speed by one stage.
Targets the last opposing Pokémon to hit the user with a physical move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored. This move cannot be copied by mirror move, nor selected by assist or metronome.
Has a 10% chance to confuse the target.
Has a 30% chance to make the target flinch.
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.
Has a 100% chance to lower the target’s Speed by one stage.
Has a 20% chance to make the target flinch.
Raises the user’s Attack, Special Attack, and Speed by two stages each. Lowers the user’s Defense and Special Defense by one stage each.
Pokémon on the user’s side of the field are immune to stat-lowering effects for five turns. guard swap, heart swap, and power swap may still be used. defog used by an opponent will end this effect.
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.
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
Targets the last opposing Pokémon to hit the user with a special move this turn. Inflicts twice the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored. This move cannot be copied by mirror move, nor selected by assist or metronome.
Causes the target to flinch. Can only be used on the user’s first turn after entering the field.
Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers. If the target leaves the field, this effect is canceled. If the target has a status effect when this move is used, this move will fail. If the target is protected by safeguard when this move is used, this move will fail. insomnia and vital spirit prevent the sleep if the target has either at the end of the next turn, but will not cause this move to fail on use.
Power increases with the user’s remaining HP and is given by `150 * HP / max HP`, to a maximum of 150 when the user has full HP.
Restores 1/16 of the user’s max HP at the end of each turn. If the user leaves the field, this effect ends. This effect is passed on by baton pass.
Begins charging at the start of the turn, then attacks as normal. Any Pokémon that makes contact with the user while charging is burned. The charging is not affected by accuracy, sleep, paralysis, or any other effect that would interfere with a move.
Ignores accuracy and evasion modifiers.
Has a 20% chance to lower the target’s Defense by one stage.
The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user and raises the user’s action speed.
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.
User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends. If this move misses or becomes unusable, the lock-in ends. If the user has used defense curl since entering the field, this move has double power.
Has a 30% chance to lower the target’s accuracy by one stage.
If the target has less than half its max HP remaining, this move has double power.
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.
The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
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.
Has a 100% chance to lower the target’s Speed by one stage.
Has a 30% chance to lower the target’s Defense by one stage.
User dives underwater for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, surf, and whirlpool 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.
Raises the user’s Defense by two stages.
Does nothing. Wild battles end immediately.
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.
Lowers the target’s evasion by one stage.
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 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.
If the target is an opponent, inflicts regular damage. If the target is an ally, heals the target for 50% of its max HP.
Has a 30% chance to poison the target.
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.
Silences the target for two turns, preventing it from using any sound-based moves.
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.
Raises the user’s Speed by two stages.
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.
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.
If the target takes damage this turn for any reason before this move is used, this move has double power.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Raises the user’s Attack by two stages if it KOs the target.
User takes 1/4 the damage it inflicts in recoil.
User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch. This move cannot be selected by sleep talk.
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 10% chance to burn the target.
User takes 1/3 the damage it inflicts in recoil.
Lowers the target’s accuracy by one stage.
Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.
Lowers the target’s Attack by one stage.
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 30% chance to poison the target.
User’s critical hit rate is one level higher when using this move.
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.
This move can only be used if each of the user’s other moves has been used at least once since the user entered the field. If this is the user’s only move, this move will fail.
If a friendly Pokémon fainted on the previous turn, this move has double power.
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.
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.
Ignores accuracy and evasion modifiers.
Has a 10% chance to poison the target.
Has a 100% chance to lower the target’s Special Attack by one stage.
User’s critical hit rate is one level higher when using this move.
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 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
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.
Raises the user’s Defense and Special Defense by one stage each. Stores energy for use with spit up and swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied. If the user uses baton pass, the stat boosts are passed as normal, but the stored energy is not.
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.
Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.
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.
If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail. This move is not affected by iron fist.
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.
Hits twice in one turn.
Confuses the target.
Has a 100% chance to paralyze the target.
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.
Raises the user’s Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled.
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.
Lowers the target’s Special Defense by two stages.
Raises the user’s Special Attack and Special Defense by one stage each.
Heals the target for ½ its max HP. If grassy terrain is in effect, heals for ⅔ instead.
Raises the user’s Special Attack by two stages.
Ignores accuracy and evasion.
Has a 10% chance to lower the target’s Attack by one stage.
Lowers the target’s Special Attack by two stages.
The user attacks the target using its angelic voice. This also confuses the target if its stats have been boosted during the turn.
Paralyzes the target.
Badly poisons the target. Never misses when used by a poison-type Pokémon.
Has a 30% chance to paralyze the target.
If the user is burned, paralyzed, or poisoned, this move has double power.
Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.
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.
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.
For five turns, the user is immune to ground moves. If the user is under the effect of ingrain or has levitate, this move will fail. This effect is temporarily disabled by and cannot be used during gravity. This effect is passed on by baton pass.
Has a 70% chance to raise the user’s Special Attack by one stage.
User takes 1/4 the damage it inflicts in recoil.
Has a 10% chance to paralyze the target.
Has a 10% chance to paralyze the target.
Lowers the target’s Attack 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.
Raises the target’s Attack by two stages, then confuses it. If the target’s Attack cannot be raised by two stages, the confusion is not applied.
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
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.
Has a 10% chance to freeze the target.
Has a 10% chance to confuse the target.
Has a 100% chance to paralyze the target.
After the battle ends, the winner receives five times the user’s level in extra money for each time this move was used.
If the target is in the first turn of dive, this move will hit with double power.
Ignores accuracy and evasion modifiers.
Deals regular damage. Drains 75% of the damage inflicted to heal the user.
Removes leech seed from the user, frees the user from bind, clamp, fire spin, magma storm, sand tomb, whirlpool, and wrap, and clears spikes, stealth rock, and toxic spikes from the user’s side of the field. If this move misses or has no effect, its effect doesn’t activate.
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 Defense by one stage.
Disables the target’s last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, if its last used move has 0 PP remaining, or if it already has a move disabled, this move will fail.
Has a 10% chance to lower the target’s Special Defense by one stage.
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
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.
Has a 30% chance to paralyze the target.
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.
Raises the user’s Defense by one stage.
User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.
If the target has a major status ailment, this move has double power.
Removes the effects of detect or protect from the target before hitting. This move cannot be copied by mirror move, nor selected by assist or metronome.
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.
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.
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.
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
Inflicts typeless damage equal to half the target’s remaining HP.
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.
User’s critical hit rate is one level higher when using this move.
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 freeze the target.
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’s critical hit rate is one level higher when using this move.
Raises the user’s Attack and accuracy by one stage.
Always scores a critical hit.
Has a 30% chance to make the target flinch.
Places the Aurora Veil effect on the user’s side of the field for the next 5 turns. If the weather is not hail, or the weather is disabled by the effects of cloud nine or air lock, this move will fail. Any regular damage dealt to an affected Pokémon is reduced by ½. (If there are multiple Pokémon on the affected field, the reduction is ⅓.)
The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types.
Can only be used if the user has eaten a berry since the beginning of the battle. After the user eats a berry, it may use this move any number of times until the end of the battle, even if it switches out. Eating a held berry, eating a berry via bug bite or pluck, or being the target of a Flung berry will enable this move. Feeding a Pokémon a berry from the bag or using natural gift will not. If the trainer chooses this move when it cannot be used, the choice is rejected outright and the trainer must choose another move.
Heals the user for ½ its max HP. During a sandstorm, the healing is increased to ⅔.
Raises the user’s Special Defense by two stages.
User’s critical hit rate is one level higher when using this move.
Has a 30% chance to poison the target.
Has a 30% chance to burn the target.
Has a 100% chance to lower the target’s Speed by one stage.
Targets the last opposing Pokémon to hit the user with a damaging move this turn. Inflicts 1.5× the damage that move did to the user. If there is no eligible target, this move will fail. Type immunity applies, but other type effects are ignored.
Has a 10% chance to lower the target’s Special Defense by one stage.
Has a 100% chance to lower the target’s Speed by one stage.
User’s critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail. This effect is passed on by baton pass.
Inflicts damage equal to the target’s max HP. Ignores accuracy and evasion modifiers. This move’s accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail. Because this move inflicts a specific and finite amount of damage, endure still prevents the target from fainting. The effects of lock on, mind reader, and no guard still apply, as long as the user is equal or higher level than the target. However, they will not give this move a chance to break through detect or protect.
Confuses the target.
Raises the target’s Special Attack by one stage, then confuses it.
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.
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.
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 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.
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.
Inflicts damage equal to the user’s level. Type immunity applies, but other type effects are ignored.
All of the target’s stat modifiers are reset to zero.
Heals the user for half its max HP.
Randomly uses one of the following effects. Effect | Chance -------------------------------------------------- | -----: Inflicts regular damage with 40 power | 40% Inflicts regular damage with 80 power | 30% Inflicts regular damage with 120 power | 10% Heals the target for 1/4 its max HP | 20% On average, this move inflicts regular damage with 52 power and heals the target for 1/20 its max HP.
User’s ability is replaced with the target’s until the user leaves the field. Ignores accuracy and evasion modifiers. If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail. This move cannot be copied by mirror move.
At the end of the next turn, user will be healed for half its max HP. If the user is switched out, its replacement will be healed instead for half of the user’s max HP. If the user faints or is forcefully switched by roar or whirlwind, this effect will not activate.
User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail.
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 and Defense by one stage.
Uses the last move that was used successfully by any Pokémon, including the user. This move cannot copy itself, nor roar nor whirlwind. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
For five turns (including this one), every Pokémon’s Defense and Special Defense are swapped.
Heals the target for half its max HP.
Lowers the target’s Attack by one stage.
Puts the target to sleep.
Has a 10% chance to burn the target. Frozen Pokémon may use this move, in which case they will thaw.
User faints. Its replacement’s HP is fully restored, and any major status effect is removed. If the replacement Pokémon is immediately fainted by a switch-in effect, the next replacement is healed by this move instead.
Removes major status effects and confusion from every Pokémon in the user’s party.
Discards the user’s stat changes and copies the target’s. This move cannot be copied by mirror move.
Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
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 20% chance to lower the target’s Special Defense by one stage.
Lowers the target’s Attack and Special Attack by two stages. User faints.
Raises the user’s Attack by one stage.
User swaps its Attack and Special Attack stat modifiers modifiers with the target.
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.
Has a 10% chance to lower the target’s Attack by one stage.
Fails if not used on a sleeping Pokémon. Drains half the damage inflicted to heal the user.
Has a 10% chance to make the target flinch.
Inflicts damage equal to the target’s max HP. Ignores accuracy and evasion modifiers. This move’s accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail. Because this move inflicts a specific and finite amount of damage, endure still prevents the target from fainting. The effects of lock on, mind reader, and no guard still apply, as long as the user is equal or higher level than the target. However, they will not give this move a chance to break through detect or protect.
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×.
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.
Lowers the target’s Defense by two stages.
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.
User faints, even if the attack fails or misses.
Power is equal to 100 times the amount of energy stored by stockpile. Ignores the random factor in the damage formula. Stored energy is consumed, and the user’s Defense and Special Defense are reset to what they would be if stockpile had not been used. If the user has no energy stored, this move will fail. This move cannot be copied by mirror move.
Has a 20% chance to make the target flinch.
Damage calculation always uses the target’s Defense, regardless of this move’s damage class.
Raises the user’s evasion by two stages. stomp and steamroller have double power against Pokémon that have used this move since entering the field.
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.
Has a 10% chance to lower the target’s Special Defense by one stage.
If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
Can only be used on the user’s first turn after entering the field.
Drains half the damage inflicted to heal the user.
Moves with priority greater than 0 will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail. This move cannot be selected by assist or metronome.
Plants a seed on the target that drains 1/8 of its max HP at the end of every turn and heals the user for the amount taken. Has no effect on grass Pokémon. The seed remains until the target leaves the field. The user takes damage instead of being healed if the target has liquid ooze. rapid spin will remove this effect. This effect is passed on by baton pass.
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.
Changes the target’s ability to insomnia. If the target’s ability is truant or multitype, this move will fail.
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.
Confuses all targets.
Has a 30% chance to lower the target’s Special Attack by one stage.
Lowers the target’s Attack by one stage. Heals the user by the target’s current Attack, including modifiers, but not including this move’s Attack-lowering effect. If the target’s Attack is already at -6, this move will fail. In any other situation that would prevent a stat modification, the healing will still succeed.
Raises the user’s Attack and Special Attack by one stage each. During sunny day, raises both stats by two stages.
If the target is poisoned, this move has double power.
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.
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.
Puts the target to sleep.
The target will act next this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
Has a 100% chance to lower the target’s Special Attack by one stage.
Changes the target’s ability to match the user’s. This effect ends when the target leaves battle.
User’s critical hit rate is one level higher when using this move. Has a 10% chance to poison the target.
Confuses the target.
Lowers the target’s Attack by one stage.
The user attacks by pouncing on the target. This also lowers the target's Speed stat.
Has a 30% chance to make the target flinch.
Damage is calculated using the target’s attacking stat rather than the user’s.
User’s critical hit rate is one level higher when using this move.
Lowers the target’s Special Defense by two stages.
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.
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.
Prevents the target from attempting to use the same move twice in a row. When the target leaves the field, this effect ends. If the target is forced to attempt a repeated move due to choice band, choice scarf, choice specs, disable, encore, taunt, only having PP remaining for one move, or any other effect, the target will use struggle instead. The target is then free to use the forced move next turn, as it didn’t use that move this turn.
Has a 20% chance to confuse the target.
If the target uses a move or switches out this turn before this move is used, this move has double power.
Ignores accuracy and evasion modifiers.
Power increases with the target’s current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
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.
Lowers the target’s Speed by one stage.
Drains half the damage inflicted to heal the user.
Heals the user for half its max HP. During sunny day, the healing is increased to 2/3 max HP. During hail, rain dance, or sandstorm, the healing is decreased to 1/4 max HP.
Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
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.
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).
Burns the target.
User takes 1/2 the damage it inflicts in recoil.
Inflicts regular damage, then lowers the user’s Attack and Defense by one stage each.
Inflicts regular damage, then lowers the user’s Defense and Special Defense by one stage each.
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
User faints, even if the attack fails or misses.
Does nothing. This move cannot be used while gravity is in effect.
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.
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.
Exchanges the original Speed stats of the user and target.
User swaps its Defense and Special Defense modifiers with the target.
For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items.
Hits twice in one turn.
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.
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
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.
Prevents the user from switching out. User regains 1/16 of its max HP at the end of every turn. If the user was immune to ground attacks, it will now take normal damage from them. roar and whirlwind will not affect the user. The user cannot use magnet rise. The user may still use u turn to leave the field. This effect can be passed with baton pass.
Raises the user’s Defense by two stages.
Raises one of the target’s stats by two stages. The raised stat is chosen at random from any stats that can be raised by two stages. If no stat is eligible, this move will fail. If the target has a substitute, this move will have no effect, even if the user is the target. This move cannot be copied by mirror move.
Moves with multiple targets will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail. This move cannot be selected by assist or metronome.
Has a 10% chance to burn the target.
The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field. The target may still escape by using baton pass, u turn, or a shed shell. Both the user and the target pass on this effect with baton pass.
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.
Inflicts regular damage, then lowers the user’s Speed by one stage.
Has a 30% chance to make the target flinch.
The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
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.
User’s critical hit rate is one level higher when using this move.
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.
Ignores accuracy and evasion modifiers.
Has a 20% chance to make the target flinch.
Has a 50% chance to lower the target’s Defense by one stage.
Has a 30% chance to make the target flinch. Power is doubled against Pokémon that have used minimize since entering the field.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Has a 10% chance to lower the target’s Special Defense by one stage.
User’s critical hit rate is one level higher when using this move.
Has a 10% chance to raise the user’s Defense one stage.
Has a 30% chance to poison the target.
Lowers the target’s Attack by two stages.
Every Pokémon is given a counter that starts at 3 and decreases by 1 at the end of every turn, including this one. When a Pokémon’s counter reaches zero, that Pokémon faints. A Pokémon that leaves the field will lose its counter; its replacement does not inherit the effect, and other Pokémon’s counters remain. This effect is passed on by baton pass. This move cannot be copied by mirror move.
Has a 40% chance to poison the target.
Has a 10% chance to burn the target.
User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails. Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered.
The target’s ability is disabled as long as it remains on the field. This effect is passed on by baton pass.
Has a 10% chance to freeze the target.
Poisons the target.
Has a 30% chance to make the target flinch.
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.
Averages the user’s unmodified Attack with the target’s unmodified Attack; the value becomes the unmodified Attack for both Pokémon. Unmodified Special Attack is averaged the same way. This effect applies before any other persistent changes to unmodified Attack or Special Attack, such as flower gift during sunny day.
Drains half the damage inflicted to heal the user.
Paralyzes the target.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
User takes 1/3 the damage it inflicts in recoil.
Heals the user depending on the amount of energy stored by stockpile: 1/4 its max HP after one use, 1/2 its max HP after two uses, or fully after three uses. Stored energy is consumed, and the user’s Defense and Special Defense are reset to what they would be if stockpile had not been used. If the user has no energy stored, this move will fail.
Has a 30% chance to poison the target.
User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target. During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister 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.
User’s type changes to match the target’s.
User’s critical hit rate is one level higher when using this move.
Until the end of this turn, any moves that opposing Pokémon target solely at the user’s ally will instead target the user. If both Pokémon on the same side of the field use this move on the same turn, the Pokémon that uses it last will become the target. This effect takes priority over lightning rod and storm drain. If the user’s ally switches out, opposing Pokémon may still hit it with pursuit. This move cannot be selected by assist or metronome.
Raises the user’s Attack and Defense by one stage each.
The user performs a tackle like a raging bull. This move's type depends on the user's form. It can also break barriers, such as Light Screen and Reflect.
This move is super-effective against the water type. The target’s other type will affect damage as usual. If this move’s type is changed, it remains super-effective against Water regardless of its type.
If the target has a burn and takes damage from this move, its burn is healed.
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.
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.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Raises the user’s Defense and Special Defense by one stage.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field. The target may still escape by using baton pass, u turn, or a shed shell. Both the user and the target pass on this effect with baton pass.
Until the end of this turn, any moves that opposing Pokémon target solely at the user’s ally will instead target the user. If both Pokémon on the same side of the field use this move on the same turn, the Pokémon that uses it last will become the target. This effect takes priority over lightning rod and storm drain. If the user’s ally switches out, opposing Pokémon may still hit it with pursuit. This move cannot be selected by assist or metronome.
Poisons the target and lowers its Speed by one stage.
Changes the target to pure water-type until it leaves the field. If the target has multitype, this move will fail.
Poisons the target.
Heals the user for half its max HP. During sunny day, the healing is increased to 2/3 max HP. During hail, rain dance, or sandstorm, the healing is decreased to 1/4 max HP.
Raises the user’s Special Attack, Special Defense, and Speed by one stage each.
Puts the target to sleep.
Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn.
Heals the user for half its max HP.
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.
Heals the user for half its max HP.
Has a 30% chance to burn the target.
Has a 10% chance to lower the target’s Special Defense by one stage.
Raises the user’s Speed by two stages.
User’s critical hit rate is one level higher when using this move. Has a 10% chance to poison the target.
The user spins the pointed part of its body at high speed to pierce the target. This attack can hit a target using a move such as Protect or Detect.
User’s critical hit rate is one level higher when using this move.
The user’s original Attack and Defense are swapped. This effect is passed on by baton pass.
If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored. This move cannot be selected by assist or metronome.
Shoots a web over the opponents’ side of the field, which lowers the Speed of any opposing Pokémon that enters the field by one stage. Pokémon in the air, such as flying-types and those with levitate, are unaffected. rapid spin removes Sticky Web from the user’s side of the field; defog removes it from both sides.
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.
Lowers the target’s accuracy by one stage.
Has a 100% chance to burn the target.
The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.
If the user targets the same target again before the end of the next turn, the move it uses is guaranteed to hit. This move itself also ignores accuracy and evasion modifiers. One-hit KO moves are also guaranteed to hit, as long as the user is equal or higher level than the target. This effect also allows the user to hit Pokémon that are off the field due to moves such as dig or fly. If the target uses detect or protect while under the effect of this move, the user is not guaranteed to hit, but has a (100 - accuracy)% chance to break through the protection. This effect is passed on by baton pass.
The user retaliates with much greater force against the opponent that last inflicted damage on it.
If this move misses, is blocked by protect or detect, or has no effect, the user takes damage equal to half of its max HP rounded down. This move cannot be used while gravity is in effect.
Has a 50% chance to burn the target. Frozen Pokémon may use this move, in which case they will thaw.
Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
Has a 50% chance to lower the target’s Defense by one stage.
Has a 30% chance to paralyze the target.
Lowers all targets’ Attack and Special Attack by one stage. Makes the user switch out.
The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead.
Lowers the target’s Attack and Special Attack by one stage each.
Removes major status effects and confusion from every Pokémon in the user’s party.
Inflicts regular damage, then (if successful) removes major status effects from every Pokémon in the user’s party.
Has a 50% chance to badly poison the target.
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×.
User’s critical hit rate is one level higher when using this move.
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 Attack, Defense, and accuracy by one stage each.
Has a 10% chance to burn the target.
Averages the user’s unmodified Defense with the target’s unmodified Defense; the value becomes the unmodified Defense for both Pokémon. Unmodified Special Defense is averaged the same way.
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 20% chance to raise the user’s Attack one stage.
Damage calculation ignores the target’s stat modifiers, including evasion.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
The user lifts its spirits, healing its own status conditions and raising its offensive and defensive stats.
Paralyzes the target.
If a friendly Pokémon used grass pledge earlier this turn, all opposing Pokémon have halved Speed for four turns (including this one).
The user expels pressurized water to cut at the target like a blade. This move has a heightened chance of landing a critical hit.
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).
Changes the target’s ability to simple.
Hits 2–5 times.
Raises the user’s Defense by three stages.
Has a 50% chance to raise the user’s Special Attack by one stage.
The user attacks with savagely cold winds that cause both body and spirit to tremble. This may also leave the target with frostbite.
The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave the target with paralysis.
Lowers the target’s Attack and Special Attack by one stage.
Has a 50% chance to raise the user’s Defense by two stages for each target hit.
The user makes its skin as hard as an iron shield, raising its defensive stats. Incoming moves also become more likely to miss.
Drains half the damage inflicted to heal the user.
This move’s type matches the user’s first type, if any; otherwise, it’s typeless.
The target immediately uses its most recently-used move. This is independent of the target’s normal action for the turn (i.e., it may end up moving twice), but otherwise functions as usual, including deduction of PP. This effect works for disabled moves and ignores torment.
Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
Has a 30% chance to make the target flinch.
The user raises all its stats by using some of its HP.
Raises the user’s Defense by one stage.
Has a 40% chance to lower the target’s accuracy by one stage.
Other Pokémon’s abilities cannot activate in response to this move. In particular, it hits through disguise
Has a 30% chance to paralyze the target.
Lowers the target’s Speed by two stages.
Lowers the target’s Defense by one stage.
Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage.
Lowers the target’s Defense by one stage.
Raises a selected ally’s Special Defense by one stage.
The user has teatime with all the Pokémon in the battle. Each Pokémon eats its held Berry.
The user attacks to avenge its allies. The more defeated allies there are in the user's party, the greater the move's power.
The user throws a rigged bouquet of flowers at the target. This attack never misses and always lands a critical hit.
The user toys with the target and attacks it using light and fluid dance steps. This also boosts the user's Speed stat.
Bypasses and removes any protection effect on the target.
Puts the target to sleep.
The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP.
The user’s fellows gather in droves to perform a combo attack that hits the target one to ten times in a row.
Inflicts damage equal to the user’s remaining HP. User faints.
The user salt cures the target, inflicting damage every turn. Steel and Water types are more strongly affected by this move.
Has a 30% chance to burn the target.
The user attacks by unleashing a peculiar light that even affects the mind. This also harshly lowers the target's Sp. Def stat.
Inflicts regular damage, then lowers the user’s Speed by one stage.
The user summons a torrent around its fist and punches at blinding speed. This move always goes first.
The user spins furiously by straining its legs, inflicting damage on the target. This also harshly lowers the user's Speed stat.
Raises the user’s Attack by one stage and its Speed by two stages.
The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting.
The user attacks with elegant poise. If the user has a Tatsugiri in its mouth, this move boosts one of the user's stats based on the Tatsugiri's form.
The user summons a ruinous disaster. This cuts the target’s HP in half.
Inflicts regular damage, then (if successful) sets leech seed on the target.
The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it’s a supereffective hit.
Heals the user for half the total damage dealt to all targets.
The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move's power is boosted more than usual if it's a supereffective hit.
The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain.
The user strikes with an ivy-wrapped cudgel. This move's type changes depending on the mask worn by the user, and it has a heightened chance of landing a critical hit.
The user shoots a beam of light to inflict damage. Sometimes all the user's heads shoot beams in unison, doubling the move's power.
The user's intensely hot fur protects it from attacks and also burns any attacker that makes direct contact with it.
This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack.
The user attacks by launching particle blades at the target twice in a row. This attack never misses.
With the power of its crystals, the user bombards and eliminates the target. When used by Terapagos in its Stellar Form, this move damages all opposing Pokémon.
The user pours toxins into the target by wrapping them in a toxic, corrosive chain. This may also leave the target badly poisoned.
For the purposes of type effectiveness, this move is both fighting- and flying-type: its final effectiveness is determined by multiplying the effectiveness of each type against each of the target’s types. For all other purposes, this move is pure Fighting-type. If this move’s type is changed, its Fighting typing is overwritten, and its secondary type remains Flying. If the target has used minimize since entering battle, this move has double power and will never miss.
The user converts its rage into energy to attack. The more times the user has been hit by attacks, the greater the move's power.
The user rampages and spews vicious flames to inflict damage on the target, then becomes fixated on using this move.
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.
Ignores accuracy and evasion modifiers.
Inflicts damage equal to the target’s max HP. Ignores accuracy and evasion modifiers. This move’s accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail. Because this move inflicts a specific and finite amount of damage, endure still prevents the target from fainting. The effects of lock on, mind reader, and no guard still apply, as long as the user is equal or higher level than the target. However, they will not give this move a chance to break through detect or protect.
The user launches its amassed chlorophyll to inflict damage on the target. This also damages the user and lowers the user's action speed.
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.
Bypasses and removes any protection effect on the target.
Traps the target.
Has a 20% chance to confuse the target.
User’s type changes to the type of one of its moves, selected at random. hidden power and weather ball are treated as normal. Only moves with a different type are eligible, and curse is never eligible. If the user has no suitable moves, this move will fail.
Changes the user’s type to a type either resistant or immune to the last damaging move that hit it. The new type is selected at random and cannot be a type the user already is. If there is no eligible new type, this move will fail.
Damage calculation always uses the target’s Defense, regardless of this move’s damage class.
Power increases with the user’s remaining HP and is given by `150 * HP / max HP`, to a maximum of 150 when the user has full HP.
The user attacks with myriad fireballs. This may also leave the target with a burn. This move's power is doubled if the target has a status condition.
The user tidies up and removes the effects of Spikes, Stealth Rock, Sticky Web, Toxic Spikes, and Substitute. This also boosts the user’s Attack and Speed stats.
The user shoots mystical beams from its eyes to inflict damage. The target is hit twice in a row.
The user launches countless toxic barbs to inflict damage. This may also poison the target. This move’s power is doubled if the target has a status condition.
Cloaking itself in psychic energy, the user slams into the target. This may also raise the user’s defensive stats.
Hits three times in the same turn. The second hit has double power, and the third hit has triple power. Each hit has a separate accuracy check, and this move stops if a hit misses. skill link does not apply.
Heals the user for half its max HP.
User’s critical hit rate is one level higher when using this move.
The user smashes into the target in a full-body tackle. This also lowers the user’s defensive stats.
Has a 50% chance to lower the target’s Special Attack by one stage.
Has a 50% chance to lower the target’s Special Defense by one stage.
Inflicts regular damage, then lowers the user’s Defense and Special Defense by one stage each.
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.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
The user performs a dance to usher in victory. This raises the user’s offensive and defensive stats and increases the damage dealt by the user’s moves by 50 percent.
User’s critical hit rate is one level higher when using this move.
Raises the user’s Defense and Special Defense by one stage.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
The user strengthens itself with a mysterious power. If it excels in offense, its offensive stats are raised. If it excels in defense, its defensive stats are raised.
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.
Power directly relates to the target’s relative remaining HP, given by `1 + 120 * current HP / max HP`, to a maximum of 121.
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.
User faints. Its replacement’s HP and PP are fully restored, and any major status effect is removed.
The user heals its own status conditions and restores its HP. Incoming moves also become more likely to miss.
Raises the user’s Special Attack by three stages.
User swaps its stat modifiers with the target.
Puts the target to sleep.
Has a 40% chance to lower the target’s Special Defense by two stages.
If the user is holding a plate or a drive, this move’s type is the type corresponding to that item. Note: This effect is technically shared by both techno blast and judgment; however, Techno Blast is only affected by drives, and Judgment is only affected by plates.
The user slashes its shell blade at the target, aiming to land a critical hit. Shell splinters left behind by this attack will continue to damage the target for several turns.
The user attacks its target with spine-chilling resentment. This may also leave the target with frostbite. This move's power is doubled if the target has a status condition.
The user slashes the target with aura-enriched wings. This also raises the user's action speed. This move has a heightened chance of landing a critical hit.
If a friendly Pokémon used fusion bolt earlier this turn, this move has double power.
Has a 20% chance to paralyze the target.
If a friendly Pokémon used fusion flare earlier this turn, this move has double power.
The user attacks by wrapping the target in fierce winds and searingly hot sand. This also leaves the target with a burn.
Lowers the target’s Speed by one stage.
Has a 30% chance to paralyze the target. User charges for one turn before attacking.
Has a 30% chance to burn the target. User charges for one turn before attacking.
Damage calculation always uses the target’s Defense, regardless of this move’s damage class.
Has a 10% chance to put the target to sleep. If the user is a meloetta, it will toggle between Aria and Pirouette Forme.
Inverts the target’s stat modifiers.
Adds grass to the target’s types.
Lowers the user’s Defense by one stage.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
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.
With its mysterious power, the user swaps the effects on either side of the field.
Has a 10% chance to burn the target.
The user pours sticky tar over the target, lowering the target’s Speed stat. The target becomes weaker to Fire-type moves.
The user attacks the target with an acidic liquid created from tart apples. This also lowers the target’s Sp. Def stat.
The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.
The user scatters a cloud of magic powder that changes the target to Psychic type.
Ignores accuracy and evasion modifiers.
Has a 100% chance to lower the target’s Special Attack by one stage.
The user sharply raises the target’s Attack and Sp. Atk stats by decorating the target.
Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move’s type changes depending on the user’s form.
The user attacks twice using Dreepy. If there are two targets, this move hits each target once.
Inflicts regular damage, then (if successful) sets light screen on the user’s side of the field.
The user swings its stone axes at the target, aiming to land a critical hit. Stone splinters left behind by this attack continue to damage the target for several turns.
The user unleashes the full brunt of its spirit from a full moon that shines as red as blood. This move can't be used twice in a row.
The user attacks by wrapping the target in fierce winds brimming with love and hate. This move’s additional effects depend on the user’s form.
The user blows out raging flames as if singing a song, scorching the target. This also boosts the user's Sp. Atk stat.
The user spins a silken trap, protecting itself from damage while lowering the Speed stat of any attacker that makes direct contact.
The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type.
The user focuses its bitter feelings toward the world of the living into a slashing attack. The user's HP is restored by up to half the damage taken by the target.
The user captures the very essence of the target in a sketch. This changes the Abilities of the user and its ally Pokémon to that of the target.
The user emits an incredibly spicy extract, sharply boosting the target's Attack stat and harshly lowering the target's Defense stat.
The user swings its whole body around to attack with its huge hammer. This move can't be used twice in a row.
The user performs a perfectly timed triple dive, hitting the target with splashes of water three times in a row.
The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also poisons opposing Pokémon.
The user sharply boosts its Attack, Sp. Atk, and Speed stats by using its own HP.
The user slashes at the target after kowtowing to make the target let down its guard. This attack never misses.
The user throws its entire body into a reckless charge. After this move is used, attacks on the user cannot miss and will inflict double damage until the user’s next turn.
The user attacks by throwing out a mass of coins. This also lowers the user's Sp. Atk stat. Money is earned after the battle.
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.
The user blasts the target with boiling-hot water. This move's power is not lowered in harsh sunlight but rather boosted by 50 percent.
The user sets off an explosion of sticky candy syrup, which coats the target and causes the target's Speed stat to drop each turn for three turns.
The user fires a blast of tea that it mixed. The user's HP is restored by up to half the damage taken by the target. This may also leave the target with a burn.
The user wields the light that has accumulated atop its head to cleave the target. This move hits even if the target protects itself.
Has a 20% chance to burn the target.
Prevents all Pokémon from fleeing or switching out during the next turn.
The user hurls giant chunks of ice at the target to inflict damage.
Has a 30% chance to burn the target.
Grants the user protection for the rest of the turn. If a Pokémon attempts to use a move that makes contact with the user, that Pokémon will be poisoned. This move’s chance of success halves every time it’s used consecutively with any other protection move.
Other Pokémon’s abilities cannot activate in response to this move. In particular, it hits through disguise
Inflicts regular damage, then (if successful) sets reflect on the user’s side of the field.
Increase the user's Special Attack, Attack, Defense, Special Defense and Speed by one stage. The user gets locked and cannot be switched out. If it got locked using this move, it cannot use this move again.
The user lashes out at the target with ruinous claws, aiming to land a critical hit. This may also leave the target poisoned, paralyzed, or drowsy.
The user shoots its own armor out as blazing projectiles. This also lowers the user’s Defense and Sp. Def stats.
The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain.
Permanently replaces itself with the target’s last used move. If that move is chatter or struggle, this move will fail. This move cannot be copied by mimic or mirror move, nor selected by assist or metronome, nor forced by encore.
