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Pokemon Ruby/Sapphire - Attack List

This is a complete description of all the attacks in the Ruby and Sapphire games and their effects. For an explanation of terms used in this list, see the Glossary. For extra explanation on attack effects, see Explanations.

The number in brackets stands for the following:

  • 00 - Single non-user. If no opponent is selected, a random opposing Pokemon is selected as the opponent before attacks begin.
  • 01 - No target
  • 04 - Opposing Pokemon selected at random
  • 08 - All opposing Pokemon
  • 10 - User
  • 20 - All non-users
  • 40 - Special

The term "opponent" is defined as the target non-users for an attack.

Flags:

  • a: This is a direct attack, for the purposes of abilities such as Poison Point, etc.
  • b: If a non-user used Protect or Detect and this attack targets it, this attack has no effect against that non-user.
  • c: This attack's effect can be redirected to the opponent by use of Magic Coat.
  • d: This attack's effect can be redirected to the user of Snatch. (Flags c and d are mutually exclusive.)
  • e: An accuracy check is performed for this attack. Therefore, Brightpowder and Lax Incense, if held by the opponent, can decrease this attack's accuracy.
  • f: If the user holds a King's Rock, the opponent may flinch after the user uses this attack and this attack is successful (a 10% chance). This is considered an additional effect for the purposes of Shield Dust, but not for the purposes of Serene Grace.

Last modified March 29, 2008

Name          Type        Dmg Acc PP  Eff Tgt     Flags

00: Deals damage.

POUND         NORMAL      40  100 35  0   [00]   ab  ef  
MEGA PUNCH    NORMAL      80  85  20  0   [00]   ab  ef  
SCRATCH       NORMAL      40  100 35  0   [00]   ab  ef  
VICEGRIP      NORMAL      55  100 30  0   [00]   ab  ef  
CUT           NORMAL      50  95  30  0   [00]   ab  ef  
WING ATTACK   FLYING      60  100 35  0   [00]   ab  ef  
SLAM          NORMAL      80  75  20  0   [00]   ab  ef  
VINE WHIP     GRASS       35  100 10  0   [00]   ab  ef  
MEGA KICK     NORMAL      120 75  5   0   [00]   ab  ef  
HORN ATTACK   NORMAL      65  100 25  0   [00]   ab  ef  
TACKLE        NORMAL      35  95  35  0   [00]   ab  ef  
WATER GUN     WATER       40  100 25  0   [00]    b  ef  
HYDRO PUMP    WATER       120 80  5   0   [00]    b  ef  
PECK          FLYING      35  100 35  0   [00]   ab  ef  
DRILL PECK    FLYING      80  100 20  0   [00]   ab  ef  
STRENGTH      NORMAL      80  100 15  0   [00]   ab  ef  
ROCK THROW    ROCK        50  90  15  0   [00]    b  ef  
EGG BOMB      NORMAL      100 75  10  0   [00]    b  ef  
WATERFALL     WATER       80  100 15  0   [00]   ab  ef  
MEGAHORN      BUG         120 85  10  0   [00]   ab  ef  
HYPER VOICE   NORMAL      90  100 10  0   [08]    b  e   
DRAGON CLAW   DRAGON      80  100 15  0   [00]   ab  ef  

Base damage is doubled if opponent is using Dive.

SURF          WATER       95  100 15  0   [08]    b  ef  

01: Puts opponent to sleep.

SING          NORMAL      0   55  15  0   [00]    bc e   
SLEEP POWDER  GRASS       0   75  15  0   [00]    bc e   
HYPNOSIS      PSYCHIC     0   60  20  0   [00]    bc e   
LOVELY KISS   NORMAL      0   75  10  0   [00]    bc e   
SPORE         GRASS       0   100 15  0   [00]    bc e   
GRASSWHISTLE  GRASS       0   55  15  0   [00]    bc e   

02: May poison opponent.

POISON STING  POISON      15  100 35  30  [00]    b  e   
SMOG          POISON      20  70  20  40  [00]    b  e   
SLUDGE        POISON      65  100 20  30  [00]    b  e   
SLUDGE BOMB   POISON      90  100 10  30  [00]    b  e   

03: Recovers to user half of HP lost by opponent due to this attack.

ABSORB        GRASS       20  100 20  0   [00]    b  e   
MEGA DRAIN    GRASS       40  100 10  0   [00]    b  e   
LEECH LIFE    BUG         20  100 15  0   [00]   ab  e   
GIGA DRAIN    GRASS       60  100 5   0   [00]    b  e   

04: May burn opponent.

FIRE PUNCH    FIRE        75  100 15  10  [00]   ab  e   
EMBER         FIRE        40  100 25  10  [00]    b  e   
FLAMETHROWER  FIRE        95  100 15  10  [00]    b  e   
FIRE BLAST    FIRE        120 85  5   10  [00]    b  e   
HEAT WAVE     FIRE        100 90  10  10  [08]    b  e   

05: May freeze opponent.

ICE PUNCH     ICE         75  100 15  10  [00]   ab  e   
ICE BEAM      ICE         95  100 10  10  [00]    b  e   
BLIZZARD      ICE         120 70  5   10  [08]    b  e   
POWDER SNOW   ICE         40  100 25  10  [08]    b  e   

06: May paralyze opponent.

THUNDERPUNCH  ELECTRIC    75  100 15  10  [00]   ab  e   
BODY SLAM     NORMAL      85  100 15  30  [00]   ab  e   
THUNDERSHOCK  ELECTRIC    40  100 30  10  [00]    b  e   
THUNDERBOLT   ELECTRIC    95  100 15  10  [00]    b  e   
LICK          GHOST       20  100 30  30  [00]   ab  e   
ZAP CANNON    ELECTRIC    100 50  5   100 [00]    b  e   
SPARK         ELECTRIC    65  100 20  30  [00]   ab  e   
DRAGONBREATH  DRAGON      60  100 20  30  [00]    b  ef  

07: User faints as part of this attack's use. Opponent's Defense is temporarily halved in damage calculation. Fainting will not fail, though attack may miss or fail for other reasons.

SELFDESTRUCT  NORMAL      200 100 5   0   [20]    b  ef  
EXPLOSION     NORMAL      250 100 5   0   [20]    b  ef  

08: Recovers to user half of HP lost by opponent due to this attack. Fails unless opponent is asleep.

DREAM EATER   PSYCHIC     100 100 15  0   [00]    b  e   

09: Uses last move that successfully targeted user. More information.

MIRROR MOVE   FLYING      0   0   20  0   [01]           

0A: Increases user's Attack by 1 stage.

MEDITATE      PSYCHIC     0   0   40  0   [10]      d    
SHARPEN       NORMAL      0   0   30  0   [10]      d    
HOWL          NORMAL      0   0   40  0   [10]      d    

0B: Increases user's Defense by 1 stage.

HARDEN        NORMAL      0   0   30  0   [10]      d    
WITHDRAW      WATER       0   0   40  0   [10]      d    

0D: Increases user's Special Attack by 1 stage.

GROWTH        NORMAL      0   0   40  0   [10]      d    

10: Increases user's evasion by 1 stage.

DOUBLE TEAM   NORMAL      0   0   15  0   [10]      d    

11: Hits without fail.

SWIFT         NORMAL      60  0   20  0   [08]    b  ef  
FAINT ATTACK  DARK        60  0   20  0   [00]    b  ef  
SHADOW PUNCH  GHOST       60  0   20  0   [00]   ab  ef  
AERIAL ACE    FLYING      60  0   20  0   [00]   ab  ef  
MAGICAL LEAF  GRASS       60  0   20  0   [00]    b  ef  
SHOCK WAVE    ELECTRIC    60  0   20  0   [00]    b  ef  

12: Decreases opponent's Attack by 1 stage.

GROWL         NORMAL      0   100 40  0   [08]    bc e   

13: Decreases opponent's Defense by 1 stage.

TAIL WHIP     NORMAL      0   100 30  0   [08]    bc e   
LEER          NORMAL      0   100 30  0   [08]    bc e   

14: Decreases opponent's Speed by 1 stage.

STRING SHOT   BUG         0   95  40  0   [08]    bc e   

17: Decreases opponent's Accuracy by 1 stage.

SAND-ATTACK   GROUND      0   100 15  0   [00]    bc e   
SMOKESCREEN   NORMAL      0   100 20  0   [00]    bc e   
KINESIS       PSYCHIC     0   80  15  0   [00]    b  e   
FLASH         NORMAL      0   70  20  0   [00]    bc e   

18: Decreases opponent's evasion by 1 stage.

SWEET SCENT   NORMAL      0   100 20  0   [08]    bc e   

19: Resets all stat stages on all active Pokemon to zero.

HAZE          ICE         0   0   30  0   [10]    b      

1A: When this attack is used, the effect begins and X is set to 0. During effect, user uses this attack during each of its turns and cannot use any other attack or switch, and whenever the user is hit by an attack by a non-user (other than Pain Split), the HP lost by user due to that attack is added to X. After user's second or third turn after this one, returns X times 2 to the last non-user who hit the user with an attack during this attack's effect, and this effect ends. Affected by type immunities. Returned attack is considered an attack by the user. If, during effect, user is prevented from using this attack or is replaced, or when user falls asleep or becomes frozen, effect ends without returning an attack.

BIDE          NORMAL      1   100 10  0   [10]   ab   f  

1B: User uses this attack for two or three turns (random), during which user cannot use any other attack or switch, and after which user becomes confused at the end of the round, unless it is already confused. If, during effect, user is prevented from using this attack or is replaced; if this attack's type is ineffective against opponent's types; or if user falls asleep or becomes frozen, effect ends without causing confusion . If user is asleep, this attack deals damage and lasts one turn (doesn't cause confusion).

THRASH        NORMAL      90  100 20  100 [04]   ab  ef  
PETAL DANCE   GRASS       70  100 20  100 [04]   ab  ef  
OUTRAGE       DRAGON      90  100 15  100 [04]   ab  ef  

1C: Ends wild battles. In trainer battles, replaces opponent with a random non-active Pokemon in opponent's party; fails if opponent's party has no non-active Pokemon. Fails either way if Ingrain is in effect for opponent. More information.

WHIRLWIND     NORMAL      0   100 20  0   [00]    b  e   
ROAR          NORMAL      0   100 20  0   [00]    b  e   

1D: Multi-hit attack. Attacks two to five times in a row. 37.5% for 2 or 3 times; 12.5% for 4 or 5 times.

DOUBLESLAP    NORMAL      15  85  10  0   [00]   ab  ef  
COMET PUNCH   NORMAL      18  85  15  0   [00]   ab  ef  
FURY ATTACK   NORMAL      15  85  20  0   [00]   ab  ef  
PIN MISSILE   BUG         14  85  20  0   [00]    b  ef  
SPIKE CANNON  NORMAL      20  100 15  0   [00]    b  ef  
BARRAGE       NORMAL      15  85  20  0   [00]    b  ef  
FURY SWIPES   NORMAL      18  80  15  0   [00]   ab  ef  
BONE RUSH     GROUND      25  80  10  0   [00]    b  ef  
ARM THRUST    FIGHTING    15  100 20  0   [00]   ab  ef  
BULLET SEED   GRASS       10  100 30  0   [00]    b  ef  
ICICLE SPEAR  ICE         10  100 30  0   [00]    b  ef  
ROCK BLAST    ROCK        25  80  10  0   [00]    b  ef  

1E: User's types become the type of one of the user's attacks, except Curse, chosen at random. Considers Hidden Power and Weather Ball as Normal. It reverts to its original types when user is replaced. Fails if all user's attacks (except Curse) are of either type of the user, since it chooses a type other than one of user's types.

CONVERSION    NORMAL      0   0   30  0   [10]           

1F: May cause opponent to flinch.

ROLLING KICK  FIGHTING    60  85  15  30  [00]   ab  ef  
HEADBUTT      NORMAL      70  100 15  30  [00]   ab  e   
BITE          DARK        60  100 25  30  [00]   ab  e   
BONE CLUB     GROUND      65  85  20  10  [00]    b  e   
ROCK SLIDE    ROCK        75  90  10  30  [08]    b  e   
HYPER FANG    NORMAL      80  90  15  10  [00]   ab  e   

20: Recovers to user half of total HP. Fails if user's HP is full.

RECOVER       NORMAL      0   0   20  0   [10]      d    
SLACK OFF     NORMAL      0   100 10  0   [10]      d    

21: Badly poisons opponent.

TOXIC         POISON      0   85  10  100 [00]    bc e   

22: In internal battles, if this attack is successful and the user is part of the player's party, an amount equal to five times the user's current level (during attack's use) is added to the money to be obtained when the player wins the battle. (Not obtained if fleeing occurred in the battle.)

PAY DAY       NORMAL      40  100 20  100 [00]    b  ef  

23: Effect lasts for five rounds including the current round. During effect, effectiveness of special non-critical-hit attacks against any active Pokemon on the user's side is halved as long as there is only one active Pokemon on the user's side, or multiplied by 2/3 otherwise. During effect, this attack fails for user's party.

LIGHT SCREEN  PSYCHIC     0   0   30  0   [10]      d    

24: May either burn, freeze, or paralyze opponent.

TRI ATTACK    NORMAL      80  100 10  20  [00]    b  e   

25: Recovers to user all HP; user sleeps with a sleep count of 3, even if user has a status problem. Fails if user's HP is full or if user is already asleep. Does nothing if user cannot fall asleep.

REST          PSYCHIC     0   0   10  0   [10]      d    

26: One-hit KO. Reduces opponent's HP by opponent's current HP. Ineffective if opponent's level is greater than user's level. When used, this attack's original accuracy increases by the level difference. Affected by type immunities. Evasion and Accuracy stages are ignored for this attack.

GUILLOTINE    NORMAL      1   30  5   0   [00]   ab  e   
HORN DRILL    NORMAL      1   30  5   0   [00]   ab  e   
FISSURE       GROUND      1   30  5   0   [00]    b  e   
SHEER COLD    ICE         1   30  5   0   [00]    b  e   

27: Two-turn attack.

RAZOR WIND    NORMAL      80  100 10  0   [08]    b  ef  

28: Reduces opponent's HP by half of present amount. Affected by type immunities.

SUPER FANG    NORMAL      1   90  10  0   [00]   ab  e   

29: Reduces opponent's HP by 40. Affected by type immunities.

DRAGON RAGE   DRAGON      1   100 10  0   [00]    b  ef  

2A: Multi-turn attack. Effect lasts for three to six rounds, including the current round. During effect, opponent cannot switch or flee, Teleport will fail for opponent, and at the end of every round except the last, opponent loses 1/16 of total HP. Effect ends when user is replaced or opponent is replaced or uses Rapid Spin. The effect is not reset when this or another multi-turn attack is used against opponent during effect. Effect is not considered an additional effect.

BIND          NORMAL      15  75  20  100 [00]   ab  ef  
WRAP          NORMAL      15  85  20  100 [00]   ab  ef  
FIRE SPIN     FIRE        15  70  15  100 [00]    b  ef  
CLAMP         WATER       35  75  10  100 [00]   ab  ef  
SAND TOMB     GROUND      15  70  15  100 [00]    b  ef  

Base damage is doubled if opponent is using Dive.

WHIRLPOOL     WATER       15  70  15  100 [00]    b  ef  

2B: Good chance for a critical hit.

KARATE CHOP   FIGHTING    50  100 25  0   [00]   ab  ef  
RAZOR LEAF    GRASS       55  95  25  0   [08]    b  ef  
CRABHAMMER    WATER       90  85  10  0   [00]   ab  ef  
SLASH         NORMAL      70  100 20  0   [00]   ab  ef  
AEROBLAST     FLYING      100 95  5   0   [00]    b  ef  
CROSS CHOP    FIGHTING    100 80  5   0   [00]   ab  ef  
AIR CUTTER    FLYING      55  95  25  0   [08]    b  ef  
LEAF BLADE    GRASS       70  100 15  0   [00]   ab  ef  

2C: Strikes twice.

DOUBLE KICK   FIGHTING    30  100 30  0   [00]   ab  ef  
BONEMERANG    GROUND      50  90  10  0   [00]    b  ef  

2D: If attack misses, returns to user 1/2 of damage it would have dealt, but not more HP than half of opponent's total HP.

JUMP KICK     FIGHTING    70  95  25  0   [00]   ab  ef  
HI JUMP KICK  FIGHTING    85  90  20  0   [00]   ab  ef  

2E: For five rounds, including the current round, attacks and abilities other than Haze can't reduce the stat stages of each active Pokemon on the user's side if they are used by other Pokemon. During effect, this attack fails for user's party.

MIST          ICE         0   0   30  0   [10]      d    

2F: Increases chances of a critical hit for attacks by the user. Effect ends when user is switched.

FOCUS ENERGY  NORMAL      0   0   30  0   [10]      d    

30: Returns to user 1/4 of HP lost by opponent due to this attack (recoil damage).

TAKE DOWN     NORMAL      90  85  20  0   [00]   ab  ef  
SUBMISSION    FIGHTING    80  80  25  0   [00]   ab  ef  

This attack's effectiveness is not affected by the opponent's or user's types.

STRUGGLE      NORMAL      50  100 1   0   [00]   ab  ef  

31: Confuses opponent.

SUPERSONIC    NORMAL      0   55  20  0   [00]    bc e   
CONFUSE RAY   GHOST       0   100 10  0   [00]    bc e   
SWEET KISS    NORMAL      0   75  10  0   [00]    bc e   

32: Increases user's Attack by 2 stages.

SWORDS DANCE  NORMAL      0   0   30  0   [10]      d    

33: Increases user's Defense by 2 stages.

BARRIER       PSYCHIC     0   0   30  0   [10]      d    
ACID ARMOR    POISON      0   0   40  0   [10]      d    
IRON DEFENSE  STEEL       0   0   15  0   [10]      d    

34: Increases user's Speed by 2 stages.

AGILITY       PSYCHIC     0   0   30  0   [10]      d    

35: Increases user's Special Attack by 2 stages.

TAIL GLOW     BUG         0   100 20  0   [10]      d    

36: Increases user's Special Defense by 2 stages.

AMNESIA       PSYCHIC     0   0   20  0   [10]      d    

39: User's stats (except HP), types, moves, species, individual values, ability, and stat stages become those of the opponent. Gender is not copied. Ends effect of Disable for the user. Moves copied have 5 PP. Fails if opponent is using Fly, Dig, Dive, or Bounce. These attributes revert to their originals when user is replaced. During effect, user may use this attack, and this attack fails against user.

TRANSFORM     NORMAL      0   0   10  0   [00]           

3A: Decreases opponent's Attack by 2 stages.

CHARM         NORMAL      0   100 20  0   [00]    bc e   
FEATHERDANCE  FLYING      0   100 15  0   [00]    bc e   

3B: Decreases opponent's Defense by 2 stages.

SCREECH       NORMAL      0   85  40  0   [00]    bc e   

3C: Decreases opponent's Speed by 2 stages.

COTTON SPORE  GRASS       0   85  40  0   [00]    bc e   
SCARY FACE    NORMAL      0   90  10  0   [00]    bc e   

3E: Decreases opponent's Special Defense by 2 stages.

FAKE TEARS    DARK        0   100 20  0   [00]    bc e   
METAL SOUND   STEEL       0   85  40  0   [00]    bc e   

41: Effect lasts for five rounds including the current round. During effect, effectiveness of physical non-critical-hit attacks against any active Pokemon on the user's side is halved as long as there is only one active Pokemon on the user's side, or multiplied by 2/3 otherwise. During effect, this attack fails for user's party.

REFLECT       PSYCHIC     0   0   20  0   [10]      d    

42: Poisons opponent.

POISONPOWDER  POISON      0   75  35  0   [00]    bc e   
POISON GAS    POISON      0   55  40  0   [00]    bc e   

43: Paralyzes opponent. Affected by type immunities.

STUN SPORE    GRASS       0   75  30  0   [00]    bc e   
THUNDER WAVE  ELECTRIC    0   100 20  0   [00]    bc e   
GLARE         NORMAL      0   75  30  0   [00]    bc e   

44: May decrease opponent's Attack by 1 stage.

AURORA BEAM   ICE         65  100 20  10  [00]    b  e   

45: May decrease opponent's Defense by 1 stage.

ACID          POISON      40  100 30  10  [08]    b  e   
IRON TAIL     STEEL       100 75  15  30  [00]   ab  e   
ROCK SMASH    FIGHTING    20  100 15  50  [00]   ab  e   
CRUSH CLAW    NORMAL      75  95  10  50  [00]   ab  e   

46: May decrease opponent's Speed by 1 stage.

BUBBLEBEAM    WATER       65  100 20  10  [00]    b  e   
CONSTRICT     NORMAL      10  100 35  10  [00]   ab  e   
BUBBLE        WATER       20  100 30  10  [08]    b  e   
ICY WIND      ICE         55  95  15  100 [08]    b  e   
ROCK TOMB     ROCK        50  80  10  100 [00]    b  e   
MUD SHOT      GROUND      55  95  15  100 [00]    b  ef  

47: May decrease opponent's Special Attack by 1 stage.

MIST BALL     PSYCHIC     70  100 5   50  [00]    b  e   

48: May decrease opponent's Special Defense by 1 stage.

PSYCHIC       PSYCHIC     90  100 10  10  [00]    b  e   
CRUNCH        DARK        80  100 15  20  [00]   ab  e   
SHADOW BALL   GHOST       80  100 15  20  [00]    b  e   
LUSTER PURGE  PSYCHIC     70  100 5   50  [00]    b  e   

49: May decrease opponent's Accuracy by 1 stage.

MUD-SLAP      GROUND      20  100 10  100 [00]    b  e   
OCTAZOOKA     WATER       65  85  10  50  [00]    b  e   
MUDDY WATER   WATER       95  85  10  30  [08]    b  ef  

4B: Two-turn attack. Good chance for a critical hit. May cause opponent to flinch.

SKY ATTACK    FLYING      140 90  5   30  [00]    b  ef  

4C: May confuse opponent.

PSYBEAM       PSYCHIC     65  100 20  10  [00]    b  e   
CONFUSION     PSYCHIC     50  100 25  10  [00]    b  e   
DIZZY PUNCH   NORMAL      70  100 10  20  [00]   ab  e   
DYNAMICPUNCH  FIGHTING    100 50  5   100 [00]   ab  e   
SIGNAL BEAM   BUG         75  100 15  10  [00]    b  ef  
WATER PULSE   WATER       60  100 20  20  [00]    b  ef  

4D: Strikes twice. May poison opponent.

TWINEEDLE     BUG         25  100 20  20  [00]    b  e   

4E: Hits without fail.

VITAL THROW   FIGHTING    70  100 10  0   [00]   ab  ef  

4F: Creates a decoy using 1/4 of user's total HP. More information.

SUBSTITUTE    NORMAL      0   0   10  0   [10]      d    

50: If this attack is successful, on the next round, user cannot switch and it skips its attack.

HYPER BEAM    NORMAL      150 90  5   0   [00]    b  ef  
BLAST BURN    FIRE        150 90  5   0   [00]    b  ef  
HYDRO CANNON  WATER       150 90  5   0   [00]    b  ef  
FRENZY PLANT  GRASS       150 90  5   0   [00]    b  ef  

51: When user uses this move and it has at least 1 PP, even if it misses or becomes ineffective, the effect begins unless Protect or Detect is in effect for opponent. During effect, whenever user loses HP due to an attack by an opposing Pokemon (except Pain Split) , user's Attack is increased by 1 stage. During effect, whenever an opposing Pokemon uses Future Sight or Doom Desire against user, user's Attack is increased by 1 stage. Effect ends when user doesn't choose this attack for use or when user is replaced.

RAGE          NORMAL      20  100 20  0   [00]   ab  ef  

52: Copies last move used by opponent. The copied attack has 5 PP. Fails if that move is Metronome, Mimic, Struggle, Sketch, or any move user knows. Fails if Transform is in effect for user.

MIMIC         NORMAL      0   100 10  0   [00]    b      

53: Uses a random attack. Does not use Metronome, Struggle, Sketch, Mimic, Counter, Mirror Coat, Protect, Detect, Endure, Destiny Bond, Sleep Talk, Thief, Follow Me, Snatch, Helping Hand, Covet, Trick, or Focus Punch.

METRONOME     NORMAL      0   0   10  0   [01]           

54: During effect, at the end of every round, if there is a Pokemon at user's position, opponent loses 1/8 of total HP, and the Pokemon at user's position recovers HP lost by opponent. Effect ends when opponent is switched or uses Rapid Spin. Fails if opponent's current type includes Grass.

LEECH SEED    GRASS       0   90  10  0   [00]    bc e   

55: Has no effect at all.

SPLASH        NORMAL      0   0   40  0   [10]           

56: For two to five rounds, including the current round, the last move used by opponent (when this attack is used) is disabled for opponent. Fails if opponent doesn't have that move or it has zero PP. During effect, this attack fails against opponent. Effect ends when opponent is replaced.

DISABLE       NORMAL      0   55  20  0   [00]    b  e   

57: Reduces opponent's HP by user's level. Affected by type immunities.

SEISMIC TOSS  FIGHTING    1   100 20  0   [00]   ab  ef  
NIGHT SHADE   GHOST       1   100 15  0   [00]    b  ef  

58: Reduces opponent's HP by int((user's level) × (N × 10 + 50) ÷ 100) where N is from 0 through 10. Affected by type immunities.

PSYWAVE       PSYCHIC     1   80  15  0   [00]    b  ef  

59: If the last non-user who hit the user with a physical attack this round is one of user's opposing Pokemon, reduces the HP of the Pokemon at that non-user's position by 2 times the amount of HP lost by user due to that attack. Affected by type immunities. For multi-hit attacks, returns HP based on the last hit of that attack. Considers Hidden Power as Normal.

COUNTER       FIGHTING    1   100 20  0   [01]   a   e   

5A: Effect lasts for three to six rounds, including the current round. During effect, opponent, during each of its turns, uses attack it last used when this attack was used, and opponent chooses that attack for use instead of any other attack. Opponent may switch or flee. This attack fails if the affected attack is Struggle, Encore, or Mirror Move; if opponent doesn't have affected attack; or if affected attack has zero PP. During effect, this attack fails against opponent. Effect ends when opponent is replaced . At the beginning of opponent's turn and at the end of the round, if affected attack has changed, effect ends . At the end of the round, if affected attack has zero PP, effect ends.

ENCORE        NORMAL      0   100 5   0   [00]    b  e   

5B: User's HP and opponent's HP, before range adjustment, become equal to: int(((opponent's HP)+(user's HP))/2). Not affected by type immunities.

PAIN SPLIT    NORMAL      0   100 20  0   [00]    b  e   

5C: May cause opponent to flinch. Fails unless user is asleep.

SNORE         NORMAL      40  100 15  30  [00]    b  ef  

5D: User's types change to one that is resistant or immune (random type) to the type of the last attack that successfully targeted user. Fails if there is no such move. User reverts to its original types when user is replaced. Considers determined types of Hidden Power and Weather Ball. Can choose one of the user's types. More information.

CONVERSION 2  NORMAL      0   100 30  0   [10]           

5E: Until the end of the next round, accuracy checks by the user are successful. More information.

MIND READER   NORMAL      0   100 5   0   [00]    b  e   
LOCK-ON       NORMAL      0   100 5   0   [00]    b  e   

5F: Permanently copies move opponent last used (different variable). That attack replaces this attack. Does not copy Sketch, Struggle, or any move user knows. Fails if Transform is in effect for user. Moves copied this way have all PP.

SKETCH        NORMAL      0   0   1   0   [00]           

61: Uses one of the user's attacks, at random. Fails unless user is asleep. Doesn't choose Bide, Sleep Talk, Assist, Mirror Move, Metronome, Focus Punch, Uproar, or any two-turn attack. Doesn't choose a disabled move, a move the user cannot choose for use, or a move with zero PP. No PP is spent for the move used.

SLEEP TALK    NORMAL      0   0   10  0   [01]           

62: Until user's next turn, if a non-multi-hit attack by an opposing Pokemon causes the user to faint, that opposing Pokemon also faints.

DESTINY BOND  GHOST       0   0   5   0   [10]           

63: Base damage varies based on user's HP. More information.

FLAIL         NORMAL      1   100 15  0   [00]   ab  ef  
REVERSAL      FIGHTING    1   100 15  0   [00]   ab  ef  

64: Decreases PP of last move used by opponent by 2 to 5. Fails if that move's PP is 1 or less or if opponent doesn't have that move.

SPITE         GHOST       0   100 10  0   [00]    b  e   

65: If this attack would reduce opponent's HP to less than 1, its damage is changed so that it reduces opponent's HP to 1 instead.

FALSE SWIPE   NORMAL      40  100 40  0   [00]   ab  ef  

66: Each Pokemon in user's party recovers from all status problems.

HEAL BELL     NORMAL      0   0   5   0   [10]      d    
AROMATHERAPY  GRASS       0   0   5   0   [10]      d    

67: Deals damage.

QUICK ATTACK  NORMAL      40  100 30  0   [00]   ab  ef  
MACH PUNCH    FIGHTING    40  100 30  0   [00]   ab  ef  
EXTREMESPEED  NORMAL      80  100 5   0   [00]   ab  ef  

68: Hits three times. Stops if a miss is caused. When used, base damage starts at its original value, and increases by 10 after each hit.

TRIPLE KICK   FIGHTING    10  90  10  0   [00]   ab  ef  

69: If this attack is successful, user receives opponent's attached item if user does not already have an item attached.

THIEF         DARK        40  100 10  100 [00]   ab  e   
COVET         NORMAL      40  100 40  100 [00]    b  e   

6A: During effect, opponent cannot switch or flee, and Teleport will fail for opponent. Effect ends when user or opponent is switched. During effect, this attack fails against opponent.

SPIDER WEB    BUG         0   100 10  0   [00]    bc e   
MEAN LOOK     NORMAL      0   100 5   0   [00]    bc e   
BLOCK         NORMAL      0   100 5   0   [00]    bc e   

6B: Fails unless opponent is asleep. As long as opponent remains asleep, opponent loses 1/4 of total HP at the end of every round (including the current round). Effect ends when opponent is replaced or wakes up.

NIGHTMARE     GHOST       0   100 15  0   [00]    b  e   

6C: Increases user's evasion by 1 stage. Even if user's evasion can't be increased, until user is replaced, Stomp, Needle Arm, Astonish, and Extrasensory, when used by non-users, have double effectiveness against user.

MINIMIZE      NORMAL      0   0   20  0   [10]      d    

6D: If user's current type does not include Ghost, decreases user's Speed by one stage and increases user's Attack and Defense by one stage. If user's current type includes Ghost, user loses half of total HP (even if HP reduced would faint user) and at the end of every round, opponent loses 1/4 of total HP. This latter effect ends when opponent is switched. During effect, this attack fails against opponent. (If user doesn't choose an opponent, a random opposing Pokemon is chosen as the opponent.)

CURSE         ???         0   0   10  0   [00]           

6F: User doesn't receive the effects of certain attacks used this round by non-users. This attack fails if it occurred last this round. Success rate for this attack decreases with consecutive use. More information.

PROTECT       NORMAL      0   0   10  0   [10]           
DETECT        FIGHTING    0   0   5   0   [10]           

70: Can be used up to three times. During effect, whenever an opposing Pokemon becomes active, that Pokemon (unless it's a flying type or has the Levitate ability) loses HP: 1/8 of total HP for one use; 1/6 of total HP for two uses; and 1/4 of total HP for three uses. Effect ends when any opposing Pokemon uses Rapid Spin.

SPIKES        GROUND      0   0   20  0   [40]           

71: During effect, evasion modifications on opponent are ignored in accuracy checks for attacks against the opponent. During effect, Normal- and Fighting-type attacks against opponent have normal effectiveness against the Ghost type. Effect ends when opponent is replaced. This attack may be used against opponent during effect.

FORESIGHT     NORMAL      0   100 40  0   [00]    b  e   
ODOR SLEUTH   NORMAL      0   100 40  0   [00]    b  e   

72: Each active Pokemon without a Perish count receives a Perish count of 4. At the end of every round (including the current round), the Perish count of each active Pokemon is reduced by 1 and all Pokemon with a Perish count of 0 faint simultaneously. A Pokemon's Perish count is removed when it is switched.

PERISH SONG   NORMAL      0   0   5   0   [10]           

73: Weather. Lasts for five rounds including the current round. At the end of every round except the last, each active Pokemon, except Ground, Rock, and Steel types, lose 1/16 of total HP simultaneously.

SANDSTORM     ROCK        0   0   10  0   [10]           

74: Until the end of the round, if an attack by non-users would reduce user's HP to less than 1, its damage is changed so that it reduces user's HP to 1 instead. This attack fails if it occurred last this round. Success rate for this attack decreases with consecutive use. More information.

ENDURE        NORMAL      0   0   10  0   [10]           

75: User uses this attack for five turns, during which user cannot use any other move or switch. A multiplier, X (which begins at 0), increases by 1 whenever this attack is successful, up to a maximum of 4. Effect ends and X is reset to 0 when user is replaced; when this attack is prevented from being used, misses, or becomes ineffective; when the attack is used for five turns; or when user falls asleep or becomes frozen. This attack's base damage is multiplied by 2 to the power of X. If user is asleep, this attack's effect lasts one turn.

ROLLOUT       ROCK        30  90  20  0   [00]   ab  ef  
ICE BALL      ICE         30  90  20  0   [00]   ab  ef  

76: If opponent's Attack can be increased, increases opponent's Attack by 2 stages. If opponent is not confused, confuses opponent.

SWAGGER       NORMAL      0   90  15  100 [00]    bc e   

77: A multiplier, X (which begins at 0), increases by 1 if this attack is successful. X is reset to 0 when user is replaced; when user falls asleep or becomes frozen; or when this attack is prevented from being used, misses, or becomes ineffective. This attack's base damage is multiplied by 2 to the power of X.

FURY CUTTER   BUG         10  95  20  0   [00]   ab  ef  

78: Makes opponent fall in love. (There is a 50% chance that the attack of a Pokémon in love will be canceled.) Fails if user or opponent is genderless, or if both have the same gender. Effect ends when user or opponent is replaced. Fails if opponent is using Fly, Dig, Dive, or Bounce. During effect, this attack fails against opponent.

ATTRACT       NORMAL      0   100 15  0   [00]    bc e   

79: Base damage is (user's loyalty * 10 / 25). Maximum is 102.

RETURN        NORMAL      1   100 20  0   [00]   ab  ef  

7A: At random, recovers to opponent 1/4 of total HP (52/256 chance), or deals 40 (102/256), 80 (76/256), or 120 (26/256) base damage. If this attack would deal damage, it does nothing if opponent is immune. Does nothing if opponent is immune because it has Wonder Guard.

PRESENT       NORMAL      1   90  15  0   [00]    b  e   

7B: Base damage is ((255-user's loyalty) * 10 / 25). Maximum is 102.

FRUSTRATION   NORMAL      1   100 20  0   [00]   ab  ef  

7C: For five rounds, including the current round, attacks cannot inflict status problems or confusion against each active Pokemon on the user's side if they are used by other Pokemon. During effect, Yawn will fail against any active Pokemon on the user's side. During effect, this attack fails for user's party.

SAFEGUARD     NORMAL      0   0   25  0   [10]      d    

7D: May burn opponent. If user is frozen and it chose this move for use, it becomes defrosted before this attack is used.

FLAME WHEEL   FIRE        60  100 25  10  [00]   ab  e   
SACRED FIRE   FIRE        100 95  5   50  [00]    b  e   

7E: Base damage is randomly determined, and is doubled if opponent is using Dig. More information

MAGNITUDE     GROUND      1   100 30  0   [20]    b  ef  

7F: Replaces Pokemon and transfers temporary effects to the new Pokemon. More information.

BATON PASS    NORMAL      0   0   40  0   [10]           

80: When opponent switches, if user chose this attack for use and opponent is one of user's opposing Pokemon, and if user is not asleep, frozen, or about to skip a turn due to Truant, user uses this attack with effectiveness doubled, and user skips its attack this round.

PURSUIT       DARK        40  100 20  0   [00]   ab  e   

81: If this attack is successful, effects of multi-turn attacks and Leech Seed end for user, and effect of Spikes ends for user's side.

RAPID SPIN    NORMAL      20  100 40  0   [00]   ab  ef  

82: Reduces opponent's HP by 20. Affected by type immunities.

SONICBOOM     NORMAL      1   90  20  0   [00]    b  ef  

84: Recovers to user 2/3 of total HP during Sunny Day; 1/4 of total HP during Rain Dance, Hail, or Sandstorm; 1/2 of total HP otherwise.

MORNING SUN   NORMAL      0   0   5   0   [10]      d    

85: Recovers to user 2/3 of total HP during Sunny Day; 1/4 of total HP during Rain Dance, Hail, or Sandstorm; 1/2 of total HP otherwise.

SYNTHESIS     GRASS       0   0   5   0   [10]      d    

86: Recovers to user 2/3 of total HP during Sunny Day; 1/4 of total HP during Rain Dance, Hail, or Sandstorm; 1/2 of total HP otherwise.

MOONLIGHT     NORMAL      0   0   5   0   [10]      d    

87: The type and base damage of this attack, when used, depend on its user's attributes. More information.

HIDDEN POWER  NORMAL      1   100 15  0   [00]    b  ef  

88: Weather. Lasts for five rounds including the current round. During effect, effectiveness of Water-type attacks is multiplied by 1.5, and effectiveness of Fire-type attacks is halved.

RAIN DANCE    WATER       0   0   5   0   [10]           

89: Weather. Lasts for five rounds including the current round. During effect, effectiveness of Fire-type attacks is multiplied by 1.5, and effectiveness of Water-type attacks is halved. During effect, freeze can't be inflicted.

SUNNY DAY     FIRE        0   0   5   0   [10]           

8A: May increase user's Defense by 1 stage.

STEEL WING    STEEL       70  90  25  10  [00]   ab  ef  

8B: May increase user's Attack by 1 stage.

METAL CLAW    STEEL       50  95  35  10  [00]   ab  e   
METEOR MASH   STEEL       100 85  10  20  [00]   ab  ef  

8C: May increase user's Attack, Defense, Speed, Special Attack, and Special Defense by 1 stage.

ANCIENTPOWER  ROCK        60  100 5   10  [00]   ab  e   
SILVER WIND   BUG         60  100 5   10  [00]    b  ef  

8E: Reduces user's HP by half of total and increases user's Attack by 12 stages. Will fail if HP reduced would faint user or if user's Attack cannot be increased.

BELLY DRUM    NORMAL      0   0   10  0   [10]      d    

8F: User adopts all of opponent's current stat stages.

PSYCH UP      NORMAL      0   0   10  0   [00]      d    

90: If the last non-user who hit the user with a special attack this round is one of user's opposing Pokemon, reduces the HP of the Pokemon at that non-user's position by 2 times the amount of HP lost by user due to that attack. Affected by type immunities. For multi-hit attacks, returns HP based on the last hit of that attack. Considers Hidden Power as Normal.

MIRROR COAT   PSYCHIC     1   100 20  0   [01]       e   

91: Two-turn attack. On first turn of use, increases user's Defense by 1 stage.

SKULL BASH    NORMAL      100 100 15  0   [00]   ab  ef  

92: May cause opponent to flinch. Base damage is doubled if opponent is using Fly or Bounce.

TWISTER       DRAGON      40  100 20  20  [08]    b  ef  

93: Base damage is doubled if opponent is using Dig.

EARTHQUAKE    GROUND      100 100 10  0   [20]    b  ef  

94: Performs a damage calculation, which is not a critical hit and whose effectiveness is not affected by the opponent's or user's types, against current user and opponent (will not fail); at the end of the round that follows the next round, if there is a Pokemon at opponent's position, the damage calculated is returned to that Pokemon. Accuracy check and damage weighting are performed when attack is returned. Remains in effect even if user or opponent is replaced. Damage returned is not affected by type immunities. During effect, this attack fails against the Pokemon at opponent's position. Returned attack is not considered an attack by the user.

FUTURE SIGHT  PSYCHIC     80  90  15  0   [00]           
DOOM DESIRE   STEEL       120 85  5   0   [00]           

95: Base damage is doubled if opponent is using Fly or Bounce.

GUST          FLYING      40  100 35  0   [00]    b  ef  

96: May cause opponent to flinch.

STOMP         NORMAL      65  100 20  30  [00]   ab  e   
NEEDLE ARM    GRASS       60  100 15  30  [00]   ab  e   
ASTONISH      GHOST       30  100 15  30  [00]   ab  e   
EXTRASENSORY  PSYCHIC     80  100 30  10  [00]    b  e   

97: Two-turn attack. Effectiveness is halved during Rain Dance, Sandstorm, and Hail. During Sunny Day, this attack takes one turn.

SOLARBEAM     GRASS       120 100 10  0   [00]    b  ef  

98: May paralyze opponent. Can hit opponent even if it is using Fly or Bounce. During Rain Dance, this attack hits without fail. During Sunny Day, this attack's accuracy is 50.

THUNDER       ELECTRIC    120 70  10  30  [00]    b  e   

99: User flees from the wild battle. Fails if battle is a trainer battle.

TELEPORT      PSYCHIC     0   0   20  0   [10]           

9A: Performs one hit for each unfainted Pokémon in user's party, excluding eggs and those with status problems, in party order. For each such Pokemon, Attack used in damage formula is the base Attack of that Pokemon; the Level used in damage formula is the level of that Pokemon; and the Defense used in damage formula is the base Defense of the opponent. This attack's effectiveness is not affected by opponent's or user's types. Influences that affect damage are not calculated, except critical hits, damage weighting, and the effect of Helping Hand. Accuracy check is performed only once. Considered a multi-hit attack. All hits are considered attacks by the user.

BEAT UP       DARK        10  100 10  0   [00]    b  ef  

9B: Two-turn attack.


While user is using this attack, user is unaffected by attacks other than Fissure, Earthquake, and Magnitude, and user doesn't lose HP because of Sandstorm and Hail.

DIG           GROUND      60  100 10  0   [00]   ab  ef

While user is using this attack, user is unaffected by attacks other than Gust, Thunder, Twister, and Sky Uppercut.

FLY           FLYING      70  95  15  0   [00]   ab  ef

While user is using this attack, user is unaffected by attacks other than Gust, Thunder, Twister, and Sky Uppercut. May paralyze opponent.

BOUNCE        FLYING      85  85  5   30  [00]   ab  ef  

While user is using this attack, user is unaffected by attacks other than Surf and Whirlpool, and user doesn't lose HP because of Sandstorm and Hail.

DIVE          WATER       60  100 10  0   [00]   ab  ef  

9C: Increases user's Defense by 1 stage. Even if user's Defense can't be increased, until user is replaced, Ice Ball and Rollout, when used by user, deal double base damage.

DEFENSE CURL  NORMAL      0   0   40  0   [10]      d    

9D: Recovers to user half of total HP.

SOFTBOILED    NORMAL      0   100 10  0   [10]      de   
MILK DRINK    NORMAL      0   0   10  0   [10]    b d    

9E: Opponent flinches if this attack strikes first (considered an additional effect). Fails unless it's the user's first turn since user last became active.

FAKE OUT      NORMAL      40  100 10  0   [00]    b  e   

9F: Lasts for two to five rounds, including the current round. During effect, each sleeping active Pokemon wakes up at the beginning of its turn and at the end of each round including the last one. During effect, no Pokemon can fall asleep and user uses this attack during each of its turns and cannot switch. Effect ends when user falls asleep, becomes frozen, or is replaced. Effect ends when user is prevented from using this attack during effect.

UPROAR        NORMAL      50  100 10  100 [04]    b  ef  

A0: Increases user's Stockpile count by 1. Fails if user's Stockpile count is 3 or greater. The Stockpile count is reset when user is replaced.

STOCKPILE     NORMAL      0   0   10  0   [10]      d    

A1: Effectiveness is multiplied by the user's Stockpile count. Cannot cause a critical hit, and damage weighting is not performed. Unless this attack misses, even if this attack becomes ineffective due to type immunities, user's Stockpile count resets to zero.

SPIT UP       NORMAL      100 100 10  0   [00]    b   f  

A2: Recovers HP based on user's Stockpile count: 1/4 of total HP if it's 1; 1/2 of total HP if it's 2; all HP if it's 3. Even if user's HP is full, user's Stockpile count resets to zero.

SWALLOW       NORMAL      0   0   10  0   [10]      d    

A4: Weather. Lasts for five rounds including the current round. During effect, at the end of every round except the last, each active Pokemon, except Ice types, loses 1/16 of total HP simultaneously.

HAIL          ICE         0   0   10  0   [10]    b      

A5: During effect, opponent can't choose for use the last move it used. Effect ends when opponent is replaced.

TORMENT       DARK        0   100 15  0   [00]    b  e   

A6: If opponent's Special Attack can be increased, increases opponent's Special Attack by 1 stage. If opponent is not confused, confuses opponent.

FLATTER       DARK        0   100 15  0   [00]    bc e   

A7: Burns opponent.

WILL-O-WISP   FIRE        0   75  15  0   [00]    bc e   

A8: User faints as part of this attack's use. Decreases opponent's Attack and Special Attack by 2 stages. Fails if opponent's Attack and Special Attack stat stages are -6 (doesn't cause fainting).

MEMENTO       DARK        0   100 10  0   [00]    b  e   

A9: Effectiveness is doubled if user is poisoned, burned, or paralyzed.

FACADE        NORMAL      70  100 20  0   [00]   ab  e   

AA: User will instead lose its focus (not considered flinching) if, this round, it loses HP due to an attack by a non-user (except Pain Split).

FOCUS PUNCH   FIGHTING    150 100 20  0   [00]   ab      

AB: If opponent is paralyzed and this attack is successful, effectiveness is doubled and opponent is cured of paralysis.

SMELLINGSALT  NORMAL      60  100 10  0   [00]   ab  e   

AC: The targets of attacks this round by opposing Pokemon that target a "single non-user" are changed to the user. (Overrides Magic Coat.)

FOLLOW ME     NORMAL      0   100 20  0   [10]           

AD: Uses a move that depends on location.

  • In caves, uses Shadow Ball.
  • In tall grass, uses Razor Leaf.
  • In sand, uses Earthquake.
  • In moving water (rivers, sea), uses Surf.
  • Underwater, uses Hydro Pump.
  • In still water, uses Bubblebeam.
  • In short grass, uses Stun Spore.
  • On rocks, uses Rock Slide.
  • Elsewhere, uses Swift.
NATURE POWER  NORMAL      0   95  20  0   [01]           

AE: Until the end of the next round, effectiveness of Electric-type moves the user uses is doubled. Effect ends when user is replaced. User may use this attack during effect.

CHARGE        ELECTRIC    0   100 20  0   [10]      d    

AF: Until the end of the next round, non-damaging moves are disabled for opponent. Effect ends when opponent is replaced.

TAUNT         DARK        0   100 20  0   [00]    b      

B0: Effectiveness of attacks by user's partner this round is multiplied by 1.5. Fails if user doesn't have a partner or if user struck after its partner. (This effect attaches to user's partner.)

HELPING HAND  NORMAL      0   100 20  0   [10]           

B1: Simultaneously, user receives opponent's item, and opponent receives user's item. Fails if either or both hold an Enigma Berry or if neither one holds an item.

TRICK         PSYCHIC     0   100 10  0   [00]    b  e   

B2: User adopts opponent's ability. Fails if opponent's ability is Wonder Guard or if opponent doesn't have an ability. A Pokemon's ability reverts to its original ability when it is replaced.

ROLE PLAY     PSYCHIC     0   100 10  0   [00]           

B3: At end of next round, if there is a Pokemon at user's position, that Pokemon recovers half of total HP. Remains effective even if user is replaced. During effect, this attack fails for the Pokemon at user's position.

WISH          NORMAL      0   100 10  0   [10]    b      

B4: Uses a random move from a random Pokemon in user's party, other than the user and eggs. Does not use the following attacks: Sleep Talk, Assist, Mirror Move, Metronome, Struggle, Sketch, Mimic, Counter, Mirror Coat, Protect, Detect, Endure, Destiny Bond, Thief, Follow Me, Snatch, Helping Hand, Covet, Trick, or Focus Punch.

ASSIST        NORMAL      0   100 20  0   [01]           

B5: During effect, user cannot flee or be switched, and at the end of every round, user recovers 1/16 of total HP. Effect ends when the user faints.

INGRAIN       GRASS       0   100 20  0   [10]      d    

B6: Decreases user's Attack and Defense by 1 stage if this attack is successful.

SUPERPOWER    FIGHTING    120 100 5   0   [00]   ab  e   

B7: The next time this round, certain attacks by non-users that target user are directed to that non-user instead of to the user. Effect ends when user faints. More information.

MAGIC COAT    PSYCHIC     0   100 15  0   [01]           

B8: If user isn't holding an item, user receives the last item that was used by a Pokemon at user's position.

RECYCLE       NORMAL      0   100 10  0   [10]           

B9: Effectiveness is doubled if user lost HP due to an attack by the opponent (except Pain Split) this round and opponent was the last non-user to hit the user this round with an attack.

REVENGE       FIGHTING    60  100 10  0   [00]   ab  ef  

BA: Unless this attack misses, even if this attack becomes ineffective due to type immunities, ends the effects of Reflect and Light Screen on the opposing Pokemon's side before dealing damage.

BRICK BREAK   FIGHTING    75  100 15  0   [00]   ab  ef  

BB: At the end of the next round, if opponent is not affected by a status problem and remains active since this attack was used, opponent sleeps. Fails if opponent cannot fall asleep when this attack is used, or if opponent has a status problem.

YAWN          NORMAL      0   100 10  0   [00]    bc e   

BC: If this attack is successful, opponent drops its held item if its HP is greater than 0.

KNOCK OFF     DARK        20  100 20  100 [00]   ab  e   

BD: Reduces opponent's HP by (Opponent's current HP - User's current HP). Affected by type immunities. Fails if user's current HP is equal to or greater than opponent's current HP.

ENDEAVOR      NORMAL      1   100 5   0   [00]   ab  ef  

BE: Base damage is min(1,int(user's current HP * 150 / user's total HP)). Minimum 1, maximum 150.

ERUPTION      FIRE        150 100 5   0   [08]    b  ef  
WATER SPOUT   WATER       150 100 5   0   [08]    b  e   

BF: Simultaneously, user adopts opponent's ability, and opponent adopts user's ability. Fails if either or both abilities are Wonder Guard or if neither have an ability.

SKILL SWAP    PSYCHIC     0   100 10  0   [00]    b  e   

C0: During effect, moves that the user knows are disabled for each opposing Pokemon. Effect ends when user is replaced. Fails if neither opposing Pokemon knows a move that the user knows.

IMPRISON      PSYCHIC     0   100 10  0   [10]    b      

C1: User recovers from burns, poison, and paralysis.

REFRESH       NORMAL      0   100 20  0   [10]      d    

C2: Until user's next turn, if an attack by an opposing Pokemon causes the user to faint, that attack's PP is reduced to 0.

GRUDGE        GHOST       0   100 5   0   [10]    b  e   

C3: The next time this round, user, instead of the non-user, uses certain attacks if they are used by non-users. More information.

SNATCH        DARK        0   100 10  0   [01]       e   

C4: Base damage is determined by weight of the opponent's species. More information.

LOW KICK      FIGHTING    1   100 20  0   [00]   ab  ef  

C5: Effect depends on environment.

  • In moving water (rivers, sea), may decrease opponent's Attack by one stage.
  • In still water, may decrease opponent's Speed by one stage.
  • Underwater, may decrease opponent's Defense by one stage.
  • In sand, may decrease opponent's Accuracy by one stage.
  • In a cave, opponent may flinch if this attack strikes first.
  • On rocks, may confuse opponent.
  • In short grass, may poison opponent.
  • In tall grass, may put opponent to sleep.
  • Elsewhere, may paralyze opponent.
SECRET POWER  NORMAL      70  100 20  30  [00]    b  e   

C6: Returns to user 1/3 of HP lost by opponent due to this attack (recoil damage).

DOUBLE-EDGE   NORMAL      120 100 15  0   [00]   ab  ef  
VOLT TACKLE   ELECTRIC    120 100 15  0   [00]   ab  ef  

C7: Confuses opponent.

TEETER DANCE  NORMAL      0   100 20  0   [20]    b      

C8: Good chance for a critical hit. May burn opponent.

BLAZE KICK    FIRE        85  90  10  10  [00]   ab  e   

C9: During effect, base damage of Electric-type attacks is halved. (Effect is not cumulative.) Effect ends when user is switched. During effect, this attack fails for user, and non-users may use this attack.

MUD SPORT     GROUND      0   100 15  0   [10]           

CA: May badly poison opponent.

POISON FANG   POISON      50  100 15  30  [00]   ab  e   

CB: This attack's effectiveness is doubled during weather. During Sunny Day, this attack's type is Fire. During Rain Dance, this attack's type is Water. During Sandstorm, this attack's type is Rock. During Hail, this attack's type is Ice.

WEATHER BALL  NORMAL      50  100 10  0   [00]    b  ef  

CC: Decreases user's Special Attack by 2 stages if this attack is successful.

OVERHEAT      FIRE        140 90  5   100 [00]   ab  ef  
PSYCHO BOOST  PSYCHIC     140 90  5   100 [00]    b  ef  

CD: Decreases opponent's Attack and Defense by one stage.

TICKLE        NORMAL      0   100 20  0   [00]    bc ef  

CE: Increases user's Defense and Special Defense by one stage.

COSMIC POWER  PSYCHIC     0   0   20  0   [10]      d    

CF: Can hit opponent even if it's using Fly or Bounce.

SKY UPPERCUT  FIGHTING    85  90  15  0   [00]   ab  ef  

D0: Increases user's Attack and Defense by one stage.

BULK UP       FIGHTING    0   0   20  0   [10]      d    

D1: Good chance for a critical hit. May poison opponent.

POISON TAIL   POISON      50  100 25  10  [00]   ab  ef  

D2: During effect, base damage of Fire-type attacks is halved. (Effect is not cumulative.) Effect ends when user is switched. During effect, this attack fails for user, and non-users may use this attack.

WATER SPORT   WATER       0   100 15  0   [10]           

D3: Increases user's Special Attack and Special Defense by one stage.

CALM MIND     PSYCHIC     0   0   20  0   [10]      d    

D4: Increases user's Attack and Speed by one stage.

DRAGON DANCE  DRAGON      0   0   20  0   [10]      d    

D5: On and under water, user's type becomes Water. In caves and on rocks, user's type becomes Rock. On short and tall grass, user's type becomes Grass. In sand, user's type becomes Ground. Elsewhere, user's type becomes Normal. Fails if determined type is the same as one of the user's types.

CAMOUFLAGE    NORMAL      0   100 20  0   [10]      d    

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