Name Type Power Hit % PP Description Absorb Grass 20 100% 20 User recovers half damage dealt.
Acid Poison 40 100% 30 May lower opponent's Defense ability down one stage.
Acid Armor Poison --- --- 40 Raises user's Defense ability up two stages.
Aerial Ace Flying 60 --- 20 If opponent is on screen, hits without fail.
Aeroblast Flying 100 95% 5 Has a high critical hit rate.
Agility Psychic --- --- 30 Raises user's Speed ability up two stages.
Air Cutter Flying 55 95% 25 Has a high critical hit rate.
Amnesia Psychic --- --- 20 Raises user's Special Defense ability up two stages.
Ancientpower Rock 60 100% 5 May raise all of user's abilities up one stage.
Arm Thrust Fighting 15 100% 20 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times.
Aromatherapy Grass --- --- 5 Party recovers from all status ailments.
Assist Normal --- 100% 20 An Attack chosen in random from the other Pokemon in your team.
Astonish Ghost 30 100% 15 May cause opponent to Flinch.
Attract Normal --- 100% 15 Induces opponent with Attract condition.
Aurora Beam Ice 65 100% 20 May lower opponent's Attack ability down one stage.
Barrage Normal 15 85% 20 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times. Barrier Psychic --- --- 30 Raises user's Defense ability up two stages.
Baton Pass Normal --- --- 40 Allows you to switch Pokemon during battle, new Pokemon retains any stat changes the previous Pokemon had.
Beat Up Dark 10 100% 10 Your Pokemon Attacks as many times as the number of Pokemon you are currently carrying, afflicted (Poison, Sleep, etc) Pokemon don't count.
Belly Drum Normal --- --- 10 Raises user's Attack ability up very high. Will consume half of the user's maximum HP is available.
Bide Normal --- 100% 10 Withstands Attacks for 2, 3 turns, then deals back double the damage.
Bind Normal 15 75% 20 Traps opponent for 2-5 turns. Deals 1/16 HP of damage each turn.
Bite Dark 60 100% 25 May cause opponent to Flinch.
Blast Burn Fire 150 90% 5 Attacks in two turns. The second turn, user does not Attack.
Blaze Kick Fire 85 90% 10 May induce opponent with Burn status. Has a high critical hit ratio.
Blizzard Ice 120 70% 5 May induce opponent with Freeze status.
Block Normal --- 100% 5 Opponent cannot escape as long as user remains in battle.
Body Slam Normal 85 100% 15 May induce opponent with Paralysis status.
Bone Club Ground 65 85% 20 May cause opponent to Flinch.
Bone Rush Ground 25 80% 10 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times. Bonemerang Ground 50 90% 10 Attacks twice.
Bounce Flying 85 85% 5 Attacks in two turns. The first turn, user does not take damage.
Brick Break Fighting 75 100% 15 The effects of Reflect and Light Screen are removed.
Bubble Water 20 100% 30 May lower opponent's Speed ability down one stage.
Bubblebeam Water 65 100% 20 May lower opponent's Speed ability down one stage.
Bulk Up Fighting --- --- 20 Raises user's Attack and Defense abilities each up one stage.
Bullet Seed Grass 10 100% 30 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times.
Calm Mind Psychic --- --- 20 Raises user's Special Attack and Special Defense abilities each up one stage.
Camouflage Normal --- 100% 20 Type changes based on surroundings. On and under water, changes to Water type. In caves and on rocks, changes to Rock type. Elsewhere, changes to Normal type.
Charge Electric --- 100% 20 Stores electricity to increase the power of the next electric Attack.
Charm Normal --- 100% 20 Lowers opponent's Attack ability down two stages.
Clamp Water 35 75% 10 Traps opponent for 2-5 turns. Deals 1/16 HP of damage each turn.
Comet Punch Normal 18 85% 15 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times. Confuse Ray Ghost --- 100% 10 Induces opponent with Confusion condition.
Confusion Psychic 50 100% 25 May induce opponent with Confusion condition.
Constrict Normal 10 100% 35 May lower opponent's Speed ability down one stage.
Conversion Normal --- --- 30 User's Type becomes the same as the Type of one of its moves.
Conversion 2 Normal --- 100% 30 User becomes a Type resistent to last Attack's Type.
Cosmic Power Psychic --- --- 20 Raises user's Defense and Special Defense abilities each up one stage. Cotton Spore Grass --- 85% 40 Lowers opponent's Speed ability down two stages.
Counter Fighting --- 100% 20 If hit by a physical Attack, deals back double the damage.
Covet Normal 40 100% 40 If user is not holding an item, user takes opponent's item.
Crabhammer Water 90 85% 10 Has a high critical hit rate.
Cross Chop Fighting 100 80% 5 Has a high critical hit rate.
Crunch Dark 80 100% 15 May lower opponent's Special Defense ability down one stage.
Crush Claw Normal 75 95% 10 May lower opponent's Defense ability down one stage.
Curse ??? --- --- 10 Raises user's Attack and Defense abilities each up one stage. Lowers user's Speed ability down one stage. Cut Normal 50 95% 30 No special effect.
Defense Curl Normal --- --- 40 Raises Defense up one stage. Damage from Rollout will increase.
Destiny Bond Ghost --- --- 5 If user is knocked out by opponent's next move, then opponent is also knocked out.
Detect Fighting --- --- 5 Takes no damage from opponent's Attack. May fail if used more than once in a row.
Dig Ground 60 100% 10 Attacks in two turns. The first turn, user does not take damage.
Disable Normal --- 55% 20 Disables an opponent's move for a short amount of time.
Dive Water 60 100% 10 Attacks in two turns. The first turn, user does not take damage.
Dizzy Punch Normal 70 100% 10 May induce opponent with Confusion condition.
Doom Desire Steel 120 85% 5 No special effect.
Double Kick Fighting 30 100% 30 Attacks twice.
Double Team Normal --- --- 15 Raises user's Evasion ability up one stage.
Double-Edge Normal 120 100% 15 User is dealt recoil damage equal to 1/3 damage dealt to opponent.
Doubleslap Normal 15 85% 10 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times.
Dragon Claw Dragon 80 100% 15 No special effect.
Dragon Dance Dragon --- --- 20 Raises user's Attack and Speed abilities each up one stage.
Dragon Rage Dragon --- 100% 10 Alway deals 40 HP of damage.
Dragonbreath Dragon 60 100% 20 May induce opponent with Paralysis status.
Dream Eater Psychic 100 100% 15 Only works when opponent is Sleep condition. User recovers HP based on damage to opponent.
Drill Peck Flying 80 100% 20 No special effect.
Dynamicpunch Fighting 100 50% 5 May induce opponent with Confusion condition.
Earthquake Ground 100 100% 10 Hits all opponents.
Egg Bomb Normal 100 75% 10 No special effect.
Ember Fire 40 100% 25 May induce opponent with Burn status.
Encore Normal --- 100% 5 Makes opponent repeat its last Attack for 2 to 6 turns.
Endeavor Normal --- 100% 5 Damage is equal to opponent's current HP minus user's current HP. Endure Normal 0 0% 10 Ensures that opponent's next Attack will leave user with at least 1 HP.
Eruption Fire 150 100% 5 Power decreases as user's HP lowers.
Explosion Normal 250 100% 5 Attack deals double damage. User faints.
Extrasensory Psychic 80 100% 30 May cause opponent to Flinch.
ExtremeSpeed Normal 80 100% 5 Always Attacks first.
Facade Normal 70 100% 20 Attack power is double if user is inflicted with Poison, Paralyze, or Burn.
Faint Attack Dark 60 --- 20 If opponent is on screen, hits without fail.
Fake Out Normal 40 100% 10 Hits only on the first turn, will cause Flinch.
Fake Tears Dark --- 100% 20 Lowers opponent's Special Defense ability down two stages.
False Swipe Normal 40 100% 40 Always leaves opponent with at least 1 HP.
Featherdance Flying --- 100% 15 Lowers opponent's Attack ability down two stages.
Fire Blast Fire 120 85% 5 May induce opponent with Burn status.
Fire Punch Fire 75 100% 15 May induce opponent with Burn status.
Fire Spin Fire 15 70% 15 Traps opponent for 2-5 turns. Deals 1/16 HP of damage each turn.
Fissure Ground --- 30% 5 Knocks out opponent in one hit. Accuracy increases by an amount equal to the difference between user and enemy's experience levels, then divided by 128.
Flail Normal --- 100% 15 The less HP user has, the higher the Attack power. When HP is very low, Attack power is 200. When HP is highest, Attack power is 20.
Flame Wheel Fire 60 100% 25 May induce opponent with Burn status. Can remove Freeze status from user.
Flamethrower Fire 95 100% 15 May induce opponent with Burn status.
Flash Normal --- 70% 20 Lowers opponent's Hit Ratio ability down one stage.
Flatter Dark --- 100% 15 Raises opponent's Special Attack ability up two stages, then induces opponent with Confusion condition.
Fly Flying 70 95% 15 Attacks in two turns. The first turn, user does not take damage.
Focus Energy Normal --- --- 30 Increases user's critical hit rate.
Focus Punch Fighting 150 100% 20 No special effect.
Follow Me Normal --- 100% 20 User takes all hits from opponents' Attacks. Best used in 2VS2 battles.
Foresight Normal --- 100% 40 After use, opponent's raised evasion will be ignored.
Frenzy Plant Grass 150 90% 5 Attacks in two turns. The second turn, user does not Attack.
Frustration Normal --- 100% 20 Power is greater when Pokémon is not happy.
Fury Attack Normal 15 85% 20 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times.
Fury Cutter Bug 10 95% 20 Move's power becomes stronger if it hits.
Fury Swipes Normal 18 80% 15 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times.
Glare Normal --- 75% 30 Induces opponent with Paralysis status.
Grasswhistle Grass --- 55% 15 May induce opponent with Sleep status.
Growl Normal --- 100% 40 Lowers opponent's Attack ability down one stage.
Growth Normal --- --- 40 Raises user's Special Attack ability up one stage.
Grudge Ghost --- 100% 5 If user is fainted by opponent's next move, then that move's PP drops to 0.
Guillotine Normal --- 30% 5 Knocks out opponent in one hit. Accuracy increases by an amount equal to the difference between user and enemy's experience levels, then divided by 128.
Gust Flying 40 100% 35 Forces opponent to switch. Also hits while opponent is using Fly.
Hail Ice --- --- 10 Causes hailstorm for 5 turns.
Harden Normal --- --- 30 Raises user's Defense ability up one stage.
Haze Ice --- --- 30 Resets all ability stages.
Headbutt Normal 70 100% 15 May cause opponent to Flinch.
Heal Bell Normal --- --- 5 Party recovers from all status ailments.
Heat Wave Fire 100 90% 10 May induce opponent with Burn status.
Helping Hand Normal --- 100% 20 During a 2VS2 battle, the partner's Attacks are 1.5x Attack power. Best used in 2VS2 battles.
Hi Jump Kick Fighting 85 90% 20 If Attack misses, user takes 1/8 HP of damage.
Hidden Power Normal --- 100% 15 Power and type varies from Pokémon to Pokémon.
Horn Attack Normal 65 100% 25 No special effect.
Horn Drill Normal --- 30% 5 Knocks out opponent in one hit. Accuracy increases by an amount equal to the difference between user and enemy's experience levels, then divided by 128.
Howl Normal --- --- 40 Raises user's Attack ability up one stage.
Hydro Cannon Water 150 90% 5 Attacks in two turns. The second turn, user does not Attack.
Hydro Pump Water 120 80% 5 No special effect.
Hyper Beam Normal 150 90% 5 Attacks in two turns. The second turn, user does not Attack.
Hyper Fang Normal 80 90% 15 May cause opponent to Flinch.
Hyper Voice Normal 90 100% 10 No special effect.
Hypnosis Psychic --- 60% 20 May induce opponent with Sleep status.
Ice Ball Ice 30 90% 20 Attacks for 5 turns.
Ice Beam Ice 95 100% 10 May induce opponent with Freeze status.
Ice Punch Ice 75 100% 15 May induce opponent with Freeze status.
Icicle Spear Ice 10 100% 30 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times.
Icy Wind Ice 55 95% 15 May lower opponent's Speed ability down one stage.
Imprison Psychic --- 100% 10 Opponent cannot use any move that user knows.
Ingrain Grass --- 100% 20 HP is recovered every turn. However, the user cannot switch.
Iron Defense Steel --- --- 15 Raises user's Defense ability up two stages.
Iron Tail Steel 100 75% 15 May lower opponent's Defense ability down one stage.
Jump Kick Fighting 70 95% 25 If Attack misses, user takes 1/8 HP of damage.
Karate Chop Fighting 50 100% 25 Has a high critical hit rate.
Kinesis Psychic --- 80% 15 Lowers opponent's Hit Ratio ability down one stage.
Knock Off Dark 20 100% 20 No special effect.
Leaf Blade Grass 70 100% 15 Has a high critical hit rate.
Leech Life Bug 20 100% 15 User recovers half damage dealt.
Leech Seed Grass --- 90% 10 Absorbs a small amount of HP from the opponent every turn.
Leer Normal --- 100% 30 Lowers opponent's Defense ability down one stage.
Lick Ghost 20 100% 30 May induce opponent with Paralysis status.
Light Screen Psychic --- 0% 30 Special type moves deal half damage to user for five turns.
Lock-On Normal --- 100% 5 Ensures that user's next Attack will hit without fail.
Lovely Kiss Normal --- 75% 10 May induce opponent with Sleep status.
Low Kick Fighting --- 100% 20 Power depends on the user's weight.
Luster Purge Psychic 70 100% 5 May lower opponent's Special Defense ability down one stage.
Magic Coat Psychic --- 100% 15 The effect of any Special move will rebound and return to opponent.
Magical Leaf Grass 60 --- 20 If opponent is on screen, hits without fail.
Magnitude Ground --- 100% 30 Attack power is randomly 10, 30, 50, 70, 90, 110, or 150, based on the magnitude of the Attack (4 through 20 respectively).
Mean Look Normal --- 100% 5 Opponent cannot escape as long as user remains in battle.
Meditate Psychic --- --- 40 Raises user's Attack ability up one stage.
Mega Drain Grass 40 100% 10 User recovers half damage dealt.
Mega Kick Normal 120 75% 5 No special effect.
Mega Punch Normal 80 85% 20 No special effect.
Megahorn Bug 120 85% 10 No special effect.
Memento Dark --- 100% 10 User faints and opponent's abilities lower.
Metal Claw Steel 50 95% 35 May raise user's Attack ability up one stage.
Metal Sound Steel --- 85% 40 Lowers opponent's Special Defense ability down two stages.
Meteor Mash Steel 100 85% 10 May raise user's Attack ability up one stage.
Metronome Normal --- --- 10 Randomly uses almost any Attack.
Milk Drink Normal --- --- 10 User recovers half maximum HP.
Mimic Normal --- 100% 10 Copies move used by opponent.
Mind Reader Normal --- 100% 5 Ensures that user's next Attack will hit without fail.
Minimize Normal --- --- 20 Raises user's Evasion ability up one stage. STOMP deals double damage to user as long as user remains in battle.
Mirror Coat Psychic --- 100% 20 If hit by a Special Attack, deals back double the damage.
Mirror Move Flying --- --- 20 Move is replaced by the last move used by opponent. Mist Ice --- --- 30 Prevents user's abilities from being lowered.
Mist Ball Psychic 70 100% 5 May lower opponent's Special Attack ability down one stage.
Moonlight Normal --- --- 5 Restores HP, amount restored is based on time, most effective during the night.
Morning Sun Normal --- --- 5 Restores HP, amount restored is based on time, most effective during the day time
Mud Shot Ground 55 95% 15 May lower opponent's Speed ability down one stage.
Mud Sport Ground --- 100% 15 As long as user remains in battle, Electric type moves deal less damage to user and opponent.
Muddy Water Water 95 85% 10 May lower opponent's Hit Ratio ability down one stage.
Mud-Slap Ground 20 100% 10 May lower opponent's Hit Ratio ability down one stage.
Nature Power Normal --- 95% 20 Move used depends on battle location.
Needle Arm Grass 60 100% 15 May cause opponent to Flinch.
Night Shade Ghost --- 100% 15 Deals HP of damage equal to user's level.
Nightmare Ghost --- 100% 15 Inflicts 1/4 damage every turn. Only works if opponent is induced with Sleep condition.
Octazooka Water 65 85% 10 May lower opponent's Hit Ratio ability down one stage.
Odor Sleuth Normal --- 100% 40 After use, opponent's raised evasion will be ignored.
Outrage Dragon 90 100% 15 Attacks 2, 3 turns, then induces user with Confusion condition.
Overheat Fire 140 90% 5 Lowers user's Special Attack ability down two stages.
Pain Split Normal --- 100% 20 Evenly divides HP so that both user and opponent have half of their combined remaining HP.
Pay Day Normal 40 100% 20 User gains money after battle.
Peck Flying 35 100% 35 No special effect.
Perish Song Normal --- --- 5 All Pokemon will faint after three turns. Switching a Pokemon out of battle prevents its fainting.
Petal Dance Grass 70 100% 20 Attacks 2, 3 turns, then induces user with Confusion condition.
Pin Missile Bug 14 85% 20 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times.
Poison Fang Poison 50 100% 15 May induce opponent with TOXIC status.
Poison Gas Poison --- 55% 40 Induces opponent with Poison status.
Poison Sting Poison 15 100% 35 May induce opponent with Poison status.
Poison Tail Poison 50 100% 25 May induce opponent with Poison status. Has a high critical hit ratio.
Poisonpowder Poison --- 75% 35 Induces opponent with Poison status.
Pound Normal 40 100% 35 No special effect.
Powder Snow Ice 40 100% 25 May induce opponent with Freeze status.
Present Normal --- 90% 15 Random effect, either does 40, 80, or 120 damage or restores your opponents HP by 80.
Protect Normal --- --- 10 Takes no damage from opponent's Attack. May fail if used more than once in a row.
Psybeam Psychic 65 100% 20 May induce opponent with Confusion condition.
Psych Up Normal --- --- 10 Your Pokemon receives the same temporary Special effects that your opponent received from one of its moves (such as from Amnesia).
Psychic Psychic 90 100% 10 May lower opponent's Special Defense ability down one stage.
Psycho Boost Psychic 140 90% 5 Lowers user's Special Attack ability down two stages.
Psywave Psychic --- 80% 15 Deals HP of damage equal to 1 to 1.5 x user's level.
Pursuit Dark 40 100% 20 Opponents Pokemon receives double damage if the trainer tries to switch Pokemon the turn this Attack is used.
Quick Attack Normal 40 100% 30 Always Attacks first.
Rage Normal 20 100% 20 User's Attack raises when damaged by opponent.
Rain Dance Water --- --- 5 Causes "Big Rain" weather for five turns.
Rapid Spin Normal 20 100% 40 Deals damage and frees Pokemon from multi-round Attacks like Wrap and Leech Seed.
Razor Leaf Grass 55 95% 25 Has a high critical hit rate.
Razor Wind Normal 80 100% 10 Attacks in two turns. Has a high critical hit ratio.
Recover Normal --- --- 20 Restores half of user's maximum HP.
Recycle Normal --- 100% 10 User's disposable held item returns.
Reflect Psychic --- --- 20 Physical type moves deal half damage to user for five turns.
Refresh Normal --- 100% 20 User recovers from Burn, Freeze, or Paralysis status.
Rest Psychic --- --- 10 User restores all HP and is induced with Sleep condition for two turns.
Return Normal --- 100% 20 Power is greater when Pokémon is happy.
Revenge Fighting 60 100% 10 If the user is damaged before it Attacks, the Attack power is double.
Reversal Fighting --- 100% 15 The less HP user has, the higher the Attack power. When HP is very low, Attack power is 200. When HP is highest, Attack power is 20.
Roar Normal --- 100% 20 Escape from a wild battle. Switch opponent's Pokémon in a link battle.
Rock Blast Rock 25 80% 10 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times.
Rock Slide Rock 75 90% 10 May cause opponent to Flinch.
Rock Smash Fighting 20 100% 15 May lower opponent's Defense ability down one stage.
Rock Throw Rock 50 90% 15 No special effect.
Rock Tomb Rock 50 80% 10 May lower opponent's Speed ability down one stage.
Role Play Psychic --- 100% 10 User's characteristic changes to opponent's characteristic.
Rolling Kick Fighting 60 85% 15 May cause opponent to Flinch.
Rollout Rock 30 90% 20 Attacks for 5 turns.
Sacred Fire Fire 100 95% 5 May induce opponent with Burn status. Can remove Freeze status from user.
Safeguard Normal --- --- 25 Protects your Pokemon from Special effects like Paralysis and Sleep, this effect lasts temporary.
Sand Tomb Ground 15 70% 15 Traps opponent for 2-5 turns. Deals 1/16 HP of damage each turn.
Sand-Attack Ground --- 100% 15 Lowers opponent's Hit Ratio ability down one stage.
Sandstorm Rock --- --- 10 Causes sandstorm weather for five turns.
Scary Face Normal --- 90% 10 Lowers opponent's Speed ability down two stages.
Scratch Normal 40 100% 35 No special effect.
Screech Normal --- 85% 40 Lowers opponent's Defense ability down two stages.
Secret Power Normal 70 100% 20 Effect depends on surroundings. In grass, effect is Poison. In tall grass, effect is Sleep. On the ocean, Attack lowers one stage. Underwater, Defense lowers one stage. In a pond, Speed lowers one stage. In sand, accuracy lowers one stage. In a cave, effect is Flinch. On rocks, effect is Confusion. Elsewhere, effect is Paralyze.
Seismic Toss Fighting --- 100% 20 Deals HP of damage equal to user's level.
Selfdestruct Normal 200 100% 5 Attack deals double damage. User faints.
Shadow Ball Ghost 80 100% 15 May lower opponent's Special Defense ability down one stage.
Shadow Punch Ghost 60 --- 20 If opponent is on screen, hits without fail.
Sharpen Normal --- --- 30 Raises user's Attack ability up one stage.
Sheer Cold Ice --- 30% 5 Knocks out opponent in one hit. Accuracy increases by an amount equal to the difference between user and enemy's experience levels, then divided by 128.
Shock Wave Electric 60 0% 20 If opponent is on screen, hits without fail.
Signal Beam Bug 75 100% 15 May induce opponent with Confusion condition.
Silver Wind Bug 60 100% 5 May raise all of user's abilities up one stage.
Sing Normal --- 55% 15 May induce opponent with Sleep status.
Sketch Normal --- --- 1 Permanently copies opponent's last move.
Skill Swap Psychic --- 100% 10 Swap characteristics with opponent.
Skull Bash Normal 100 100% 15 Raises Defense up one stage first turn, then Attacks second turn.
Sky Attack Flying 140 90% 5 Attacks in two turns. May cause opponent to Flinch.
Sky Uppercut Fighting 85 90% 15 Can hit opponent during FLY. Slack Off Normal --- 100% 10 Restores half of user's maximum HP.
Slam Normal 80 75% 20 No special effect.
Slash Normal 70 100% 20 Has a high critical hit rate.
Sleep Powder Grass --- 75% 15 May induce opponent with Sleep status.
Sleep Talk Normal --- --- 10 Pokemon Attacks with one of the opponents Attacks, only used when aSleep.
Sludge Poison 65 100% 20 May induce opponent with Poison status. Sludge Bomb Poison 90 100% 10 May induce opponent with Poison status.
Smelling Salt Normal 60 100% 10 If the opponent is induced with Paralyze status, Attack power is double. Opponent recovers from Paralyze status.
Smog Poison 20 70% 20 May induce opponent with Poison status.
Smokescreen Normal --- 100% 20 Lowers opponent's Hit Ratio ability down one stage.
Snatch Dark --- 100% 10 Unknown?
Snore Normal 40 100% 15 Can only be used when user is induced with Sleep.
Softboiled Normal 0 100% 10 User recovers half maximum HP.
Solarbeam Grass 120 100% 10 Attacks in two turns. The first turn, user does not Attack. Attacks in one turn during Clear Skies weather. Sonicboom Normal --- 90% 20 Always deals 20 HP of damage.
Spark Electric 65 100% 20 May induce opponent with Paralysis status.
Spider Web Bug --- 100% 10 Opponent cannot escape as long as user remains in battle.
Spike Cannon Normal 20 100% 15 Attacks 2-5 times. Has a 37.5% chance each of hitting 2 or 3 times and a 12.5% chance each of hitting 4 or 5 times.
Submission Fighting 80 80% 25 Used when user runs out of PP. User is dealt recoil damage equal to 1/4 damage dealt to opponent.
Substitute Normal --- --- 10 Uses 1/4 of the user's HP to make a decoy. Decoy takes damage from opponent's Attacks until it breaks.
Sunny Day Fire --- --- 5 Causes "Clear Skies" weather for five turns.
Super Fang Normal --- 90% 10 Deals damage equal to half opponent's current HP.
Superpower Fighting 120 100% 5 Lowers user's Attack and Defense abilities each down one stage.
Supersonic Normal --- 55% 20 Induces opponent with Confusion condition.
Surf Water 95 100% 15 No special effect.
Swagger Normal --- 90% 15 Raises opponent's Attack ability up two stages, then induces opponent with Confusion condition.
Swallow Normal --- --- 10 Recovers HP depending on how much energy is stored.
Sweet Kiss Normal --- 75% 10 Induces opponent with Confusion condition.
Sweet Scent Normal --- 100% 20 Lowers opponent's Evasion ability down one stage.
Swift Normal 60 --- 20 If opponent is on screen, hits without fail.
Swords Dance Normal --- --- 30 Raises user's Attack ability up two stages.
Synthesis Grass --- --- 5 Restores HP, amount of HP restored depends on time of day.
Tackle Normal 35 95% 35 No special effect.
Tail Glow Bug 0 100% 20 Raises user's Special Attack ability up two stages.
Tail Whip Normal 0 100% 30 Lowers opponent's Defense ability down one stage.
Take Down Normal 90 85% 20 Used when user runs out of PP. User is dealt recoil damage equal to 1/4 damage dealt to opponent.
Taunt Dark --- 100% 20 Unknown?
Teeter Dance Normal --- 100% 20 All Pokémon except user become induced with Confusion.
Teleport Psychic --- --- 20 Flees from battle. Does not work in Trainer Battles.
Thief Dark 40 100% 10 If user is not holding an item, user takes opponent's item.
Thrash Normal 90 100% 20 Attacks 2, 3 turns, then induces user with Confusion condition.
Thunder Electric 120 70% 10 May induce opponent with Paralysis. Has 100% accuracy during Big Rain weather.
Thunder Wave Electric --- 100% 20 Induces opponent with Paralysis status.
Thunderbolt Electric 95 100% 15 May induce opponent with Paralysis status.
Thunderpunch Electric 75 100% 15 May induce opponent with Paralysis status.
Thundershock Electric 40 100% 30 May induce opponent with Paralysis status.
Tickle Normal --- 100% 20 Lowers opponent's Attack and Defense abilities each down one stage.
Torment Dark --- 100% 15 The same move cannot be used twice in a row.
Toxic Poison --- 85% 10 Induces opponent with TOXIC status.
Transform Normal --- --- 10 User's abilities (except for HP) become that of opponent. User's ability changes and status inducement also become that of opponent. Users moves become those of opponent, but only have 5 PP each.
Tri Attack Normal 80 100% 10 May induce opponent with either Burn, Freeze, or Paralysis.
Trick Psychic --- 100% 10 User and opponent exchange held items.
Twineedle Bug 25 100% 20 Attacks 2 times. May induce opponent with
Poison condition.
Twister Dragon 40 100% 20 No special effect.
Uproar Normal 50 100% 10 Cannot Sleep for 2 to 5 turns.
Vicegrip Normal 55 100% 30 No special effect.
Whip Grass 35 100% 10 No special effect.
Vital Throw Fighting 70 100% 10 Hits opponent without fail. Always goes last.
Volt Tackle Electric 120 100% 15 User is dealt recoil damage equal to 1/3 damage dealt to opponent.
Water Gun Water 40 100% 25 No special effect.
Water Pulse Water 60 100% 20 May induce opponent with Confusion condition.
Water Sport Water --- 100% 15 As long as user remains in battle, Fire type moves deal less damage to user and opponent.
Water Spout Water 150 100% 5 Power decreases as user's HP lowers.
Waterfall Water 80 100% 15 No special effect.
Weather Ball Normal 50 100% 10 Attack power doubles during weather. Type changes based on weather. Becomes Fire type in "Clear Skies". Becomes Water type in "Big Rain". Becomes Ice type in hailstorm. Becomes Rock type in sandstorm.
Whirlpool Water 15 70% 15 Traps opponent for 2-5 turns. Deals 1/16 HP of damage each turn.
Whirlwind Normal --- 100% 20 Escape from a wild battle. Switch opponent's Pokémon in a link battle.
Will-O-Wisp Fire --- 75% 15 Induces opponent with Burn status.
Wing Attack Flying 60 100% 35 No special effect.
Wish Normal --- 100% 10 Half maximum HP is recovered at the end of the next turn. Still recovers, even if user switches.
Withdraw Water --- --- 40 Raises user's Defense ability up one stage.
Wrap Normal 15 85% 20 Traps opponent for 2-5 turns. Deals 1/16 HP of damage each turn.
Yawn Normal --- 100% 10 If the opponent remains in battle, it will be induced with Sleep on the following turn.
Zap Cannon Electric 100 50% 5 May induce opponent with Paralysis status.
You may select one move for each of your pokemon after they have been approved.
Woah!!! Hold on!.. We have to pick a move(4 moves) for our pokemon right? Im not a pokemon expert but i cant read it so well actually thats perfect for taking moves and things like that but you put to much information it hard to read a bit you no!!! Actually im 8 and i read slowly and i have to read all this??? Its really hard so im doing this tomorow(Maybe).
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I wonder if I get shaymin in the role play... :D
Once you see a Pikachu, it will say pika pika then do whatever it wants.
We are sorry for the inconvienience but, the fact is, These are EVERY move in the games...so if u have the pokemon and it has ur fave moves, just choose it!
note that it includes genertion 4 moves but the sad part its not alphabeticul organized so its not perfect but you should a generation 4 moves to yours
-- Edited by PokemonMaster at 14:40, 2008-07-05
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Pokemon Beyond Ground Gym Leader Ember!!! put the dirt badge on my sig cause i cant....
also, just a tip pikapika, instead of making a new post when you make a mistake or want to change it, click edit post at the top of the post you made its alot easier and saves space =)
i read the money system thingy in the bank topic so i was wondering.... if we gather 10,000 or something could we make our own custom move? as long as it isnt a never fail to hit 1-hit KO or something? that would be AWZOME
ExAmPlE= a move for my sableye and/or sneasel chainsaw claw: hooks the enemy and does dmg every turn but the user cannot choose a new move until after 5 turns or the enemy faints also the user takes recoil every turn the move is active and gets slower due to fatigue 105 power 75 accuracy 10 PP dark type
i can make a few more examples if u want me to
over and out
-- Edited by Shotty Sniper at 21:43, 2008-07-06
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The 5 simple steps to being a Shotty Sniper... 1.Lock 2.Load 3.Aim 4.Squeeze 5.Run like hell
HAHA yes actualy that is something ive pondered if i should add to this RPG or not, something called a sig(short for signature) move, and it is exactly what you were talking about.
Sig moves will be free too! there will be a sig move registration soon.
Vulpix-Will O' Wisp Combee- Defend Order (is that allowed?) Snorunt-Ice Fang Totodile- Water Pulse Skorupi- Posion Cross and Mareep- Volt Tackle (and is this one allowed?)