Black/White Level Up |
Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
---|
— | Water Sport |  |  | -- | -- | 15 | -- |
The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. |
— | Scratch |  |  | 40 | 100 | 35 | -- |
Hard, pointed, and sharp claws rake the target to inflict damage. |
5 | Tail Whip |  |  | -- | 100 | 30 | -- |
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. |
9 | Water Gun |  |  | 40 | 100 | 25 | -- |
The target is blasted with a forceful shot of water. |
14 | Disable |  |  | -- | 100 | 20 | -- |
For four turns, this move prevents the target from using the move it last used. |
18 | Confusion |  |  | 50 | 100 | 25 | 10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
22 | Water Pulse |  |  | 60 | 100 | 20 | 20 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
27 | Fury Swipes |  |  | 18 | 80 | 15 | -- |
The target is raked with sharp claws or scythes for two to five times in quick succession. |
31 | Screech |  |  | -- | 85 | 40 | -- |
An earsplitting screech harshly reduces the target's Defense stat. |
35 | Soak |  |  | -- | 100 | 20 | -- |
The user shoots a torrent of water at the target and changes the target's type to Water. |
40 | Psych Up |  |  | -- | -- | 10 | -- |
The user hypnotizes itself into copying any stat change made by the target. |
44 | Zen Headbutt |  |  | 80 | 90 | 15 | -- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
48 | Amnesia |  |  | -- | -- | 20 | -- |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
53 | Hydro Pump |  |  | 120 | 80 | 5 | -- |
The target is blasted by a huge volume of water launched under great pressure. |
57 | Wonder Room |  |  | -- | -- | 10 | -- |
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. |
Black 2/White 2 Level Up |
Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
---|
— | Water Sport |  |  | -- | -- | 15 | -- |
The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. |
— | Scratch |  |  | 40 | 100 | 35 | -- |
Hard, pointed, and sharp claws rake the target to inflict damage. |
4 | Tail Whip |  |  | -- | 100 | 30 | -- |
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. |
8 | Water Gun |  |  | 40 | 100 | 25 | -- |
The target is blasted with a forceful shot of water. |
11 | Disable |  |  | -- | 100 | 20 | -- |
For four turns, this move prevents the target from using the move it last used. |
15 | Confusion |  |  | 50 | 100 | 25 | 10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
18 | Water Pulse |  |  | 60 | 100 | 20 | 20 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
22 | Fury Swipes |  |  | 18 | 80 | 15 | -- |
The target is raked with sharp claws or scythes for two to five times in quick succession. |
25 | Screech |  |  | -- | 85 | 40 | -- |
An earsplitting screech harshly reduces the target's Defense stat. |
29 | Zen Headbutt |  |  | 80 | 90 | 15 | -- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
32 | Aqua Tail |  |  | 90 | 90 | 10 | -- |
The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
36 | Soak |  |  | -- | 100 | 20 | -- |
The user shoots a torrent of water at the target and changes the target's type to Water. |
39 | Psych Up |  |  | -- | -- | 10 | -- |
The user hypnotizes itself into copying any stat change made by the target. |
43 | Amnesia |  |  | -- | -- | 20 | -- |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
46 | Hydro Pump |  |  | 120 | 80 | 5 | -- |
The target is blasted by a huge volume of water launched under great pressure. |
50 | Wonder Room |  |  | -- | -- | 10 | -- |
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. |
TM & HM Attacks |
TM/HM # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
---|
TM01 | Hone Claws |  |  | -- | -- | 15 | -- |
The user sharpens its claws to boost its Attack stat and accuracy. |
TM03 | Psyshock |  |  | 80 | 100 | 10 | -- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
TM04 | Calm Mind |  |  | -- | -- | 20 | -- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM06 | Toxic |  |  | -- | 90 | 10 | -- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM07 | Hail |  |  | -- | -- | 10 | -- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
TM10 | Hidden Power |  |  | ?? | 100 | 15 | -- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM13 | Ice Beam |  |  | 95 | 100 | 10 | 10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM14 | Blizzard |  |  | 120 | 70 | 5 | 10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
TM16 | Light Screen |  |  | -- | -- | 30 | -- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
TM17 | Protect |  |  | -- | -- | 10 | -- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 | Rain Dance |  |  | -- | -- | 5 | -- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM19 | Telekinesis |  |  | -- | -- | 15 | -- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
TM21 | Frustration |  |  | ?? | 100 | 20 | -- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM27 | Return |  |  | ?? | 100 | 20 | -- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM28 | Dig |  |  | 80 | 100 | 10 | -- |
The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
TM29 | Psychic |  |  | 90 | 100 | 10 | -- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM31 | Brick Break |  |  | 75 | 100 | 15 | -- |
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. |
TM32 | Double Team |  |  | -- | -- | 15 | -- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM40 | Aerial Ace |  |  | 60 | -- | 20 | -- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
TM42 | Facade |  |  | 70 | 100 | 20 | -- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 | Rest |  |  | -- | -- | 10 | -- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 | Attract |  |  | -- | 100 | 15 | -- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM48 | Round |  |  | 60 | 100 | 15 | -- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM55 | Scald |  |  | 80 | 100 | 15 | 30 |
The user shoots boiling hot water at its target. It may also leave the target with a burn. |
TM56 | Fling |  |  | ?? | 100 | 10 | -- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM65 | Shadow Claw |  |  | 70 | 100 | 15 | -- |
The user slashes with a sharp claw made from shadows. Critical hits land more easily. |
TM70 | Flash |  |  | -- | 100 | 20 | -- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM77 | Psych Up |  |  | -- | -- | 10 | -- |
The user hypnotizes itself into copying any stat change made by the target. |
TM87 | Swagger |  |  | -- | 90 | 15 | -- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM90 | Substitute |  |  | -- | -- | 10 | -- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM94 | Rock Smash |  |  | 40 | 100 | 15 | -- |
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. |
HM03 | Surf |  |  | 95 | 100 | 15 | -- |
It swamps the area around the user with a giant wave. It can also be used for crossing water. |
HM04 | Strength |  |  | 80 | 100 | 15 | -- |
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders. |
HM05 | Waterfall |  |  | 80 | 100 | 15 | -- |
The user charges at the target and may make it flinch. It can also be used to climb a waterfall. |
HM06 | Dive |  |  | 80 | 100 | 10 | -- |
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |