Black/White Level Up |
Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
---|
— | Tri Attack |  |  | 80 | 100 | 10 | 20 |
The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis. |
— | Metal Sound |  |  | -- | 85 | 40 | -- |
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat. |
— | Tackle |  |  | 50 | 100 | 35 | -- |
A physical attack in which the user charges and slams into the target with its whole body. |
— | Thundershock |  |  | 40 | 100 | 30 | 10 |
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. |
— | Supersonic |  |  | -- | 55 | 20 | -- |
The user generates odd sound waves from its body. It may confuse the target. |
6 | Thundershock |  |  | 40 | 100 | 30 | 10 |
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. |
11 | Supersonic |  |  | -- | 55 | 20 | -- |
The user generates odd sound waves from its body. It may confuse the target. |
14 | Sonicboom |  |  | ?? | 90 | 20 | -- |
The target is hit with a destructive shock wave that always inflicts 20 HP damage. |
17 | Thunder Wave |  |  | -- | 100 | 20 | -- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
22 | Spark |  |  | 65 | 100 | 20 | 30 |
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
27 | Electro Ball |  |  | ?? | 100 | 10 | -- |
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. |
30 | Lock-on |  |  | -- | -- | 5 | -- |
The user takes sure aim at the target. It ensures the next attack does not fail to hit the target. |
34 | Magnet Bomb |  |  | 60 | -- | 20 | -- |
The user launches steel bombs that stick to the target. This attack will not miss. |
40 | Screech |  |  | -- | 85 | 40 | -- |
An earsplitting screech harshly reduces the target's Defense stat. |
46 | Discharge |  |  | 80 | 100 | 15 | 30 |
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
50 | Mirror Shot |  |  | 65 | 85 | 10 | -- |
The user looses a flash of energy at the target from its polished body. It may also lower the target's accuracy. |
54 | Magnet Rise |  |  | -- | -- | 10 | -- |
The user levitates using electrically generated magnetism for five turns. |
60 | Gyro Ball |  |  | ?? | 100 | 5 | -- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
66 | Zap Cannon |  |  | 120 | 50 | 5 | 100 |
The user fires an electric blast like a cannon to inflict damage and cause paralysis. |
Black 2/White 2 Level Up |
Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
---|
— | Tri Attack |  |  | 80 | 100 | 10 | 20 |
The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis. |
— | Tackle |  |  | 50 | 100 | 35 | -- |
A physical attack in which the user charges and slams into the target with its whole body. |
— | Supersonic |  |  | -- | 55 | 20 | -- |
The user generates odd sound waves from its body. It may confuse the target. |
— | Thundershock |  |  | 40 | 100 | 30 | 10 |
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. |
— | Sonicboom |  |  | ?? | 90 | 20 | -- |
The target is hit with a destructive shock wave that always inflicts 20 HP damage. |
4 | Supersonic |  |  | -- | 55 | 20 | -- |
The user generates odd sound waves from its body. It may confuse the target. |
7 | Thundershock |  |  | 40 | 100 | 30 | 10 |
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. |
11 | Sonicboom |  |  | ?? | 90 | 20 | -- |
The target is hit with a destructive shock wave that always inflicts 20 HP damage. |
15 | Thunder Wave |  |  | -- | 100 | 20 | -- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
18 | Magnet Bomb |  |  | 60 | -- | 20 | -- |
The user launches steel bombs that stick to the target. This attack will not miss. |
21 | Spark |  |  | 65 | 100 | 20 | 30 |
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
25 | Mirror Shot |  |  | 65 | 85 | 10 | -- |
The user looses a flash of energy at the target from its polished body. It may also lower the target's accuracy. |
29 | Metal Sound |  |  | -- | 85 | 40 | -- |
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat. |
34 | Electro Ball |  |  | ?? | 100 | 10 | -- |
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. |
39 | Flash Cannon |  |  | 80 | 100 | 10 | -- |
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. |
45 | Screech |  |  | -- | 85 | 40 | -- |
An earsplitting screech harshly reduces the target's Defense stat. |
51 | Discharge |  |  | 80 | 100 | 15 | 30 |
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
56 | Lock-on |  |  | -- | -- | 5 | -- |
The user takes sure aim at the target. It ensures the next attack does not fail to hit the target. |
62 | Magnet Rise |  |  | -- | -- | 10 | -- |
The user levitates using electrically generated magnetism for five turns. |
67 | Gyro Ball |  |  | ?? | 100 | 5 | -- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
73 | Zap Cannon |  |  | 120 | 50 | 5 | 100 |
The user fires an electric blast like a cannon to inflict damage and cause paralysis. |
TM & HM Attacks |
TM/HM # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
---|
TM06 | Toxic |  |  | -- | 90 | 10 | -- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 | Hidden Power |  |  | ?? | 100 | 15 | -- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM11 | Sunny Day |  |  | -- | -- | 5 | -- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM15 | Hyper Beam |  |  | 150 | 90 | 5 | -- |
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
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. |
TM21 | Frustration |  |  | ?? | 100 | 20 | -- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM24 | Thunderbolt |  |  | 95 | 100 | 15 | 10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM25 | Thunder |  |  | 120 | 70 | 10 | 30 |
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
TM27 | Return |  |  | ?? | 100 | 20 | -- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM32 | Double Team |  |  | -- | -- | 15 | -- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 | Reflect |  |  | -- | -- | 20 | -- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
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. |
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. |
TM57 | Charge Beam |  |  | 50 | 90 | 10 | -- |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM64 | Explosion |  |  | 250 | 100 | 5 | -- |
The user explodes to inflict damage on those around it. The user faints upon using this move. |
TM68 | Giga Impact |  |  | 150 | 90 | 5 | -- |
The user charges at the target using every bit of its power. The user must rest on the next turn. |
TM70 | Flash |  |  | -- | 100 | 20 | -- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM72 | Volt Switch |  |  | 70 | 100 | 20 | -- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM73 | Thunder Wave |  |  | -- | 100 | 20 | -- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM74 | Gyro Ball |  |  | ?? | 100 | 5 | -- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
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. |
TM91 | Flash Cannon |  |  | 80 | 100 | 10 | -- |
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. |
TM93 | Wild Charge |  |  | 90 | 100 | 15 | -- |
The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
Gen III & IV Only Moves(Details) |
Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % | Method |
---|
Shock Wave |  |  | 60 | -- | 20 | -- | Gen IV TM34 |
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. |
Secret Power |  |  | 70 | 100 | 20 | 30 | Gen IV TM43 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
Endure |  |  | -- | -- | 10 | -- | Gen IV TM58 |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Natural Gift |  |  | ?? | 100 | 15 | -- | Gen IV TM83 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Swift |  |  | 60 | -- | 20 | -- | Move Tutor - PtHGSS |
Star-shaped rays are shot at the opposing team. This attack never misses. |
Rollout |  |  | 30 | 90 | 20 | -- | Move Tutor - PtHGSS |
The user continually rolls into the target over five turns. It becomes stronger each time it hits. |
Double-edge |  |  | 120 | 100 | 15 | -- | Move Tutor - FRLG |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Mimic |  |  | -- | -- | 10 | -- | Move Tutor - FRLG |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
Refresh |  |  | -- | -- | 20 | -- | XD Purification |
The user rests to cure itself of a poisoning, burn, or paralysis. |