Black/White/Black 2/White 2 Level Up |
Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
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— | Leech Seed |  |  | -- | 90 | 10 | -- |
A seed is planted on the target. It steals some HP from the target every turn. |
— | Confusion |  |  | 50 | 100 | 25 | 10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
— | Recover |  |  | -- | -- | 10 | -- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
— | Heal Bell |  |  | -- | -- | 5 | -- |
The user makes a soothing bell chime to heal the status problems of all the party Pokémon. |
10 | Safeguard |  |  | -- | -- | 25 | -- |
The user creates a protective field that prevents status problems for five turns. |
19 | Magical Leaf |  |  | 60 | -- | 20 | -- |
The user scatters curious leaves that chase the target. This attack will not miss. |
28 | Ancientpower |  |  | 60 | 100 | 5 | -- |
The user attacks with a prehistoric power. It may also raise all the user's stats at once. |
37 | Baton Pass |  |  | -- | -- | 40 | -- |
The user switches places with a party Pokémon in waiting, passing along any stat changes. |
46 | Natural Gift |  |  | ?? | 100 | 15 | -- |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
55 | Heal Block |  |  | -- | 100 | 15 | -- |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
64 | Future Sight |  |  | 100 | 100 | 10 | -- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
73 | Healing Wish |  |  | -- | -- | 10 | -- |
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
82 | Leaf Storm |  |  | 140 | 90 | 5 | -- |
The user whips up a storm of leaves around the target. The attack's recoil harshly reduces the user's Sp. Atk stat. |
91 | Perish Song |  |  | -- | -- | 5 | -- |
Any Pokémon that hears this song faints in three turns, unless it switches out of battle. |
TM & HM Attacks |
TM/HM # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
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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. |
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. |
TM20 | Safeguard |  |  | -- | -- | 25 | -- |
The user creates a protective field that prevents status problems for five turns. |
TM21 | Frustration |  |  | ?? | 100 | 20 | -- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM22 | Solarbeam |  |  | 120 | 100 | 10 | -- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
TM27 | Return |  |  | ?? | 100 | 20 | -- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 | Psychic |  |  | 90 | 100 | 10 | -- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM30 | Shadow Ball |  |  | 80 | 100 | 15 | -- |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
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. |
TM37 | Sandstorm |  |  | -- | -- | 10 | -- |
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. |
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. |
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. |
TM49 | Echoed Voice |  |  | 40 | 100 | 15 | -- |
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
TM53 | Energy Ball |  |  | 80 | 100 | 10 | -- |
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
TM56 | Fling |  |  | ?? | 100 | 10 | -- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
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. |
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. |
TM73 | Thunder Wave |  |  | -- | 100 | 20 | -- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM75 | Swords Dance |  |  | -- | -- | 30 | -- |
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. |
TM77 | Psych Up |  |  | -- | -- | 10 | -- |
The user hypnotizes itself into copying any stat change made by the target. |
TM85 | Dream Eater |  |  | 100 | 100 | 15 | -- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
TM86 | Grass Knot |  |  | ?? | 100 | 20 | -- |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
TM87 | Swagger |  |  | -- | 90 | 15 | -- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM89 | U-turn |  |  | 70 | 100 | 20 | -- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM90 | Substitute |  |  | -- | -- | 10 | -- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 | Trick Room |  |  | -- | -- | 5 | -- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
HM01 | Cut |  |  | 50 | 95 | 30 | -- |
The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |
Gen III & IV Only Moves(Details) |
Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % | Method |
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Water Pulse |  |  | 60 | 100 | 20 | 20 | Gen IV TM03 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
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. |
Silver Wind |  |  | 60 | 100 | 5 | -- | Gen IV TM62 |
The target is attacked with powdery scales blown by wind. It may also raise all the user's stats. |
Sucker Punch |  |  | 80 | 100 | 5 | -- | Move Tutor - PtHGSS |
This move enables the user to attack first. It fails if the target is not readying an attack, however. |
Swift |  |  | 60 | -- | 20 | -- | Move Tutor - PtHGSS |
Star-shaped rays are shot at the opposing team. This attack never misses. |
Mud-slap |  |  | 20 | 100 | 10 | -- | Move Tutor - PtHGSS |
The user hurls mud in the target's face to inflict damage and lower its accuracy. |
Defense Curl |  |  | -- | -- | 40 | -- | Move Tutor - Emerald |
The user curls up to conceal weak spots and raise its Defense stat. |
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. |
Metronome |  |  | -- | -- | 10 | -- | Move Tutor - FRLG |
The user waggles a finger and stimulates its brain into randomly using nearly any move. |