Black/White/Black 2/White 2 Level Up |
Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
---|
— | Astonish |  |  | 30 | 100 | 15 | -- |
The user attacks the target while shouting in a startling fashion. It may also make the target flinch. |
3 | Growl |  |  | -- | 100 | 40 | -- |
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
5 | Absorb |  |  | 20 | 100 | 25 | -- |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
7 | Nature Power |  |  | -- | -- | 20 | -- |
An attack that makes use of nature's power. Its effects vary depending on the user's environment. |
11 | Mist |  |  | -- | -- | 30 | -- |
The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns. |
15 | Natural Gift |  |  | ?? | 100 | 15 | -- |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
19 | Mega Drain |  |  | 40 | 100 | 15 | -- |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
25 | Bubblebeam |  |  | 65 | 100 | 20 | -- |
A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats. |
31 | Zen Headbutt |  |  | 80 | 90 | 15 | -- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
37 | Rain Dance |  |  | -- | -- | 5 | -- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
45 | 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. |
TM & HM Attacks |
TM/HM # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
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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. |
TM11 | Sunny Day |  |  | -- | -- | 5 | -- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
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. |
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. |
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. |
TM32 | Double Team |  |  | -- | -- | 15 | -- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
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. |
TM46 | Thief |  |  | 40 | 100 | 10 | -- |
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
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. |
TM55 | Scald |  |  | 80 | 100 | 15 | 30 |
The user shoots boiling hot water at its target. It may also leave the target with a burn. |
TM70 | Flash |  |  | -- | 100 | 20 | -- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM75 | Swords Dance |  |  | -- | -- | 30 | -- |
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. |
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. |
TM90 | Substitute |  |  | -- | -- | 10 | -- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
HM03 | Surf |  |  | 95 | 100 | 15 | -- |
It swamps the area around the user with a giant wave. It can also be used for crossing water. |