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. |
— | Constrict |  |  | 10 | 100 | 35 | -- |
The target is attacked with long, creeping tentacles or vines. It may also lower the target's Speed stat. |
8 | Acid |  |  | 40 | 100 | 30 | -- |
The opposing team is attacked with a spray of harsh acid. The acid may also lower the targets' Sp. Def stats. |
15 | Ingrain |  |  | -- | -- | 20 | -- |
The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out. |
22 | Confuse Ray |  |  | -- | 100 | 10 | -- |
The target is exposed to a sinister ray that triggers confusion. |
29 | Amnesia |  |  | -- | -- | 20 | -- |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
36 | Gastro Acid |  |  | -- | 100 | 10 | -- |
The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability. |
43 | Ancientpower |  |  | 60 | 100 | 5 | -- |
The user attacks with a prehistoric power. It may also raise all the user's stats at once. |
50 | 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. |
57 | Stockpile |  |  | -- | -- | 20 | -- |
The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. |
57 | Spit Up |  |  | ?? | 100 | 10 | -- |
The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage. |
57 | Swallow |  |  | -- | -- | 10 | -- |
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. |
64 | Wring Out |  |  | ?? | 100 | 5 | -- |
The user powerfully wrings the target. The more HP the target has, the greater this attack's power. |
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. |
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. |
TM17 | Protect |  |  | -- | -- | 10 | -- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
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. |
TM23 | Smack Down |  |  | 50 | 100 | 15 | 100 |
The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when hit. |
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. |
TM36 | Sludge Bomb |  |  | 90 | 100 | 10 | 30 |
Unsanitary sludge is hurled at the target. It may also poison the target. |
TM37 | Sandstorm |  |  | -- | -- | 10 | -- |
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. |
TM39 | Rock Tomb |  |  | 50 | 80 | 10 | -- |
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. |
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. |
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. |
TM69 | Rock Polish |  |  | -- | -- | 20 | -- |
The user polishes its body to reduce drag. It can sharply raise the Speed stat. |
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. |
TM80 | Rock Slide |  |  | 75 | 90 | 10 | -- |
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
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. |