Black/White/Black 2/White 2 Level Up |
Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
---|
— | Rest |  |  | -- | -- | 10 | -- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
— | Confusion |  |  | 50 | 100 | 25 | 10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
6 | Imprison |  |  | -- | -- | 10 | -- |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
16 | Detect |  |  | -- | -- | 5 | -- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
21 | Swift |  |  | 60 | -- | 20 | -- |
Star-shaped rays are shot at the opposing team. This attack never misses. |
31 | Uproar |  |  | 90 | 100 | 10 | -- |
The user attacks in an uproar for three turns. Over that time, no one can fall asleep. |
36 | Future Sight |  |  | 100 | 100 | 10 | -- |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
46 | Nasty Plot |  |  | -- | -- | 20 | -- |
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk. |
51 | Extrasensory |  |  | 80 | 100 | 30 | -- |
The user attacks with an odd, unseeable power. It may also make the target flinch. |
61 | Last Resort |  |  | 140 | 100 | 5 | -- |
This move can be used only after the user has used all the other moves it knows in the battle. |
66 | Natural Gift |  |  | ?? | 100 | 15 | -- |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
76 | Explosion |  |  | 250 | 100 | 5 | -- |
The user explodes to inflict damage on those around it. The user faints upon using this move. |
TM & HM Attacks |
TM/HM # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
---|
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. |
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. |
TM12 | Taunt |  |  | -- | 100 | 20 | -- |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
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. |
TM19 | Telekinesis |  |  | -- | -- | 15 | -- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
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. |
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. |
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. |
TM35 | Flamethrower |  |  | 95 | 100 | 15 | 10 |
The target is scorched with an intense blast of fire. It may also leave the target with a burn. |
TM37 | Sandstorm |  |  | -- | -- | 10 | -- |
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. |
TM38 | Fire Blast |  |  | 120 | 85 | 5 | 10 |
The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
TM41 | Torment |  |  | -- | 100 | 15 | -- |
The user torments and enrages the target, making it incapable of using the same move twice in a row. |
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. |
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. |
TM59 | Incinerate |  |  | 30 | 100 | 15 | -- |
The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable. |
TM62 | Acrobatics |  |  | 55 | 100 | 15 | -- |
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
TM64 | Explosion |  |  | 250 | 100 | 5 | -- |
The user explodes to inflict damage on those around it. The user faints upon using this move. |
TM66 | Payback |  |  | 50 | 100 | 10 | -- |
If the user moves after the target, this attack's power will be doubled. |
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. |
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. |