Black/White/Black 2/White 2 Level Up |
Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
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— | Confusion |  |  | 50 | 100 | 25 | 10 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
— | Growl |  |  | -- | 100 | 40 | -- |
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
— | Heal Block |  |  | -- | 100 | 15 | -- |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
— | Miracle Eye |  |  | -- | -- | 40 | -- |
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit. |
4 | Growl |  |  | -- | 100 | 40 | -- |
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
8 | Heal Block |  |  | -- | 100 | 15 | -- |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
11 | Miracle Eye |  |  | -- | -- | 40 | -- |
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit. |
15 | Psybeam |  |  | 65 | 100 | 20 | 10 |
The target is attacked with a peculiar ray. It may also cause confusion. |
18 | Headbutt |  |  | 70 | 100 | 15 | -- |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |
22 | Hidden Power |  |  | ?? | 100 | 15 | -- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
25 | Imprison |  |  | -- | -- | 10 | -- |
If the opponents know any move also known by the user, the opponents are prevented from using it. |
29 | Simple Beam |  |  | -- | 100 | 15 | -- |
The user's mysterious psychic wave changes the target's Ability to Simple. |
32 | Zen Headbutt |  |  | 80 | 90 | 15 | -- |
The user focuses its willpower to its head and attacks the target. It may also make the target flinch. |
36 | Psych Up |  |  | -- | -- | 10 | -- |
The user hypnotizes itself into copying any stat change made by the target. |
39 | Psychic |  |  | 90 | 100 | 10 | -- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
45 | Calm Mind |  |  | -- | -- | 20 | -- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
50 | Recover |  |  | -- | -- | 10 | -- |
Restoring its own cells, the user restores its own HP by half of its max HP. |
56 | Guard Split |  |  | -- | -- | 10 | -- |
The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's. |
58 | Power Split |  |  | -- | -- | 10 | -- |
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's. |
63 | Synchronoise |  |  | 70 | 100 | 15 | -- |
Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it. |
68 | Wonder Room |  |  | -- | -- | 10 | -- |
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. |
TM & HM Attacks |
TM/HM # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
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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. |
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. |
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. |
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. |
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. |
TM51 | Ally Switch |  |  | -- | -- | 15 | -- |
The user teleports using a strange power and switches its place with one of its allies. |
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. |
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. |
TM63 | Embargo |  |  | -- | 100 | 15 | -- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
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. |
TM80 | Rock Slide |  |  | 75 | 90 | 10 | -- |
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
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. |
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. |
TM92 | Trick Room |  |  | -- | -- | 5 | -- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |