Generation VI Level Up |
Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
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— | Phantom Force |  |  | 90 | 100 | 10 | -- |
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. |
— | Constrict |  |  | 10 | 100 | 35 | 10 |
The target is attacked with long, creeping tentacles or vines. It may also lower the target's Speed stat. |
— | Minimize |  |  | -- | -- | 10 | -- |
The user compresses its body to make itself look smaller, which sharply raises its evasiveness. |
— | Astonish |  |  | 30 | 100 | 15 | 30 |
The user attacks the target while shouting in a startling fashion. It may also make the target flinch. |
— | Gust |  |  | 40 | 100 | 35 | -- |
A gust of wind is whipped up by wings and launched at the target to inflict damage. |
4 | Astonish |  |  | 30 | 100 | 15 | 30 |
The user attacks the target while shouting in a startling fashion. It may also make the target flinch. |
8 | Gust |  |  | 40 | 100 | 35 | -- |
A gust of wind is whipped up by wings and launched at the target to inflict damage. |
13 | Focus Energy |  |  | -- | -- | 30 | -- |
The user takes a deep breath and focuses so that critical hits land more easily. |
16 | Payback |  |  | 50 | 100 | 10 | -- |
If the user moves after the target, this attack's power will be doubled. |
20 | Ominous Wind |  |  | 60 | 100 | 5 | 10 |
The user blasts the target with a gust of repulsive wind. It may also raise all the user's stats at once. |
25 | Stockpile |  |  | -- | -- | 20 | -- |
The user charges up power and raises both its Defense and Sp. Def. The move can be used three times. |
27 | Hex |  |  | 65 | 100 | 10 | -- |
This relentless attack does massive damage to a target affected by status problems. |
34 | Swallow |  |  | -- | -- | 10 | -- |
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP. |
34 | 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. |
40 | Shadow Ball |  |  | 80 | 100 | 15 | 20 |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
46 | Amnesia |  |  | -- | -- | 20 | -- |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
52 | Baton Pass |  |  | -- | -- | 40 | -- |
The user switches places with a party Pokémon in waiting, passing along any stat changes. |
60 | Explosion |  |  | 250 | 100 | 5 | -- |
The user explodes to inflict damage on those around it. The user faints upon using this move. |
65 | Phantom Force |  |  | 90 | 100 | 10 | -- |
The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. |
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 |  |  | 60 | 100 | 15 | -- |
A unique attack that varies in type 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. |
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. |
TM24 | Thunderbolt |  |  | 90 | 100 | 15 | 10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM25 | Thunder |  |  | 110 | 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 | 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 | 20 |
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. |
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 |  |  | 60 | 100 | 25 | -- |
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. |
TM57 | Charge Beam |  |  | 50 | 90 | 10 | 70 |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM61 | Will-O-Wisp |  |  | -- | 85 | 15 | -- |
The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
TM62 | Acrobatics |  |  | 55 | 100 | 15 | -- |
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
TM63 | Embargo |  |  | -- | 100 | 15 | -- |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
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. |
TM74 | Gyro Ball |  |  | ?? | 100 | 5 | -- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
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. |
TM87 | Swagger |  |  | -- | 90 | 15 | -- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM88 | Sleep Talk |  |  | -- | -- | 10 | -- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM90 | Substitute |  |  | -- | -- | 10 | -- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM94 (ORAS) | Secret Power |  |  | 70 | 100 | 20 | 30 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
TM100 | Confide |  |  | -- | -- | 20 | 100 |
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
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. |
HM02 | Fly |  |  | 90 | 95 | 15 | -- |
The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town. |