Attack Description
Absorb Half the damage dealt is used to recover the user.
Acid 9.8% chance of lowering Defence.
Acid Armor Greatly raises Defence.
Aero Blast 25% chance of Critical Hit.
Agility Greatly raises Speed.
Ancientpower 9.8% chance of raising Attack, Defence, Speed, and Specials.
Amnesia Greatly raises Special Defence.
Attract TM 45. Pokémon of other gender have a 50% chance of not attacking. Does not work on genderless Pokémon.
Aurora Beam 9.8% chance of lowering Attack.
Barrage Strikes 2 to 5 times in a row.
Barrier Greatly raises Defence.
Baton Pass Switches your Pokémon. Any attribute changes, such as Swords Dance or Barrier, that you have used, are passed on to the recipient. Negative changes such as Screech or String Shot that have been used are also passed on. Effects of Attract, Nightmare, Encore, and Transform are not passed on.
Beat Up Does 10 base damage plus 10 more base damage for each Pokémon you have in reserve. This damage is based off the Pokémon's SA. Asleep or Frozen Pokémon do not participate.
Belly Drum Reduces your Health by 1/2 to raise your Attack. Equivalent to using five Swords Dances (though normally, the effect is of three).
Bide Lose 2 or 3 turns. The damage you take during these turns is reflected back at the opponent with double the force. Guaranteed to hit.
Bind User cannot escape or run. Does base damage initially, and 1/16th the users max HP every turn thereafter. Lasts from 2 to 5 turns.
Bite 9.8% chance of causing opponent to Flinch.
Blizzard TM 14. 9.8% chance of Freezing opponent.
Body Slam 9.8% chance of Paralyzing opponent.
Bone Club 9.8% cnace of causing opponent to Flinch.
Bone Rush Strikes 2 to 5 times in a row.
Bonemerang Always strikes twice.
Bubble 9.8% chance of lowering Speed.
Bubblebeam 9.8% chance of lowering Speed.
Charm Greatly lowers Attack.
Clamp Opponent cannot switch or run. Does base damage initially, and 1/16th the users max HP every turn thereafter. Lasts from 2 to 5 turns.
Comet Punch Strikes 2 to 5 times in a row.
Confuse Ray Confuses opponent.
Confusion 9.8% chance of Confusing opponent.
Constrict 9.8% chance of lowering Speed.
Conversion Changes type to enemy type.
Conversion2 Changes type to a type resistant (or immune) to the last type used against your Pokémon.
Cotton Spore Greatly lowers Speed.
Counter Goes last. If a Physical attack is recieved, the damage done is paid back double.
Crabhammer 25% chance of a Critical Hit.
Cross Chop 25% chance of a Critical Hit.
Crunch 29.7% chance of lowering Special Defence.
Curse TM 03. If used by a Ghost type- Reduces HP by half. Each turn, your opponent loses 1/4th their total HP.

If used by any other type- Raises Attack and Defence, lowers Speed.

Cut HM 01. Used to cut bushes.
Defence Curl TM 40. Raises Defence. Rollout's base power doubles if used next turn.
Destiny Bond If the user faints that turn, the opponent does too.
Detect TM 43. Always goes first. Guarantees the next move will miss. Accuracy decreases by half with each use.
Dig TM 28. Lose one turn, during which the only attacks that can affect you are Earthquake, Magnitude and Fissure. Attack on second turn. Out of battle, Dig returns you to the last Pokémon Center you used. (Only works in caves.)
Disable Locks out the last move used on you for 1 to 8 turns. During that time, you cannot lock out another move.
Dizzy Punch 19.9% chance of Confusing opponent.
Double Edge Take 1/4 the damage your opponent recieves.
Double Kick Always strikes twice.
Double Team TM 32. Increases Evade.
Doubleslap Strikes 2 to 5 times in a row.
Dragon Rage Always does 40 points of damage.
Dragonbreath TM 24. 29.7% chance of Paralyzing opponent.
Dream Eater TM 42. Only works on sleeping enemies. Half the damage dealt is used to recover the user.
Drill Peck -
Dynamicpunch TM 01. Confuses opponent.
Earthquake TM 26. Deals double damage to Digging Pokémon.
Egg Bomb -
Ember 9.8% chance of Burning opponent.
Encore Your opponent is forced to repeat the last attack used for 2 to 6 turns.
Endure TM 20. Always goes first. Guarantees survival of next hit with at least 1 HP. Accuracy decreases by half with each use.
Explosion User faints. Does 250 base damage, but opponent's Defence is considered half, so this attack effectively does 500 base damage.
Extremespeed Always goes first, unless Protect, Detect or Endure are used.
Faint Attack Guaranteed to hit.
False Swipe Will not lower an opponent's HP past 1. Obviously used for catching and not battling.
Fire Blast TM 38. 9.8% chance of Burning opponent.
Fire Punch TM 48. 9.8% chance of Burning opponent.
Fire Spin Opponent cannot switch or run. Does base damage initially, and 1/16th the users max HP every turn thereafter. Lasts from 2 to 5 turns.
Fissure Knocks out opponent in one hit, regardless of HP or defencive abilities. Can affect Digging Pokémon.
Flail Won't Critical Hit. Does more damage as Health falls.
4.2% HP or less = 200 base
4.2% to 10.4% = 150 base
10.4% to 20.8% = 100 base
20.8% to 35.4% = 80 base
35.4% to 68.8% = 40 base
68.8% to 100% = 20 base
Flame Wheel 9.8% chance of Burning opponent. Can be used by Frozen Pokémon to unfreeze themselves.
Flamethrower 9.8% chance of Burning opponent.
Flash HM 05. Lowers Accuracy. Out of battle, used to light dark caves.
Fly HM 02. Lose one turn, during which the only attacks that can affect you are Gust, Tornado and Thunder. Attack on second turn. Out of battle, used to return to any town you have previously visited.
Focus Energy Increases Critcal Hit percentage by 12.5%.
Foresight Returns all hit percentages to normal. Allows Normal and Fighting type attacks to strike Ghost type Pokémon.
Frustration TM 21. Does more damage the less your Pokémon likes you. Max base damage is 102.
Fury Attack Strikes 2 to 5 times in a row.
Fury Cutter TM 49. Starts at 10 base and doubles with each hit, to 160. Missing or choosing another attack resets base damage to 10.
Fury Swipes Strikes 2 to 5 times in a row.
Future Sight Damage is done in three turns' time. Turns are not wasted, and are based on the Special Attack of the user, whether it has switched out or not. Can affect Dark type Pokémon; is not super effective against Poison or Fighting.
Giga Drain TM 19. Half damage dealt is used to recover the user.
Glare Paralyzes opponent.
Growl Lowers Attack.
Growth Raises Special Attack.
Guillotine Knocks out opponent in one hit, regardless of HP or defencive abilities.
Gust Deals double damage to Flying Pokémon.
Harden Raises Defence.
Haze Resets attributes to normal. This includes things like Attack, Speed, and Evasion, but not Confusion or other status effects. Nulls Paralyze and Burn's Speed and Attack cuts, but not the debilitating effects of each.
Headbutt TM 02. 29.7% chance of causing opponent to Flinch. Out of battle, used to knock Pokémon out of trees.
Heal Bell Cures all major status ailments (save Sleep) from your team. Does not remove Confusion.
Hi Jump Kick If your Pokémon misses, it takes 1/8th the damage it would have done.
Hidden Power TM 10. This gets very confusing very quickly.

This attack does damage based on your Pokémon's DV's. The POWER of the attack is determined by this formula.
(X * 5 + Y / 2) + 31
Where X = aeim and Y = mnop (max 3).

These letters refer to the binary placement of the DV's. DV's of 4/12/15/3 would be:
0100 - 1100 - 1111 - 0011
abcd - efgh - ijkl - mnop
So aeim would equal 0110, or 6. mnop would equal 3. Plug these into the formula and you get 47.5.

The TYPE of attack chosen is cdgh. In this case, 0000. This Pokémon would have a 47.5 power Fighting attack. See the list for the elements. For more information on DV's see explanation on main page.
1111 = Dark 1110 = Dragon 1101 = Ice 1100 = Psychic
1011 = Electric 1010 = Grass 1001 = Water 1000 = Fire
0111 = Steel 0110 = Ghost 0101 = Bug 0100 = Rock
0011 = Ground 0010 = Poison 0001 = Flying 0000 = Fighting

Horn Attack -
Horn Drill Knocks out opponent in one hit, regardless of HP or defencive abilities.
Hydro Pump -
Hyper Beam TM 15. Miss one turn after attacking.
Hyper Fang 9.8% chance of causing opponent to Flinch.
Hypnosis Puts opponent to Sleep.
Ice Beam 9.8% chance of Freezing opponent.
Ice Punch TM 33. 9.8% chance of Freezing opponent.
Icy Wind TM 16. Lowers Speed.
Iron Tail TM 23. 29.7% chance of lowering Defence.
Jump Kick If your Pokémon misses, it takes 1/8th the damage it would have done.
Karate Chop 25% chance of Critical Hit.
Kinesis Lowers Accuracy.
Leech Life Half damage dealt is used to recover the user.
Leech Seed Each turn, drains 1/8th your opponent's HP. Does not work on Grass type Pokémon.
Leer Lowers Defence.
Lick 29.7% chance of causing Paralyze.
Light Screen Reduces your Special Defence by 1/4 and your opponent's Special Attack by 1/2- normally, this reduces damage from Elemental attacks by half. This lasts for 5 turns, even after a switch.
Lock On The next attack is guaranteed to hit, unless your opponent uses Protect, Detect, or switches.
Lovely Kiss Puts opponent to Sleep.
Low Kick 29.7% chance of causing opponet to Flinch.
Mach Punch Always goes first, unless Protect, Detect or Endure are used.
Magnitude Does damage based on a number between 4 and 10.
4 = 10 base (5.5%)
5 = 30 base (9.8%)
6 = 50 base (19.9%)
7 = 70 base (29.7%)
8 = 90 base (19.9%)
9 = 110 base (9.8%)
10 = 150 base (5.1%)
Does double damage to Digging Pokémon.
Mean Look Prevents opponent from switching Pokémon.
Meditate Raises Attack.
Mega Drain Half damage dealt is used to recover the user.
Mega Kick -
Mega Punch -
Megahorn -
Metal Claw 9.8% chance of raising Attack.
Metronome Randomly selects an attack. Accuracy depends on the attack and any other evasion parameters in play.
Milk Drink Recovers 1/2 users HP. Out of battle, transfers 1/5th max HP to another Pokémon.
Mimic Gain use of last attack used against your Pokémon.
Mind Reader The next attack is guaranteed to hit, unless your opponent uses Protect, Detect, or switches.
Minimize Raises Evade.
Mirror Coat Goes last. If an Elemental attack is recieved, damage is paid back double.
Mirror Move Copies last attack uses against your Pokémon. Accuracy depends on attack copied, and original attack does not have to connect.
Mist Protects your Pokémon from attribute changes, such as Charm or Screech.
Moonlight Recovers 1/2 HP during nighttime (6 to 4). Recovers 1/4 HP during other times. Recovers 1/2 in link battles.
Morning Sun Recovers 1/2 HP during morning (4 to 12). Recovers 1/4 HP during other times. Recovers 1/2 in link battles.
Mud Slap TM 31. Lowers Accuracy.
Night Shade Deals damage equal to user's Level. Does not affect Normal types.
Nightmare TM 50. Only works on sleeping enemies. Each turn, your opponent loses 1/4 their total HP.
Octazooka 49.6% chance of lowering Accuracy.
Outrage Strikes one to three times automatically, user becomes Confused for one turn afterwards.
Pain Split Averages HP between you and your opponent. Fun to use on Blissey.
Pay Day Recieve money equal to twice users Level for each use.
Peck -
Perish Song If either Pokémon are still out after three turns, it faints.
Petal Dance Strikes one to three times automatically, user becomes Confused for one turn afterwards.
Pin Missile Strikes 2 to 5 times in a row.
Poison Gas Poisons opponent.
Poison Sting 29.7% chance of Poisoning opponent.
Poisonpowder Poisons opponent.
Pound -
Powder Snow 9.8% chance of Freezing opponent.
Present May do 40 base damage (40%), 80 base (30%), 120 base (10%), or heal 1/4 opponent HP (20%).
Protect TM 17. Always goes first. Guaranteed the next move will miss. Accuracy decreases by half with each use.
PSY Beam 9.8% chance of Confusing opponent.
PSY Wave Does damage between 1 point and 1.5 times users EXP level.
Psych Up TM 09. Copies all attribute changes used by opponent.
Psychic TM 29. 9.8% chance of lowering Special Defence.
Pursuit If opponent tries to switch or run, Pursuit does double damage to it. Pursuit uses the free turn provided by the switch.
Quick Attack Always goes first, unless Protect, Detect or Endure are used.
Rain Dance -TM 18.
-Increases all Water damage done by 50%.
-Decreases all Fire damage done by 50%.
-Makes Thunder guaranteed hit.
-Prevents Frozen Pokémon from thawing naturally.
-Halves effectiveness of Morning Sun, Moonlight, and Synthesis.
-Lasts for five turns (counting turn it was used).
Rage Raises Attack as user takes damage.
Rapid Spin Breaks out of holding moves like Clamp or Wrap. Also removes Leech Seed.
Razor Leaf 25% chance of Critical Hit.
Razor Wind Miss a turn, then attack.
Recover Recovers 1/2 users HP.
Reflect Reduces your Defence by 1/4 and your opponent's Attack by 1/2- normally, this reduces damage from Physical attacks by half. This lasts for 5 turns, even after a switch.
Return TM 27. Does more damage the more your Pokémon likes you. Max base damage is 102.
Rest TM 44. Recovers all HP. Cures all major status ailments. Your Pokémon is put to Sleep for three turns.
Reversal Won't Critical Hit. Does more damage as Health falls.
4.2% HP or less = 200 base
4.2% to 10.4% = 150 base
10.4% to 20.8% = 100 base
20.8% to 35.4% = 80 base
35.4% to 68.8% = 40 base
68.8% to 100% = 20 base
Roar TM 05. Goes last. Causes wild Pokémon to run away. In link battles, switches your opponent's Pokémon.
Rock Slide 29.7% chance of causing opponent to Flinch.
Rock Smash TM 08. 49.6% chance of lowering Defence. Used out of battle to destroy cracked rocks.
Rock Throw -
Rolling Kick 29.7% chance of causing opponent to Flinch.
Rollout TM 04. Deals 30 base damage, doubling every turn for 5 turns, to a max of 480. Resets after five turns, or after attack misses. During Rollout, you cannot choose another attack or switch your Pokémon. Using Defence Curl before Rollout doubles potential power.
Sacred Fire 49.6% chance of Burning opponent.
Safeguard Protects your Pokémon from Sleep, Burn, Poison, Freeze, Paralyze and Confuse for 5 turns, even after a switch.
Sand Attack Lowers Accuracy.
Sandstorm TM 37. Both Pokémon take 1/8th max HP damage for 5 turns. Rock, Ground and/or Steel type Pokémon are not affected.
Scary Face Greatly lowers Speed.
Scratch -
Screech Greatly lowers Defence.
Seismic Toss Does damage equal to user's Level. Does not affect Ghost types.
Selfdestruct User faints. Does 200 base damage, but opponent's Defence is considered half, so this attack effectively does 400 base damage.
Shadow Ball TM 30. 19.9% chance of lowering Special Defence.
Sharpen Raises Attack.
Sing Puts to Sleep.
Sketch Permanently copies last attack used against user.
Skull Bash Miss a turn, then attack. Defence is raised on the missed turn.
Sky Attack Miss a turn, then attack.
Slam -
Slash 25% chance of Critical Hit.
Sleep Powder Puts opponet to Sleep.
Sleep Talk TM 35. Can only be used by Sleeping Pokémon. Randomly selects one of the other three attacks.
Sludge 29.7% chance of Poisoning opponent.
Sludge Bomb TM 36. 29.7% chance of Poisoning opponent.
Smog 39.8% chance of Poisoning opponent.
Smokescreen Lowers Accuracy.
Snore TM 13. Can only be used by Sleeping Pokémon. 29.7% chance of causing opponent to Flinch.
Softboiled Recovers 1/2 users HP. Out of battle, transfers 1/5th max HP to another Pokémon.
Solar Beam TM 22. Miss a turn, then attack. While Sunny Day is in effect, Soar Beam is one turn.
Sonic Boom Always does 20 points of damage.
Spark 29.7% chance of Paralyzing opponent.
Spike Cannon Strikes 2 to 5 times in a row.
Spikes Does 1/8 damage to non-Flying Pokémon on the switchin.
Spider Web Prevents opponent from switching Pokémon.
Spite Reduces PP of last move used against your Pokémon by 2 to 6 points.
Splash Has no effect.
Spore Puts to Sleep.
Steel Wing TM 47. 9.8% chance of lowering Defence.
Stomp 29.7% chance of causing opponent to Flinch.
Strength HM 04. Used out of battle to move boulders.
String Shot Lowers Speed.
Struggle Take 1/4 the damage opponent recieves.
Stun Spore Paralyzes opponent.
Submission Take 1/4 the damage opponent recieves.
Substitute Lose 1/4 Health to create a Substitute. The Substitute takes damage in your place, and protects you from all status ailments.
Sunny Day -TM 11
-Increases all Fire damage done by 50%.
-Decreases all Water damage done by 50%.
-Makes Thunder 49.6% accurate.
-Makes Solar Beam one-turn.
-Gives Frozen Pokémon a 9.8% chance of thawing.
-Doubles effectiveness of Morning Sun, Moonlight, and Synthesis.
-Lasts for five turns (counting turn it was used).
Super Fang Cuts user's remaining HP in half.
Supersonic Confuses opponent.
Surf HM 03. Used out of battle to swim across water.
Swagger TM 34. Confuses opponent for two turns and greatly raises their Attack. Cannot be used if Attack has been maxed out.
Sweet Kiss Confuses opponent.
Sweet Scent TM 12. Lowers Evade.
Swift TM 39. Guaranteed to hit.
Swords Dance Greatly raises Attack.
Synthesis Recovers 1/2 HP during afternoon (12 to 6). Recovers 1/4 HP during other times. Recovers 1/2 in link battles.
Tackle -
Tail Whip Lowers Defence.
Take Down Take 1/4 the damage opponent recieves.
Teleport Escape from wild Pokémon. Out of battle, used to return to the last Pokémon Center you used. Has no effect in link battles.
Thief TM 46. Takes item attached to opponent. Will not work if using Pokémon already has an item.
Thrash Strikes one to three times automatically, user becomes Confused for one turn afterwards.
Thunder TM 25. Does double damage to Flying Pokémon. 29.7% chance of Paralyzing opponent.
Thunderbolt 9.8% chance of Paralyzing opponent.
Thunderpunch TM 41. 9.8% chance of Paralyzing opponent.
Thundershock 9.8% chance of Paralyzing opponent.
Thunderwave Paralyzes opponent.
Toxic TM 06. Poisons opponent. Damage done doubles each turn (1/16, 2/16, 4/16) so that the opponent will faint in six turns. Switching converts Toxic to regular Poison.
Transform Become a copy of your opponent, with all attacks and stats (save HP).
Tri Attack 19.9% chance of either Burning, Freezing, or Paralyzing opponent.
Triple Kick Hits 1 to 3 times. First hit does 10, second does 20 and third does 30 base damage.
Twineedle Strikes twice. 19.9% chance of Poisoning opponent.
Twister Does double damage to Flying Pokémon. 19.9% chance of causing opponent to Flinch.
Vicegrip -
Vine Whip -
Vital Throw Goes last. Guaranteed to hit.
Water Gun -
Waterfall HM 07. Used out of battle to swim up waterfalls.
Whirlpool HM 06. User cannot escape or run. Does base damage initially, and 1/16th the users max HP every turn thereafter. Lasts from 2 to 5 turns. Out of battle, used to destroy whirlpools.
Whirlwind Goes last. Causes wild Pokémon to run away. In link battles, switches your opponent's Pokémon.
Wing Attack -
Withdraw Raises Defence.
Wrap User cannot escape or run. Does base damage initially, and 1/16th the users max HP every turn thereafter. Lasts from 2 to 5 turns.
Zap Cannon TM 07. Paralyzes opponent.