A NORMAL-type attack. Slightly stronger than TACKLE. Many Pokémon know this move. A NORMAL-type attack. Often turns into a critical hit and inflicts double the damage. Although each slap is weak, this attack hits the target two to five times in succession. Although each slap is weak, this attack hits the target two to five times in succession. A NORMAL-type attack move. It is highly accurate and relatively powerful. A move that also nets money at the end of battle. How much depends on the attack frequency and level. A special FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. A special ICE-type attack. Has a one-in-ten chance of freezing the target. A special ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. A NORMAL-type attack. Sharp claws are used to inflict damage on the target. A NORMAL-type attack used only by Pokémon with pincers. The target is gripped and injured. A single-hit knockout attack. Learned only by Pokémon that have large pincers. A two-turn attack with the wind attack in the second turn. Learned by many FLYING-type Pokémon. A special move that greatly boosts the user's ATTACK power. Can normally be used up to three times. A NORMAL-type attack. Also used for cutting small bushes to open new paths. A NORMAL-type attack used by bird Pokémon. A powerful wind is generated by flapping wings. A FLYING-type attack. The attacking Pokémon spreads its wings and charges at the target. Generates a powerful wind that blows away wild Pokémon. Useful in the wild only. The Pokémon flies high, then strikes in the next turn. Used for flying to places already visited. Traps and squeezes the target over several turns. The target cannot move while under attack. A NORMAL-type attack move. The attacker uses an appendage (e.g. tail) to slam the target hard. A GRASS-type attack. The Pokémon uses its cruel whips to strike the opponent. A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it connects. A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. A forceful FIGHTING-type attack. If it misses, however, the attacker gets hurt. A sharp FIGHTING-type attack. Has a one-in-three chance of making the target flinch if it connects. An attack in which sand is used to blind the target and reduce its attack accuracy. A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it connects. A NORMAL-type attack. A sharp horn is driven hard into the target to inflict damage. A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times. A single-hit knockout attack. Learned only by Pokémon with a horn or horns. A NORMAL-type attack. Many Pokémon know this attack right from the start. A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it connects. Traps and squeezes the target over two to five turns. The target cannot move while under attack. A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. An attack that lasts two to three turns. Afterwards, the attacker becomes confused. A charging tackle attack. One quarter of the damage it inflicts comes back to hurt the attacker. A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. A POISON-type attack. Has a one-in- five chance of leaving the target with the lingering effects of poison. An attack that strikes twice. The target may occasionally become poisoned. An attack that fires many needle-like projectiles from the body. Strikes several times. A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. A technique that lowers the target's ATTACK power. Can normally be used up to six times. A terrifying roar that drives wild Pokémon away. It is useful only in the wild. A special NORMAL-type technique. A soothing melody lulls the target to sleep. A special NORMAL-type technique. Supersonic sound waves are used to confuse the target. A NORMAL-type attack. It inflicts a set amount of damage regardless of the target's type. A technique that disables one of the target's moves. The disabled move can't be used until it wears off. A POISON-type attack. Has a one-in-three chance of lowering the target's DEFENSE. A FIRE-type attack. Has a one-in-ten chance of leaving the target with a damaging burn. A powerful FIRE-type attack. Has a one-in-ten chance of leaving the target with a damaging burn. Provides full protection against any enemy status attack, such as those that lower DEFENSE. A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. The strongest WATER-type attack. However, while it is powerful, it may miss the target. A WATER-type attack. The power of this technique is strong and highly accurate. An ICE-type attack. Has a one-in-ten chance of freezing the target solid. The strongest ICE-type attack. Has a one-in-ten chance of freezing the target solid. A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. A WATER-type attack. Has a one-in-three chance of reducing the target's SPEED. An ICE-type attack. Has a one-in-three chance of reducing the target's ATTACK power. An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. A standard FLYING-type attack. It is favored by Pokémon that have beaks and/or horns. A standard FLYING-type attack. It is strong and highly likely to hit the target. The strongest FIGHTING attack. One quarter of the damage it inflicts comes back to hurt the attacker. A FIGHTING-type attack. Has a one-in-three chance of making the target flinch if it connects. A retaliation move that pays back double the damage of a physical attack. Highly accurate. A FIGHTING-type attack. Throws the target with enough force to flip the world upside down. A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. Plants a seed on the target Pokémon. The seed slowly drains the target's HP for the attacker. Raises SPECIAL to make special attacks stronger and enhance protection against special moves. A GRASS-type attack that sends sharp-edged leaves at the target. Likely to get a critical hit. The strongest GRASS-type attack. Energy is absorbed in the first turn, then fired the next turn. A technique that poisons the target. If poisoned, the victim loses HP steadily. A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. Induces sleep. A Pokémon will stay asleep for several turns if an item isn't used to wake it. A dance-like attack that lasts two to three turns. Afterwards, the attacker becomes confused. Strings are sprayed out and wrapped around the target to reduce its SPEED. A DRAGON-type attack. It inflicts a set amount of damage, regardless of the target's type. A FIRE-type attack that lasts two to five turns. The target cannot move while surrounded by flames. An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. A ROCK-type attack. As the name implies, a huge boulder is dropped on the target. An attack that inflicts damage by shaking the ground. It is useless against FLYING-type Pokémon. Causes a single-hit knockout if it hits. Useless against FLYING-type Pokémon. The attacker digs underground in the first turn, then pops up in the next turn to attack. A technique that badly poisons the target. The amount of damage from the poison increases every turn. A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. A PSYCHIC-type attack. Has a one-in-three chance of lowering the target's SPECIAL rating. A special PSYCHIC-type move. The target is hypnotized into a deep sleep. A special technique that boosts the user's ATTACK power. Can normally be used up to six times. A special technique that greatly boosts the user's SPEED. Can normally be used up to three times. An attack that always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. A non-stop attack move. The user's ATTACK power increases every time it sustains damage. A special technique for instantly escaping from wild Pokémon. Useful in the wild only. A GHOST-type attack. Highly accurate, it inflicts damage regardless of the target's type. A move for learning one of the opponent's moves, for use during that battle only. A move that makes a horrible noise. It sharply reduces the target's DEFENSE. Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy. Restores HP by 1/2 of the user's maximum HP. Few Pokémon learn this technique on their own. Raises the user's DEFENSE. Useful when battling physically strong Pokémon. Reduces the user's size and makes it harder to hit. Can normally be used up to six times. Creates an obscuring cloud of smoke that reduces the enemy's accuracy. A sinister flash of light makes the target confused. A special GHOST-type technique. Used mainly by Pokémon with shells. By withdrawing into the shell, DEFENSE is increased. Raises the user's DEFENSE. Can normally be used up to six times in a row. Instantly forms a barrier between the user and the opponent. DEFENSE is sharply increased. Reduces damage from special attacks by about half. A special PSYCHIC-type technique. Eliminates all changes affecting status, such as SPEED and accuracy, of both Pokémon in battle. Reduces damage from physical attacks by about half. A special PSYCHIC-type technique. Raises the likelihood of nailing the opponent's weak spot for a critical hit. The user waits for several turns. At the end, it returns double the damage it received. The user waggles its finger, triggering a move. There is no telling what will happen. A move that strikes back with the opponent's last move. This move comes after the enemy's move. The user explodes, inflicting damage on the enemy, then faints. Useless against GHOST-type. A NORMAL-type attack. An egg is launched at the target. It may miss, however. A GHOST-type attack. Has a one-in-three chance of leaving the target with paralysis. Smog is spewed as a cloud. Has a fifty-fifty chance of poisoning the target. A POISON-type attack. Has a fifty-fifty chance of poisoning the target. A physical attack using a bone as a club. If it connects, it may cause the target to flinch. The strongest FIRE-type attack. Has a one-in-three chance of inflicting a burn on the target. A WATER-type attack. The target is hit with a blow packing the power of fish traveling up waterfalls. The target is gripped in the attacker's shell for two to five turns. It can't move while under attack. A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. In the first turn, the attacker tucks in its head. The next turn, it head-butts at full steam. A physical attack consisting of two to five consecutive hits. Highly accurate. A NORMAL-type attack. Has a one-in-three chance of reducing the target's SPEED. Sharply raises the user's SPECIAL stat. Also increases protection against special attacks. A special move of bending spoons to confound the enemy. Makes the user harder to hit. Restores HP by 1/2 of the user's maximum HP. May also be used in the field. Stronger than a JUMP KICK. If it misses, the attacker sustains 1/8 the damage it should have caused. The target is transfixed with terrifying sharp eyes. The target is frightened into paralysis. Works only on sleeping Pokémon. This technique steals the target's HP and adds it to the user's HP. A poisonous cloud of gas is forcefully expelled to poison the target. Several spheres are thrown consecutively at the target to inflict damage. An HP-draining attack. It adds half the HP it drained from the target to the attacker's HP. A special move that puts the target to sleep with a big kiss. (Actually, the victim passes out.) The strongest FLYING-type attack. Energy is stored in the first turn, then fired the next turn. Transforms the user into a copy of the target, including the type. All moves have only five PP each. A WATER-type attack. Has a one-in-three chance of reducing the target's SPEED. A NORMAL-type attack. The punch is relatively strong and highly accurate. Special spores are scattered from mushrooms. If the opponent inhales the spores, it will fall asleep. Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. A PSYCHIC-type attack of varying intensity. It occasionally inflicts heavy damage. A move that involves only flopping and SPLASHing around in front of the opponent. It has no effect. Melts the user's body for protection. A move that sharply raises DEFENSE. A move that is used only by Pokémon with pincers. Likely to get a critical hit. The most powerful attack of all. However, the attacker faints after using this move. The target is scratched by sharp claws two to five times in quick succession. A boomerang made of bone is thrown to inflict damage twice -- on the way out and on its return. The user takes a nap to fully restore its HP and recover from any status abnormalities. A ROCK-type attack that hits the target with an avalanche of rocks and boulders. A NORMAL-type attack. Has a one-in-ten chance of making the target flinch. Raises the user's ATTACK power. The edges of the Pokémon are made harder for more impact. A special move that switches the user's elemental type to that of the target. A NORMAL-type attack. A triangular field of energy is created and launched at the target. If it hits, this attack cuts the target's HP in half. Learned by Pokémon with developed fangs. A NORMAL-type attack. It has a high probability of a critical hit for inflicting double the damage. Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. Used only if the user runs totally out of PP. The user is hit with 1/4 of the damage it inflicts.