A NORMAL-type attack. Slightly stronger than TACKLE. Many POKéMON know this move. A FIGHTING-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 nets money at the end of battle. How much depends on 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 shot at 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 types. A special move that boosts the user's ATTACK power. Normally used up to three times. A NORMAL-type attack. Also used for cutting small bushes to open new paths. A FLYING-type attack. The bird POKéMON flaps its wings to create a powerful wind. A FLYING-type attack. The attacking POKéMON spreads its wings and charges. A powerful wind that blows the target away. The opposing trainer must use a new POKéMON. The POKéMON flies high, then strikes in the next turn. Used to fly 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 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 hits. 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 shot at making the target flinch. 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 hits. 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 para- lyzing the target if it hits. Traps and squeezes the target over two to five turns, making the target unable to move. 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 comes back to hurt the attacker. A move that lowers the target's DEFENSE. Useful against tough, armored POKéMON. A POISON-type attack. Has a one-in-three chance of leaving the target poisoned. 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 move 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 move that lowers the target's ATTACK power. Can normally be used up to six times. A terrifying roar that drives the target away. The opposing trainer must use a new POKéMON. A special NORMAL-type move. A soothing melody lulls the target to sleep. A special NORMAL-type move. Supersonic sound waves are used to confuse the target. A NORMAL-type attack. It always inflicts a set amount of damage. A move that disables one of the target's moves. That move can't be used until it wears off. A POISON-type attack. Has a one-in-ten 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 burn. Provides full protection against any enemy status attack. A WATER-type attack. Stronger than BUBBLE. Many WATER-type POKéMON learn this move. The strongest WATER-type attack. While it is powerful, it may miss the target. A WATER-type attack. This move 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. A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. An ICE-type attack. Has a one-in-ten 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 with beaks or horns. A standard FLYING-type attack. It is strong and highly likely to hit the target. Strongest FIGHTING attack. One quarter of the damage also hurts the attacker. A FIGHTING-type attack. Has a one-in-three chance of making the target flinch if it hits. A retaliation move that pays back double the damage of a physical attack. Very accurate. A FIGHTING-type attack. Throws the target with enough force to flip the world. 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. It slowly drains the target's HP for the attacker. A NORMAL-type move that raises SPCL.ATK. Normally used up to six times. A GRASS-type attack that uses sharp-edged leaves. Likely to get a critical hit. Strongest GRASS-type attack. Energy is absorbed in the first turn, then fired on the next. A move that poisons the target. If poisoned, the victim loses HP steadily. Special move that causes para- lysis. 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. The attacker becomes confused. Strings are sprayed out and wrapped around the target to reduce its SPEED. A DRAGON-type attack. It always inflicts a set amount of damage. A FIRE-type attack that lasts two to five turns. The flames make the target unable to move. 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. The victim has a one- in-four chance of immobility. Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at 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. Useless against the FLYING type. 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 move that badly poisons the target. The amount of poison damage 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-ten chance of lowering the target's SPCL.DEF rating. A special PSYCHIC-type move. The target is hypnotized into a deep sleep. A special move that boosts the user's ATTACK power. Can normally be used up to six times. A special move that greatly boosts the user's SPEED. Normally used up to three times. 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 move for instantly escaping from wild POKéMON. Useful in the wild only. A GHOST-type attack. Highly accurate, it always inflicts damage. 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. They disorient the enemy, reducing its accuracy. Half of the user's maximum HP is restored. Few POKéMON learn this move 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 move. 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 increased. Reduces damage from special attacks by about half. A special PSYCHIC-type move. Eliminates all changes affecting stats, such as SPEED, of both POKéMON in battle. Reduces damage from physical attacks by about half. A special PSYCHIC-type move. 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. It comes after the enemy's move. The user explodes, damaging the enemy, then faints. Useless against the 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 one-in-three chance of poisoning the target. A physical attack using a bone as a club. If it connects, it may cause the target to flinch. Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. A WATER-type attack. Hits with a blow packing the power of fish traveling up waterfalls. Grips the target in the attacker's shell for two to five turns. A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. In the first turn, the attacker tucks 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-ten chance of reducing the target's SPEED. A move that increases the user's SPCL.DEF stat. It is normally used up to three times. A special move of bending spoons to confound the enemy. Makes the user harder to hit. Half of the user's maximum HP is restored. May also be used in the field. Stronger than JUMP KICK. If it misses, the attacker takes 1/8 the damage it would've caused. Transfixes the enemy with terrifying sharp eyes, frightening it into paralysis. Works only on sleeping POKéMON. Steals the target's HP and adds 50%% of 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 faints.) Strongest FLYING-type attack. Stores energy in the first turn, then fires in the next. Transforms 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-ten chance of reducing the target's SPEED. A NORMAL-type attack. Has a one-in-five chance of leaving the target confused. Special spores are scattered from mushrooms. If the foe inhales them, it will fall asleep. Blinds the target with a bright flash of light, reducing the opponent's accuracy. A PSYCHIC-type attack of varying intensity. It occasion- ally inflicts heavy damage. A move that involves only flopping and SPLASHing around. 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 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 into one of the user's attack types. A NORMAL-type attack. A triangular field of energy is created and launched. 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 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 is totally out of PP. The user is hit with 1/4 the damage it inflicts. A move that allows the user to copy a move used by an opponent and learn that move. A three-kick attack that inflicts increasing damage. When one kick misses, the move ends. A DARK-type attack. The attacking POKéMON may steal an item held by the target. Sticky strings that prevent the target from escaping until the attacking POKéMON is gone. It predicts the opponent's movement. The user's next attack will never miss. A move that makes a sleeping target have bad dreams. The victim will steadily lose HP. A FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. Has a one-in-three chance of making the target flinch. Can be used only by a sleeping POKéMON. Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. An attack that increases in power if the user's HP is low. It could turn the tide in battle. A move that changes the user's type into one that is resistant to the opponent's last move. A powerful FLYING-type attack. It often becomes a critical hit. Spores that cling to the target, sharply reducing the opponent's SPEED. An attack that increases in power if the user's HP is low. It could turn the tide in battle. A vengeful move that slightly reduces the PP of the opponent's last move. An ICE-type attack. Has a one-in-ten chance of freezing the target. Completely foils an opponent's attack. If used consecutively, its success rate decreases. An incredibly fast punch that always lands first. A horrific look that scares the victim, sharply reducing the target's SPEED. A DARK-type attack. The move catches the opponent off guard, so it never misses. A sweet little kiss that causes the target to become giddy and confused. A move that allows the user to consume half of its own HP in order to maximize its ATTACK. A POISON-type attack. Has a one-in-three chance of leaving the target poisoned. An attack that fires dirt, inflicting damage and reducing the target's accuracy. An attack that shoots ink. Has a fifty-fifty chance of reduc- ing the target's accuracy. An attack that scatters SPIKES and injures opponent POKéMON when they switch. An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. Neutralizes the foe's evasive- ness. Also makes the GHOST type vulnerable to physical attacks. A move that causes the opponent to faint if the user faints after using this move. A malevolent melody that causes both the user and the opponent to faint in three turns. An ICE-type attack. It is guaranteed to reduce the target's SPEED if it hits. Allows user to completely evade attack. If used consecutively, its success rate decreases. A GROUND-type attack. The attacker uses a bone to club the foe two to five times. An attack that locks on to the target to ensure that the next attack will hit without fail. An attack that lasts two to three turns. Afterwards, the attacker will become confused. An attack that creates a sand- storm. The effect causes damage to both combatants. Half of the HP drained from the target is added to the attacker's HP. Always leaves the user with at least one HP. Success rate decreases if used repeatedly. A move that charms the target into complacency, sharply reducing its ATTACK power. Attacks for five turns, growing more powerful each time. Power returns to normal if it misses. A move that adjusts ATTACK so that the foe has one HP left. Can't cause the foe to faint. A move that infuriates and confuses the opponent, but it increases the target's ATTACK. A move that restores HP by half of the user's max HP. This move may also be used in the field. An ELECTRIC-type attack. Has a one-in-three chance of para- lyzing the target. A BUG-type attack that grows more powerful with every hit. Returns to normal if it misses. Strikes the target with stiff wings. Has a one-in-ten chance of raising the user's DEFENSE. A probing stare that prevents the target from escaping until the attacking POKéMON is gone. Infatuates targets, making it hard for them to attack foes of the opposite gender. Randomly chooses one of the user's moves. Can be used only by a sleeping POKéMON. The soothing ringing of a bell that eliminates all status problems for the entire party. A NORMAL-type attack. The tamer the user, the more powerful the move. A move that inflicts major damage but may restore the target's HP. A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move. A mystic power that protects the user from status problems for five turns. A move that adds the HPs of the user and the target, then divides the total between them. A FIRE-type attack. Has a one- in-two chance of leaving the target with a burn. A GROUND-type attack. The power of the attack will vary each time it is used. A FIGHTING-type attack. In- accurate but guaranteed to confuse the opponent if it hits. A BUG-type attack that uses a stiff horn or horns. It is rarely learned. A DRAGON-type attack. Has a one-in-three chance of paralyzing the target. A move that transfers the user's status changes to the next POKéMON when switching. Forces the target to continue to use the move it used last for the next two to six turns. A DARK-type attack. It inflicts major damage if the target switches out in the same turn. A NORMAL-type attack. By spin- ning quickly, the user can escape from restraining moves. A pleasant aroma that distracts the target, making the opponent easier to hit. Strikes the target with a stiff tail. Has a one-in-three shot at lowering the target's DEFENSE. Strikes the target with sharp claws. Has a one-in-ten shot at raising the user's ATTACK. A FIGHTING-type attack. Always comes after the target's attack but never misses. Allows HP to be restored by the morning sunlight. In battle, half the user's max HP is restored. Allows HP to be restored by the sunlight. In battle, half the user's max HP is restored. Allows HP to be restored by the moonlight. In battle, half the user's max HP is restored. A peculiar move that changes type and power depending on the POKéMON using it. A FIGHTING-type attack. It is powerful and often lands a critical hit. A DRAGON-type attack. Has a one-in-five chance of causing the target to flinch. Summons rain for five turns. While it is raining, the power of WATER-type moves increases.@ Makes the weather sunny for five turns. When sunny, FIRE- type moves are more powerful. A DARK-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF. The foe will receive double the damage the user sustained from a special attack. High accuracy. Self-hypnosis move that copies the foe's stats changes, then applies them to the user. An attack that always strikes first. It can be learned by only a few POKéMON. A ROCK-type attack. This prehistoric move may boost all of the user's stats. A GHOST-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF. A special PSYCHIC-type attack. It strikes the target two turns after it is used. A FIGHTING-type attack. In the field, it can be used to shatter rocks to open new paths. Lasts two to five turns. Foe becomes trapped in a vortex, making it impossible to switch. A DARK-type attack. The user's fellow party POKéMON appear to pummel the target.