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.
