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Pokemon Mystery Dungeon - Moves

This is a description of the moves in Mystery Dungeon, and their effects.

Unless noted otherwise, all effects last until the affected Pokemon leaves the floor. Note that this list also includes "moves" used by using Orbs. If an effect reduces a target's HP by 9999, it is treated as a one-hit KO.

The data shown for Curse is its Ghost version. For the non-Ghost version, the target category is 3 and the range category is 7.

Flags

  • a: The effect of this move can be redirected to the user if the target has the Magic Coat status.
  • b: The effect of this move can be redirected to the user of Snatch.
  • c: This move requires the user to use its mouth and is thus affected by the Muzzled status.
  • d: If a Pokemon is frozen, it receives no damage from this move.
  • e: This is a damaging move and is thus affected by the Taunted status.
  • f: This move's power can be increased using Ginseng. The maximum power bonus is 99, except for the regular attack, with a maximum of 1.

Accuracy

The first accuracy rating shown (under Acc.) is the one used after calculating damage. It appears to be used only by moves that use the normal damage calculation process, and not by those that deal fixed damage or that merely reduce an opponent's HP. If this accuracy check succeeds, the foe's Illuminate ability triggers, if it has it.

The second accuracy rating is used before the move takes its effect.

List of Moves

Name          Type          Power   PP    Acc.  Crit   RC     TC   Flags  Target(s)

00:

Thrash        Normal          18    12 78/ 125    12     0     2     def   Pokémon at side (12)
Cut           Normal          10    10 84/ 125    12     2     0     def   Foes within 1-tile range (2)
Rock Throw    Rock             5    16 90/ 125    12     0     0     def   Foe in front (11)
Doubleslap    Normal           4    17 70/ 125     2     0     0     def   Foe in front (11)
Shadow Punch  Ghost            6     8 125/ 125    12     0     0     def   Foe in front (11)
Extremespeed  Normal          16    12 88/ 125    12     4     0     def   Foe up to 2 tiles ahead (13)
Sky Uppercut  Fighting        16    12 90/ 125    12     0     0     def   Foe in front (11)
Swift         Normal          10     8 125/ 125    12     8     0     def   Foe in front, cuts corners (3)
Tackle        Normal           7    22 95/ 100    12     0     0     def   Foe in front (11)
Waterfall     Water           16    12 88/ 125    12     0     0     def   Foe in front (11)
Slam          Normal          16    12 78/ 125    12     0     0     def   Foe in front (11)
Bullet Seed   Grass           10    10 78/ 125     2     5     2     def   Straight line (14)
Egg Bomb      Normal          10    15 78/ 125    12     8     0     def   Foe in front, cuts corners (3)
Faint Attack  Dark             6     8 125/ 125    12     0     0     def   Foe in front (11)
Barrage       Normal           1    17 78/ 125     2     8     0     def   Foe in front, cuts corners (3)
Peck          Flying           4    22 95/ 125    12     0     0     def   Foe in front (11)
Arm Thrust    Fighting         2    17 78/ 125     2     0     0     def   Foe in front (11)
Horn Attack   Normal           8    18 95/ 125    12     0     0     def   Foe in front (11)
Wing Attack   Flying           6    22 95/ 125    12     0     0     def   Foe in front (11)
Aerial Ace    Flying          10     8 125/ 125    12     0     0     def   Foe in front (11)
Icicle Spear  Ice              2    22 70/ 125     2     8     0     def   Foe in front, cuts corners (3)
Vine Whip     Grass            8    15 88/ 125    12     0     0     def   Foe in front (11)
Shock Wave    Electric         7     8 125/ 125    12     5     2     def   Straight line (14)
Quick Attack  Normal           4    13 88/ 125    12     4     0     def   Foe up to 2 tiles ahead (13)
Spike Cannon  Normal           3    17 70/ 125     2     5     2     def   Straight line (14)
Dragon Claw   Dragon          16    10 88/ 125    12     0     0     def   Foe in front (11)
Drill Peck    Flying          16    13 88/ 125    12     0     0     def   Foe in front (11)
Double Kick   Fighting         6    14 87/ 100     3     0     0     def   Foe in front (11)
Hydro Pump    Water           24     9 84/ 125    12     5     2     def   Straight line (14)
Hyper Voice   Normal          18    12 90/ 125    12     8     0    cdef   Foe in front, cuts corners (3)
Vicegrip      Normal           6    22 90/ 125    12     0     0     def   Foe in front (11)
Pound         Normal           8    22 90/ 125    12     0     0     def   Foe in front (11)
Scratch       Normal           8    22 90/ 125    12     0     0     def   Foe in front (11)
Bone Rush     Ground          12    12 70/ 125     2     8     0     def   Foe in front, cuts corners (3)
Bonemerang    Ground          10    14 87/ 125    12     5     2     def   Straight line (14)
Magical Leaf  Grass           12     8 125/ 125    12     8     0     def   Foe in front, cuts corners (3)
Mach Punch    Fighting         8    22 90/ 125    12     4     0     def   Foe up to 2 tiles ahead (13)
Pin Missile   Bug              4    17 78/ 125     1     5     2     def   Straight line (14)
Water Gun     Water            5    17 88/ 125    12     8     0     def   Foe in front, cuts corners (3)
Fury Attack   Normal           1    22 70/ 125     1     0     0     def   Foe in front (11)
Fury Swipes   Normal           4    19 78/ 125     1     0     0     def   Foe in front (11)
Mega Kick     Normal          16    12 84/ 125    12     0     0     def   Foe in front (11)
Mega Punch    Normal          16    12 88/ 125    12     0     0     def   Foe in front (11)
Megahorn      Bug             24    10 84/ 125    12     8     0     def   Foe in front, cuts corners (3)
Fury Cutter   Bug              2    14 87/ 125    12     0     0     def   Foe in front (11)
Comet Punch   Normal           3    19 80/ 125     1     0     0     def   Foe in front (11)
Rock Blast    Rock             4    17 80/ 100     1     8     0     def   Foe in front, cuts corners (3)
Aeroblast     Flying          20    12 84/ 125    50     5     2     def   Straight line (14)
Wide Slash    None            20    10 88/ 125    12     1     0     def   3 tiles diagonally and in front (1)
Spin Slash    None            15    10 100/ 125    12     2     0     def   Foe at side (9)
Bloop Slash   None            10    22 100/ 125    12     4     0     def   Foe up to 2 tiles ahead (13)

01: Regular attack.

attack        None             1    17 93/ 125     0     0     0     def   Foe in front (11)

02: No effect.

‚Ȃɂà‚Ì      Normal           0    99  0/  0     0    15    15           None (0)

03: Effectiveness is doubled if an opponent is Digging.

Earthquake    Ground           5    10 65/ 100    12     3     5     def   All in room except user (18)

04: Effectiveness is doubled if an opponent is Flying or Bouncing.

Gust          Flying           4    19 88/ 125    12     0     0     def   Foe in front (11)

05: If this attack hits, user loses 1/4 of total HP.

Struggle      Normal          30     1 100/ 100    12     0     0     de    Foe in front (11)

06: May burn opponent (10% chance).

Flame Wheel   Fire            12    11 88/ 125    12     8     0      ef   Foe in front, cuts corners (3)

07: May burn opponent (10% chance).

Flamethrower  Fire            18    12 88/ 125    12     5     2      ef   Straight line (14)
Fire Blast    Fire            24     9 88/ 100    12     8     0      ef   Foe in front, cuts corners (3)
Heat Wave     Fire            10    15 90/ 125    12     3     0      ef   Foes in room (15)
Ember         Fire             7    18 90/ 125    12     8     0      ef   Foe in front, cuts corners (3)
Fire Punch    Fire            14    13 100/ 125    12     0     0      ef   Foe in front (11)

08: May freeze opponent (10% chance).

Powder Snow   Ice              4    17 90/ 125    12     3     0     def   Foes in room (15)
Blizzard      Ice             24    10 84/ 125    12     8     0     def   Foe in front, cuts corners (3)
Ice Punch     Ice             14    12 88/ 125    12     0     0     def   Foe in front (11)
Ice Beam      Ice             15     8 88/ 125    12     5     2     def   Straight line (14)

09: If this attack is successful, user gains Paused at the end of its turn.

Frenzy Plant  Grass           30    10 84/ 125    12     8     0     def   Foe in front, cuts corners (3)
Hydro Cannon  Water           30     9 84/ 125    12     5     2     def   Straight line (14)
Hyper Beam    Normal          30     8 90/ 100    12     5     2     def   Straight line (14)

0A: +Focus Energy. (Lasts for 3 to 4 turns.)

Focus Energy  Normal           2    27 125/ 125    12     7     3   b d     User (19)

0B:

Air Cutter    Flying           2    17 90/ 125    50     8     0     def   Foe in front, cuts corners (3)
Karate Chop   Fighting        10    18 90/ 125    12     0     0     def   Foe in front (11)
Slash         Normal          14    11 88/ 125    50     0     0     def   Foe in front (11)
Crabhammer    Water           18    12 88/ 125    50     0     0     def   Foe in front (11)
Cross Chop    Fighting        20    10 84/ 125    50     0     0     def   Foe in front (11)
Razor Leaf    Grass            4    17 84/ 100    50     5     2     def   Straight line (14)
Leaf Blade    Grass           14    12 88/ 125    50     0     0     def   Foe in front (11)

0C: Reduces opponent's HP by 9999. Affected by type immunities.

Fissure       Ground           2    14 100/ 35    12     0     0     de    Foe in front (11)

0D: Reduces opponent's HP by 9999. Affected by type immunities.

Sheer Cold    Ice              2    12 100/ 35    12     0     0     de    Foe in front (11)
Guillotine    Normal           2    12 100/ 35    12     0     0     de    Foe in front (11)

0E: Reduces opponent's HP by 9999.

One-Shot      None           200     3 100/ 35     0     0     0     def   Foe in front (11)

0F: Opponent may gain Constriction (10% chance).

Clamp         Water            6    17 78/ 125    12     0     0     def   Foe in front (11)
Bind          Normal           4    17 78/ 125    12     0     0     def   Foe in front (11)
Sand Tomb     Ground           4    17 73/ 125    12     0     0     def   Foe in front (11)
Fire Spin     Fire             4    19 73/ 125    12     0     0      ef   Foe in front (11)

10: Opponent may gain Constriction (10% chance). Effectiveness is doubled if opponent is Diving.

Whirlpool     Water            2    17 78/ 125    12     0     0     def   Foe in front (11)

11: Effectiveness is doubled if opponent is Diving.

Surf          Water           18    11 88/ 125    12     0     0     def   Foe in front (11)

12: Opponent +Leg Hold.

Spider Web    Bug              2    16 100/ 100    12     8     0  a  d     Foe in front, cuts corners (3)
Mean Look     Normal           2    12 100/ 100    12     0     0  a  d     Foe in front (11)

13: May poison opponent (18% chance).

Poison Sting  Poison           3    19 73/ 125    12     8     0     def   Foe in front, cuts corners (3)
Sludge        Poison          12    22 88/ 125    12     8     0     def   Foe in front, cuts corners (3)
Sludge Bomb   Poison          18    10 84/ 125    12     5     2     def   Straight line (14)

14: May decrease opponent's Special Defense by 1 stage (10% chance).

Psychic       Psychic         18    10 88/ 125    12     0     0     def   Foe in front (11)

15: May decrease opponent's Defense by 1 stage (10% chance).

Acid          Poison           8    17 88/ 125    12     8     0     def   Foe in front, cuts corners (3)

16: May increase user's Attack by 1 stage (10% chance).

Metal Claw    Steel           10    15 90/ 125    12     0     0     def   Foe in front (11)

17: May increase user's Defense by 1 stage (10% chance).

Steel Wing    Steel           14    10 90/ 125    12     0     0     def   Foe in front (11)

18: May poison opponent (10% chance).

Poison Tail   Poison          10    17 88/ 125    50     0     0     def   Foe in front (11)

19: Effectiveness is doubled if opponent is Flying or Bouncing. May make opponent cringe (15% chance).

Twister       Dragon           8    15 90/ 125    12     0     0     def   Foe in front (11)

1A: May decrease opponent's Movement Speed (10% chance).

Constrict     Normal           2    22 90/ 125    12     0     0     def   Foe in front (11)
Bubblebeam    Water            6    19 100/ 100    12     5     2     def   Straight line (14)

1B: May increase user's Attack, Defense, Movement Speed, Special Attack, and Special Defense by 1 stage (10% chance).

Silver Wind   Bug             12    13 95/ 125    12     3     0     def   Foes in room (15)
Ancientpower  Rock            12    12 88/ 125    12     0     0     def   Foe in front (11)

1C: May confuse opponent (10% chance).

Psybeam       Psychic         12    17 84/ 125    12     5     2     def   Straight line (14)
Signal Beam   Bug             14    15 84/ 125    12     5     2     def   Straight line (14)
Confusion     Psychic          5    22 100/ 100    12     0     0     def   Foe in front (11)

1D: May decrease opponent's Special Attack by 1 stage (50% chance).

Mist Ball     Psychic         14    10 88/ 125    12     8     0     def   Foe in front, cuts corners (3)

1E: May decrease opponent's Special Defense by 1 stage (50% chance).

Luster Purge  Psychic         14    12 88/ 125    12     0     0     def   Foe in front (11)

1F: May decrease opponent's Defense by 1 stage (50% chance).

Crush Claw    Normal          14    15 90/ 125    12     0     0     def   Foe in front (11)

20: May poison opponent (40% chance).

Smog          Poison           4    17 73/ 125    12     0     0     def   Foe in front (11)

21: May burn opponent (50% chance).

Sacred Fire   Fire            20    10 88/ 125    12     0     0     def   Foe in front (11)

22: May paralyze opponent (10% chance).

Thundershock  Electric         1    17 88/ 125     2     0     0     def   Foe in front (11)

23: May paralyze opponent (15% chance).

Lick          Ghost            4    22 100/ 100    12     0     0    cdef   Foe in front (11)
Spark         Electric        12    15 88/ 125    12     0     0     def   Foe in front (11)
Body Slam     Normal          12    17 90/ 125    12     0     0     def   Foe in front (11)
Dragonbreath  Dragon          12    12 88/ 125    12     5     2    cdef   Straight line (14)

24: May make opponent cringe (10% chance).

Extrasensory  Psychic         16    12 88/ 125    12     0     0     def   Foe in front (11)
Hyper Fang    Normal          16    13 88/ 125    12     0     0    cdef   Foe in front (11)
Bone Club     Ground          12    15 88/ 125    12     0     0     def   Foe in front (11)

25: May make opponent cringe (20% chance).

Bite          Dark             7    19 90/ 125    12     0     0    cdef   Foe in front (11)
Needle Arm    Grass           12    11 88/ 125    12     0     0     def   Foe in front (11)
Stomp         Normal          12    17 90/ 125    12     0     0     def   Foe in front (11)
Rolling Kick  Fighting        12    13 88/ 100    12     0     0     def   Foe in front (11)

26: May make opponent cringe (25% chance).

Headbutt      Normal           6    17 90/ 125    12     0     0     def   Foe in front (11)

27: May make opponent cringe (30% chance).

Rock Slide    Rock            14    13 90/ 125    12     0     0     def   Foe in front (11)
Astonish      Ghost            6    17 88/ 125    12     0     0     def   Foe in front (11)

28: May make opponent cringe (40% chance).

Crunch        Dark            16    13 88/ 125    12     0     0    cdef   Foe in front (11)
Shadow Ball   Ghost           16    10 88/ 125    12     5     2     def   Straight line (14)

29: May confuse opponent (30% chance).

Dizzy Punch   Normal           6    17 90/ 125    12     0     0     def   Foe in front (11)
Water Pulse   Water           12    12 88/ 125    12     5     2     def   Straight line (14)

2A: May either burn, freeze, or paralyze opponent (20% chance).

Tri Attack    Normal           6    17 100/ 100    12     8     0      ef   Foe in front, cuts corners (3)

2B: May increase user's Attack by 1 stage (20% chance)

Meteor Mash   Steel           20     9 88/ 100    12     5     2     def   Straight line (14)

2C: May burn opponent (10% chance).

Blaze Kick    Fire            16    13 88/ 125    50     0     0      ef   Foe in front (11)

2D: Opponent +Infatuated.

Attract       Normal           2    10 78/ 100    12     8     0  a  d     Foe in front, cuts corners (3)

2E: Paralyzes opponent.

Disable       Normal           2     9 78/ 100    12     0     0     d     Foe in front (11)

2F: May make opponent cringe (35% chance).

Fake Out      Normal           8    17 88/ 125    12     4     0     def   Foe up to 2 tiles ahead (13)

30: Reduces opponent's HP by 55.

Sonicboom     Normal           2    22 90/ 100    12     5     2     de    Straight line (14)

31: Reduces opponent's HP by 65.

Dragon Rage   Dragon           2    17 100/ 100    12     8     0     de    Foe in front, cuts corners (3)

32: Paralyzes opponent.

Stun Spore    Grass            2    17 78/ 100    12     2     0  a  d     Foes within 1-tile range (2)

33: May paralyze opponent (10% chance).

Thunder       Electric        24     9 73/ 125    12     0     0     def   Foe in front (11)
Thunderpunch  Electric         6    17 88/ 125    12     0     0     def   Foe in front (11)

34: Puts targets to sleep.

Lovely Kiss   Normal           0    13 78/ 100    12     2     0  a cd     Foes within 1-tile range (2)
Sing          Normal           2    17 84/ 100    12     8     0  a cd     Foe in front, cuts corners (3)
Spore         Grass            2    19 100/ 100    12     3     0  a  d     Foes in room (15)
Grasswhistle  Grass            2    13 90/ 100    12     8     0  a cd     Foe in front, cuts corners (3)
Hypnosis      Psychic          2    17 60/ 100    12     8     0  a  d     Foe in front, cuts corners (3)
Sleep Powder  Grass            2    19 78/ 100    12     2     0  a  d     Foes within 1-tile range (2)

35: Opponent +Yawning.

Yawn          Normal           4    17 125/ 125    12     0     0  a cd     Foe in front (11)

36: May paralyze opponent (10% chance).

Thunderbolt   Electric        18    10 84/ 125    12     2     0     def   Foes within 1-tile range (2)

37: Opponent +Leg Hold.

Block         Normal           2    12 100/ 100    12     0     0  a  d     Foe in front (11)

38: Reduces opponent's HP by 9999. Affected by type immunities.

Horn Drill    Normal           2    12 100/ 35    12     0     0     de    Foe in front (11)

39: Confuses opponent.

Confuse Ray   Ghost            2    13 100/ 100    12     0     0  a  d     Foe in front (11)
Supersonic    Normal           2    10 55/ 100    12     8     0  a cd     Foe in front, cuts corners (3)
Sweet Kiss    Normal           2    15 84/ 100    12     0     0  a cd     Foe in front (11)
Teeter Dance  Normal           2    15 100/ 100    12     6     2     d     Pokémon on floor (6)
Totter        None             2    12 100/ 100     0     3     0     d     Foes in room (15)

3A: Poisons opponent.

Poison Gas    Poison           2    27 84/ 100    12     0     0  a  d     Foe in front (11)
Poisonpowder  Poison           2    22 84/ 100    12     0     0  a  d     Foe in front (11)

3B: Paralyzes opponent.

Thunder Wave  Electric         2    17 100/ 50    12     0     0  a  d     Foe in front (11)

3C: Paralyzes opponent.

Glare         Normal           2    22 78/ 100    12     0     0  a  d     Foe in front (11)

3D: Paralyzes opponent as an additional effect.

Zap Cannon    Electric        20     9 73/ 125    12     5     2     def   Straight line (14)

3E: If this attack hits, reduces user's Attack and Defense by 1 stage.

Superpower    Fighting        24    11 90/ 125    12     0     0     def   Foe in front (11)

3F: Decreases opponent's Movement Speed as an additional effect.

Rock Tomb     Rock            10    12 60/ 125    12     0     0     def   Foe in front (11)
Icy Wind      Ice              5    13 84/ 125    12     5     2     def   Straight line (14)
Mud Shot      Ground          12    13 65/ 125    12     8     0     def   Foe in front, cuts corners (3)

40: Confuses opponent as an additional effect.

Dynamicpunch  Fighting        10    13 78/ 125    12     0     0     def   Foe in front (11)

41: Decreases opponent's Special Defense by 2 stages.

Fake Tears    Dark             2    22 100/ 100    12     0     0  a cd     Foe in front (11)

42: Target moves up to ten spaces in a random direction until it hits a space it cannot enter or the edge of the map. If it hits a wall or the edge of the map, it loses 5 HP. . Fails if used on boss floors with cliffs.

Whirlwind     Normal           2    27 100/ 100    12     0     0     d     Foe in front (11)
Roar          Normal           2    14 100/ 100    12     0     0    cd     Foe in front (11)
Blowback      None             2    17 100/ 100     0     5     2     d     Straight line (14)

43: User's HP and opponent's HP, before range adjustment, become ((User's HP)+(Opponent's HP)/2. (Changes in HP are not considered reductions or increases.)

Pain Split    Normal           2    22 100/ 100    12     0     0     d     Foe in front (11)

44: Increases user's Special Attack by 2 stages.

Tail Glow     Bug              2    22 100/ 125    12     7     3   b d     User (19)

45: Increases user's Evasion by 1 stage.

Minimize      Normal           2    27 125/ 125    12     7     3   b d     User (19)

46: Increases user's Attack and Movement Speed.

Dragon Dance  Dragon           2    22 125/ 125    12     7     3   b d     User (19)

47: Increases user's Attack and Defense by 1 stage.

Bulk Up       Fighting         2    22 125/ 125    12     7     3   b d     User (19)

48: Increases user's Attack by 1 stage.

Sharpen       Normal           2    17 125/ 125    12     7     3   b d     User (19)
Howl          Normal           2    27 125/ 125    12     7     3   bcd     User (19)
Meditate      Psychic          2    22 125/ 125    12     7     3   b d     User (19)

49: +Enraged.

Rage          Normal           4    22 100/ 125    12     7     3     d     User (19)

4A: Increases user's Attack by 2 stages.

Swords Dance  Normal           2    17 125/ 125    12     7     3   b d     User (19)

4B: Increases user's Special Attack and Special Defense by 1 stage.

Calm Mind     Psychic          2    19 125/ 125    12     7     3   b d     User (19)

4C: Increases user's Special Attack by 1 stage.

Growth        Normal           2    22 125/ 125    12     7     3   b d     User (19)

4D: Increases user's Special Defense by 2 stages.

Amnesia       Psychic          2    22 125/ 125    12     7     3   b d     User (19)

4E: Increases user's Defense by 1 stage.

Defense Curl  Normal           2    27 125/ 125    12     7     3   b d     User (19)

4F: Increases user's Defense by 2 stages.

Iron Defense  Steel            2    17 125/ 125    12     7     3   b d     User (19)
Acid Armor    Poison           2    27 125/ 125    12     7     3   b d     User (19)
Barrier       Psychic          2    22 125/ 125    12     7     3   b d     User (19)

50: Increases user's Defense and Special Defense by 1 stage.

Cosmic Power  Psychic          2    19 125/ 125    12     7     3   b d     User (19)

51: May decrease opponent's Accuracy by 1 stage (40% chance).

Muddy Water   Water           18    10 84/ 125    12     0     0     def   Foe in front (11)

52: May decrease opponent's Accuracy by 1 stage (60% chance).

Octazooka     Water            8    15 88/ 125    12     5     2    cdef   Straight line (14)

53: May halve opponent's Attack multiplier (but not to less than 2/256) (60% chance).

Aurora Beam   Ice             10    17 65/ 125    12     5     2     def   Straight line (14)

54: If this attack hits, decreases user's Special Attack by 2 stages.

Psycho Boost  Psychic         28     8 90/ 125    12     0     0     def   Foe in front (11)

55: Decreases opponent's Movement Speed.

Scary Face    Normal           2    14 100/ 70    12     0     0  a  d     Foe in front (11)
Cotton Spore  Grass            2    13 100/ 70    12     0     0  a  d     Foe in front (11)

56: Decreases targets' Attack by 1 stage.

Growl         Normal           2    20 100/ 100    12     3     0  a cd     Foes in room (15)

57: Decreases opponent's Attack by 2 stages.

Featherdance  Flying           2    22 100/ 100    12     0     0  a  d     Foe in front (11)

58: Reduces opponent's Defense multiplier to 1/4 of its current value (but not to less than 2/256) .

Screech       Normal           2    22 88/ 100    12     8     0  a cd     Foe in front, cuts corners (3)

59: Reduces opponent's HP by user's level.

Seismic Toss  Fighting         2    22 100/ 100    12     0     0     de    Foe in front (11)
Night Shade   Ghost            2    17 100/ 100    12     2     0     de    Foes within 1-tile range (2)

5A: Recovers to user half of damage dealt.

Giga Drain    Grass           12    10 88/ 125    12     0     0     def   Foe in front (11)
Leech Life    Bug              4    19 90/ 125    12     0     0    cdef   Foe in front (11)
Mega Drain    Grass            8    17 88/ 125    12     0     0     def   Foe in front (11)

5B: Returns to user 1/8 of user's maximum HP (recoil damage).

Double-Edge   Normal          15    17 88/ 125    12     0     0     def   Foe in front (11)

5C: Returns to user 1/8 of user's maximum HP (recoil damage).

Submission    Fighting        15    17 84/ 125    12     0     0     def   Foe in front (11)
Take Down     Normal           8    19 88/ 125    12     0     0     def   Foe in front (11)
Volt Tackle   Electric        24    12 84/ 125    12     5     2     def   Straight line (14)

5D: Recovers to user half of damage dealt.

Absorb        Grass            1    18 88/ 125    12     0     0    cdef   Foe in front (11)

5E: Increases opponent's Attack by 2 stages and confuses opponent.

Swagger       Normal           2    18 90/ 100    12     0     0  a  d     Foe in front (11)

5F: When used, this move's effectiveness begins at 1 and increases by 1 after each attack from this move.

Triple Kick   Fighting         8    15 70/ 125     2     0     0     def   Foe in front (11)

60: Strikes twice. May poison opponent (20% chance).

Twineedle     Bug              6    15 80/ 125     2     5     2     def   Straight line (14)

61: +Solarbeam. If the current weather is Sunny, this attack takes one turn. The effectiveness is multiplied by 1 if the current weather is Rain, Hail, or Sandstorm; 2 otherwise.

Solarbeam     Grass           24     9 100/ 125    12     7     4     def   User, cuts corners (28)

62: +Sky Attack. Effectiveness is multiplied by 2.

Sky Attack    Flying          30     9 90/ 125    12     7     4     def   User, cuts corners (28)

63: Decreases each target's Movement Speed.

Slow Down     None             2    37 100/ 100     0     3     0     d     Foes in room (15)

64: Attacks two to five times in a row. Confuses user (not considered an additional effect).

Outrage       Dragon          18     9 78/ 125    12     0     0     def   Foe in front (11)
Petal Dance   Grass            7    17 87/ 125    12     0     0     def   Foe in front (11)

65: +Wrapped around foe. Opponent +Wrapped by foe. (A status problem that lasts for 3 to 5 turns.)

Wrap          Normal           4    22 88/ 100    12     0     0     d     Foe in front (11)

66: Targets +Sleepless. (Sleeping targets wake up.)

Uproar        Normal          10    17 100/ 125    12     3     1    cd     Allies in room (16)

67: May badly poison opponent (30% chance).

Poison Fang   Poison          10    15 88/ 125    12     0     0     def   Foe in front (11)

68: At random, recovers to opponent 1/4 of total HP (20%), or deals fixed damage of 40 (40%), 80 (30%), or 120 (10%).

Present       Normal           2    19 90/ 100    12     8     0     de    Foe in front, cuts corners (3)

69: +Reflect.

Reflect       Psychic          2    22 125/ 125    12     7     3   b d     User (19)

6A: Changes floor's weather to Sandstorm.

Sandstorm     Rock             2    14 125/ 125    12     7     3     d     Pokémon on floor (6)

6B: Targets +Safeguard.

Safeguard     Normal           2    15 125/ 125    12     3     1   b d     Allies in room (16)

6C: +Mist.

Mist          Ice              2    19 125/ 125    12     7     3   b d     User (19)

6D: +Light Screen.

Light Screen  Psychic          2    14 125/ 125    12     7     3   b d     User (19)

6E: Attacks five times. Stops if a miss is caused. When used, this move's effectiveness begins at 1, and increases by 1/2 after each hit.

Ice Ball      Ice              1    15 68/ 125     2     8     0     def   Foe in front, cuts corners (3)
Rollout       Rock             1    14 68/ 125    12     0     0     def   Foe in front (11)

6F: Reduces targets' Attack and Special Attack each by 1/4 of its current value (but not to less than 2/256). User's HP is reduced to 1 and user warps. (Fails if there are no targets.)

Memento       Dark             2    15 100/ 100    12     3     0     d     Foes in room (15)

70: Recovers to each target 1/4 of total HP.

Softboiled    Normal           2    15 100/ 125    12     3     1   b d     Allies in room (16)
Milk Drink    Normal           2    15 125/ 125    12     6     1   bcd     Members on floor (5)

71: Recovers HP to the user depending on the weather: Clear - 50 HP; Sunny - 80 HP; Sandstorm - 30 HP; Cloudy - 40 HP; Rain, Hail - 10 HP; Fog, Snow - 1 HP.

Synthesis     Grass            2    12 125/ 125    12     7     3   b d     User (21)

72: Recovers to each target depending on the weather: Clear - 50 HP; Sunny - 80 HP; Sandstorm - 30 HP; Cloudy - 40 HP; Rain, Hail - 10 HP; Fog, Snow - 1 HP.

Moonlight     Normal           2    12 125/ 125    12     6     1   b d     Members on floor (5)

73: +Napping.

Rest          Psychic          2    10 125/ 125    12     7     3   b d     User (19)

74: Recovers to user half of total HP.

Recover       Normal           2    12 125/ 125    12     7     3   b d     User (19)
Slack Off     Normal           2    17 100/ 125    12     7     3   b d     User (19)

75: +Scanning.

Scan          None             2    27 100/ 125     0     7     3     d     User (19)

76: Simultaneously, user receives opponent's item, and opponent receives user's item. Fails if either isn't holding an item.

Trick         Psychic          2    17 100/ 100    12     0     0     d     Foe in front (11)

77: If this attack deals at least 1 damage, user receives opponent's held item if user isn't holding an item.

Takeaway      None             2    12 100/ 100     0     0     0     de    Foe in front (11)

78: If this attack deals at least 1 damage, user receives opponent's held item if user isn't holding an item.

Thief         Dark             2    20 100/ 100    12     0     0     def   Foe in front (11)
Covet         Normal           8    27 88/ 125    12     0     0     def   Foe in front (11)

79: Increases each target's Movement Speed.

Agility       Psychic          2    22 125/ 125    12     3     1   b d     Allies in room (16)
Speed Boost   None             2    22 100/ 125     0     3     1     d     Allies in room (16)

7A: +Counter.

Pursuit       Dark             8    17 100/ 125    12     7     3     d     User (19)
Counter       Fighting         2    17 100/ 125    12     7     3     d     User (19)

7B: +Bide.

Bide          Normal           2    15 100/ 125    12     7     3     d     User (19)
Revenge       Fighting        12    12 100/ 125    12     7     3     d     User (19)

7C: Attack released when the Bide effect ends. Reduces opponent's HP by 2 times damage received, maximum 999.

GAMAN      Fighting         2    17 100/ 100     6     0     0     def   Foe in front (11)

7D: Creates a trap of a random type according to the floor.

Trapper       None             2    17 100/ 125     0     7     3     d     Special (10)

7E: Whenever an attack hits the user, if user has this move and is asleep, user, at the end of that attack's user's turn, faces that Pokemon, and uses one of the user's moves at random. (Unaffected by Confused or Cowering statuses. If the chosen move is part of a linked move, the other moves in the link are not used. Can choose itself. Overridden by Snore.)

Sleep Talk    Normal           2    17 125/ 125    12     7     3    cd     Special (10)

7F: If user's current type does not include Ghost, increases user's Attack and Defense by 1 stage and decreases user's Movement Speed. If user's current type includes Ghost, user's HP is reduced to half of its present amount, but not to less than 1, and target ("foe in front") gains Cursed.

Curse         Normal           2    17 125/ 100    12     0     0     d     Special (10)

80: Effectiveness is multiplied by 2. If this move misses, returns to user half of damage it would have dealt, rounded down (minimum 1).

Hi Jump Kick  Fighting        16    11 90/ 125    12     0     0     def   Foe in front (11)

81: Effectiveness is multiplied by 2. If this attack is successful, user gains Paused at the end of its turn.

Blast Burn    Fire            30     8 84/ 125    12     2     0    c ef   Foes within 1-tile range (2)

82: This move's power and type are random. More information.

Hidden Power  None             2    12 88/ 125    12     0     0     def   Foe in front (11)

83: +Razor Wind. Effectiveness is multiplied by 2.

Razor Wind    Normal          16    13 100/ 125    50     7     4     def   User, cuts corners (28)

84: +Focus Punch. Effectiveness is multiplied by 2.

Focus Punch   Fighting        20    10 100/ 125    12     7     4     def   User (20)

85: +Magic Coat.

Magic Coat    Psychic          2    19 100/ 125    12     7     3     d     User (19)

86: Opponent +Nightmare.

Nightmare     Ghost            4    15 100/ 100    12     0     0     d     Foe in front (11)

87: Recovers HP to each target depending on the weather: Clear - 50 HP; Sunny - 80 HP; Sandstorm - 30 HP; Cloudy - 40 HP; Rain, Hail - 10 HP; Fog, Snow - 1 HP.

Morning Sun   Normal           4    12 125/ 125    12     6     1   b d     Members on floor (4)

88: Deals fixed damage of 35.

Vacuum-Cut    None            10     7 100/ 100     0     3     0     d     Foes in room (15)

89: Floor's status is changed to Mud Sport or Water Sport.

Mud Sport     Ground           2    17 100/ 125    12     7     3     d     Pokémon on floor (6)
Water Sport   Water            2    19 100/ 125    12     7     3     d     Pokémon on floor (6)

8A: May decrease opponent's Defense by 1 stage (30% chance)

Iron Tail     Steel           20    10 78/ 125    12     0     0     def   Foe in front (11)

8B: Decreases opponent's Defense by 1 stage.

Tail Whip     Normal           2    22 100/ 100    12     0     0  a  d     Foe in front (11)
Leer          Normal           2    27 100/ 100    12     0     0  a  d     Foe in front (11)

8C: Burns opponent.

Will-O-Wisp   Fire             2    17 78/ 100    12     8     0  a  d     Foe in front, cuts corners (3)

8D: +Ingrain.

Ingrain       Grass            2    22 100/ 125    12     7     3   b d     User (19)

8E: Deals fixed damage of ((X*Y)/256) where X is a random number from 128 through 383 and Y is user's level. Minimum 1, maximum 199.

Psywave       Psychic          2    19 88/ 100    12     5     2     de    Straight line (14)

8F: Opponent +Leech Seed. Fails if target is the user or target's current type includes Grass.

Leech Seed    Grass            2    17 90/ 100    12     8     0  a  d     Foe in front, cuts corners (3)

90: Creates a Spiked Tile under the user.

Spikes        Ground           2    22 125/ 125    12     7     3     d     Floor (24)

91: Heals all status problems from each target.

Aromatherapy  Grass            2    12 125/ 125    12     3     1   b       Allies in room (16)
Heal Bell     Normal           2    12 125/ 125    12     3     1   b       Allies in room (16)
Refresh       Normal           2    17 100/ 125    12     3     1   b       Allies in room (16)

92: Restores all stat stages and stat multipliers for all targets to normal. (Not considered a stat increase or stat reduction.)

Haze          Ice              2    13 125/ 125    12     3     2     d     All Pokémon in room (17)

93: +Power Ears.

Power-Ears    None             2    27 100/ 125     0     7     3     d     User (19)

94: Puts targets to sleep.

Siesta        None             2    12 100/ 100     0     3     0     d     Foes in room (15)

95: If opponent is paralyzed, effectiveness is doubled and opponent is cured of paralysis.

Smellingsalt  Normal          12    15 88/ 125    12     0     0     def   Foe in front (11)

96: This attack deals fixed damage of either 5, 10, 15, 25, 30, 35, or 40 (Magnitudes 4 to 10, respectively.) That damage value is doubled if an opponent is Digging.

Magnitude     Ground           2    15 100/ 100    12     3     5     de    All in room except user (18)

97: +Skull Bash. Effectiveness is multiplied by 2.

Skull Bash    Normal          10    15 100/ 125    12     7     4     def   User (20)

98: +Wish.

Wish          Normal           2    15 100/ 125    12     7     3     d     User (19)

99:

Flatter       Dark             2    17 100/ 100    12     0     0  a cd     Foe in front (11)

9A: Decreases opponent's Accuracy by 1 stage as an additional effect.

Mud-Slap      Ground           4    16 84/ 125    12     8     0     def   Foe in front, cuts corners (3)

9B: Decreases opponent's Accuracy by 1 stage.

Sand-Attack   Ground           2    22 100/ 80    12     8     0  a  d     Foe in front, cuts corners (3)
Kinesis       Psychic          2    17 84/ 100    12     0     0     d     Foe in front (11)
Flash         Normal           2    22 84/ 100    12     0     0  a  d     Foe in front (11)

9C: If this attack hits, decreases user's Special Attack by 2 stages.

Overheat      Fire            20    10 84/ 125    12     2     0      ef   Foes within 1-tile range (2)

9D: Badly poisons opponent.

Toxic         Poison           2    12 90/ 100    12     0     0  a  d     Foe in front (11)

9E: Decreases opponent's Special Defense by 3 stages.

Metal Sound   Steel            2    17 88/ 100    12     8     0  a  d     Foe in front, cuts corners (3)

9F: The last move opponent used is made unusable. (That move is not considered sealed.)

Torment       Dark             2    16 100/ 100    12     0     0    cd     Foe in front (11)

A0: Reduces opponent's HP to half of present amount, rounded down, but not to less than 1.

Super Fang    Normal           2    17 90/ 100    12     0     0    cde    Foe in front (11)

A1: If this attack would reduce opponent's HP to less than 1, it reduces opponent's HP to 1 instead.

False Swipe   Normal          40    15 100/ 100    12     0     0     de    Foe in front (11)

A2: For each target, reduces that target's HP to 1, and if this move hit that target, reduces user's HP by half of its present amount.

Two-Edge      None             2    22 100/ 45     0     3     0     d     Foes in room (15)

A3:

Endeavor      Normal           2    12 100/ 100    12     0     0     de    Foe in front (11)

A4: Each target switches position with the user.

Baton Pass    Normal           2    19 125/ 100    12     3     2     d     All Pokémon in room (17)
Switcher      None             2    17 100/ 100     0     5     2     d     Straight line (14)

A5: Recovers to user half of damage dealt. Fails unless opponent is asleep, napping, or having a nightmare.

Dream Eater   Psychic         20    13 100/ 125    12     0     0    cdef   Foe in front (11)

A6: The layout of the map is revealed and the stairs, Pokemon, and items are displayed on the map. The visibility is cleared. (Range limitations remain.)

Searchlight   None             2    22 100/ 125     0     7     3     d     User (19)

A7: If the floor tile in front of the user is a water or lava tile, it becomes a regular floor tile.

Fill-In       None             2    99 100/ 125     0     7     3     d     Floor (29)

A8: Each target warps.

Teleport      Psychic          2    15 125/ 125    12     7     3     d     User (19)
Warp          None             2    14 100/ 100     0     3     0     d     Foes in room (15)

A9: Water and magma tiles become regular floor tiles.

Drought       None             2    22 100/ 125     0     7     3     d     Floor (29)

AA: +Stair Spotter.

See Stairs    None             2    22 100/ 125     0     7     3     d     User (19)

AB:

Brick Break   Fighting        14    12 88/ 125    12     0     0     def   Foe in front (11)

AC: Increases user's Defense by 1 stage.

Harden        Normal           2    22 125/ 125    12     7     3   b d     User (19)
Withdraw      Water            2    32 125/ 125    12     7     3   b d     User (19)

AD: +Sure Shot.

Mind Reader   Normal           2    12 100/ 125    12     7     3     d     User (19)
Lock-On       Normal           2    12 100/ 125    12     7     3     d     User (19)

AE: +Vital Throw.

Vital Throw   Fighting        14    17 100/ 125    12     7     3     d     User (19)

AF: +Flying. Effectiveness is multiplied by 2.

Fly           Flying          14    12 100/ 125    12     7     4     def   User (20)

B0: +Bouncing. Effectiveness is multiplied by 2. May paralyze opponent (30% chance).

Bounce        Flying          16    11 100/ 125    12     7     4     def   User (20)

B1: +Diving. Effectiveness is multiplied by 2. Fails unless user is on water.

Dive          Water           12    12 100/ 125    12     7     4     def   User (20)

B2: +Digging. Effectiveness is multiplied by 2. Fails unless user is on land.

Dig           Ground          12    12 100/ 125    12     7     4     def   User (20)

B3: Decreases targets' Evasion by 1 stage.

Sweet Scent   Normal           2    22 100/ 100    12     3     0  a  d     Foes in room (15)

B4: Increases user's Evasion by 1 stage.

Double Team   Normal           2    17 125/ 125    12     7     3   b d     User (19)

B5: Opponent drops its held item.

Knock Off     Dark             4    22 100/ 100    12     0     0     d     Foe in front (11)

B6: Removes all traps on the same room. (Wonder Tiles are not considered traps.) Fails if floor is a boss floor.

Trap Buster   None             2    57 100/ 125     0     7     3     d     Floor (29)

B7: +Long Toss.

Long Toss     None             2    22 100/ 125     0     7     3     d     User (19)

B8: +Pierce.

Pierce        None             2    22 100/ 125     0     7     3     d     User (19)

B9: +Grudge.

Grudge        Ghost            2    12 100/ 125    12     7     3     d     User (19)

BA: Targets +Petrified, and this condition lasts indefinitely.

Petrify       None             2    22 100/ 100     0     3     0     d     Foes in room (15)

BB: Uses a random move from a random Pokemon on the floor. Fails if this move is chosen. Uses this move's power bonus.

Assist        Normal           2    27 95/ 125    12     0     0     def   Special (10)

BC: +Set Damage.

Doom Desire   Steel           24    11 88/ 125    12     7     3     d     User (19)
Future Sight  Psychic         16    13 90/ 125    12     7     3     d     User (19)

BD: Opponent +Cowering.

Shocker       None             2    22 45/ 125     0     0     0     def   Foe in front (11)

BE: Target becomes a decoy.

Follow Me     Normal           2    15 100/ 125    12     7     3     d     User (19)
Substitute    Normal           2     7 125/ 100    12     0     2   b d     Pokémon in front (30)
Decoy Maker   None             2    22 100/ 100     0     8     0     d     Foe in front, cuts corners (3)

BF: If this move misses, returns to user half of damage it would have dealt, rounded down (minimum 1).

Jump Kick     Fighting        14    13 95/ 125    12     0     0     def   Foe in front (11)

C0: +Protect.

Protect       Normal           2    10 100/ 75    12     7     3     d     User (19)
Detect        Fighting         2    12 100/ 75    12     7     3     d     User (19)

C1: Opponent +Taunted.

Taunt         Dark             2    20 100/ 100    12     0     0     d     Foe in front (11)

C2:

Tickle        Normal           2    17 100/ 100    12     0     0  a  d     Foe in front (11)

C3: Effectiveness depends on user's HP. If user's HP is 1/4 or less of total HP, effectiveness is multiplied by 8. If user's HP is 1/2 or less of total HP, effectiveness is multiplied by 4. If user's HP is 3/4 or less of total HP, effectiveness is multiplied by 2.

Reversal      Fighting         2    17 90/ 125    12     0     0     def   Foe in front (11)
Flail         Normal           2    17 100/ 100    12     0     0     def   Foe in front (11)

C4: Causes an explosion.

Selfdestruct  Normal          80    12 100/ 125    12     7     3     de    Pokémon within 1-tile range (26)

C5: Causes a huge explosion.

Explosion     Normal          50    12 100/ 125    12     7     3     de    Pokémon within 2-tile range (27)

C6: +Charging.

Charge        Electric        10    25 100/ 125    12     7     4   b d     User (20)

C7: Effectiveness is doubled if user is burned, poisoned, badly poisoned, or paralyzed.

Facade        Normal          14    12 84/ 125    12     0     0     def   Foe in front (11)

C8: This move's effectiveness depends on opponent's species. More information.

Low Kick      Fighting         7    22 90/ 125    12     0     0     def   Foe in front (11)

C9: Effectiveness depends on user's HP. If user's HP is 1/4 or less of total HP, effectiveness is multiplied by 25/256. If user's HP is 1/2 or less of total HP, effectiveness is multiplied by 51/256. If user's HP is 3/4 or less of total HP, effectiveness is multiplied by 128/256.

Water Spout   Water           30     8 84/ 125    12     0     0     def   Foe in front (11)

CA: Effectiveness depends on user's HP. If user's HP is 1/4 or less of total HP, effectiveness is multiplied by 25/256. If user's HP is 1/2 or less of total HP, effectiveness is multiplied by 51/256. If user's HP is 3/4 or less of total HP, effectiveness is multiplied by 128/256.

Eruption      Fire            30    10 84/ 125    12     8     0      ef   Foe in front, cuts corners (3)

CB: Opponent +Whiffer.

Smokescreen   Normal           2    10 78/ 100    12     8     0  a  d     Foe in front, cuts corners (3)

CC: Hidden traps in the same room become visible. (Those traps are not triggered even if a Pokemon is on them.)

See-Trap      None             2    22 100/ 125     0     7     3     d     User (19)

CD: Stores power. Can be used up to three times.

Stockpile     Normal           2    17 125/ 125    12     7     3   bcd     User (19)

CE: Effectiveness is multiplied by the number of times the user used Stockpile. Only if this attack hits, uses of Stockpile resets to 0.

Spit Up       Normal          20    12 88/ 125    12     0     0    cdef   Foe in front (11)

CF: Even if user's HP is full, recovers HP to the user based on the number of times the user used Stockpile: 20 HP for one use; 40 HP for two uses; and 80 HP for three uses. Resets uses of Stockpile to 0.

Swallow       Normal           2    15 125/ 125    12     7     3   bcd     User (21)

D0: Changes the current weather to Rain.

Rain Dance    Water            2    12 125/ 125    12     7     3     d     Pokémon on floor (6)

D1: Reduces PP of last move opponent used to 0.

Spite         Ghost            2    15 100/ 100    12     0     0     d     Foe in front (11)

D2: +Invisible.

Invisify      None             2    12 100/ 125     0     7     3     d     User (19)

D3: +Mirror Coat.

Mirror Coat   Psychic          2    15 100/ 125    12     7     3     d     User (19)

D4: Targets +Perish Song.

Perish Song   Normal           2    15 125/ 25    12     6     0    cd     Foes on floor (7)

D5:

Rapid Spin    Normal           4    17 90/ 125    12     0     0     def   Foe in front (11)

D6: User +Destiny Bond targeting opponent.

Destiny Bond  Ghost            2    12 125/ 100    12     8     0     d     Foe in front, cuts corners (3)

D7: Opponent +Encore. Fails if the opponent doesn't have the last move used or if opponent is the team leader.

Encore        Normal           2    12 100/ 100    12     0     0     d     Foe in front (11)

D8: If the current weather is neither clear nor cloudy, effectiveness is doubled. If the current weather is sunny, type is Fire. If Fog or Rain, type is Water. If Sandstorm, type is Rock. If Hail or Snow, type is Ice.

Weather Ball  Normal          10    15 90/ 125    12     5     2     def   Straight line (14)

D9: Changes the current weather to Sunny.

Sunny Day     Fire             2    12 125/ 125    12     7     3     d     Pokémon on floor (6)

DA: If this move causes the opponent to be defeated, opponent drops a money item (after its held item, if any). (No money is dropped if opponent joins the player's team.)

Pay Day       Normal           8    22 90/ 125    12     0     0     def   Foe in front (11)

DB: All wall tiles become regular floor tiles. All regular floor tiles will be considered room tiles. Fails if floor is a boss floor.

One-Room      None             2    22 100/ 125     0     7     3     d     Floor (29)

DC: +Enduring.

Endure        Normal           2    17 100/ 75    12     7     3     d     User (19)

DD: Increases each target's Attack and Special Attack by 1 stage, unless that target is the user.

Helping Hand  Normal           2    17 100/ 125    12     3     6     d     Members in room only (22)

DE: Increases user's Attack by 20 stages and empties user's Belly to 1. Fails if user's Belly is 1 or less.

Belly Drum    Normal           2    10 100/ 100    12     7     3   b d     User (19)

DF: Empties targets' Bellies by 10.

Famish        None             2    22 100/ 100     0     3     0     d     Foes in room (15)

E0:

Charm         Normal           2    22 100/ 75    12     0     0  a  d     Foe in front (11)

E1:

Bubble        Water            4    15 88/ 125    12     5     2     def   Straight line (14)

E2: Decreases opponent's Movement Speed.

String Shot   Bug              2    16 78/ 75    12     5     2  a  d     Straight line (14)

E3: The wall tile in front of the user is replaced with a regular floor tile. Fails if user is facing diagonally.

Rock Smash    Fighting         1    99 100/ 100    12     7     3     de    Wall (25)
Excavate      None             2    99 100/ 125     0     7     3     def   User (19)

E4: +Transformed. User's species changes to a random species that could appear on the dungeon floor (even if there are no foes). Fails if user is already transformed.

Transform     Normal           2     1 125/ 125    12     7     3     d     User (19)

E5: Changes the current weather to Hail.

Hail          Ice              2    13 125/ 125    12     7     3     d     Pokémon on floor (6)

E6: +Mobile.

Mobile        None             2    17 100/ 125     0     7     3     d     User (19)

E7: If a target's Evasion stage is greater than 10, it becomes 10. If a target's current type includes Ghost, it gains Exposed.

Odor Sleuth   Normal           2    22 100/ 100    12     3     0     d     Foes in room (15)
Foresight     Normal           2    22 100/ 100    12     0     0     d     Foe in front (11)

E8: User moves one space in a random direction, but not toward a wall tile unless user can move into walls. If user lands on a Pokemon, both the user and that Pokemon lose 5 HP and user returns to its former position. If user is then on a space it cannot enter, it warps. (This move can be used even when user can't move from hunger. If user lands on a trick tile, it is not triggered.)

Splash        Normal           2    50 125/ 125    12     7     3     d     User (19)

E9:

Transfer      None             2    22 100/ 100     0     8     0     d     Foe in front, cuts corners (3)

EA: Opponent warps and lands on the stairs and becomes petrified, and this condition lasts indefinitely.

Stay Away     None             2    22 100/ 100     0     8     0     d     Foe in front, cuts corners (3)

EB: User's allies warp and land on the user. (Follows landing rule.)

Beat Up       Dark             2    15 100/ 100    12     7     3     d     Members on floor (4)

EC: +Mini Counter.

Rebound       None             2    22 100/ 125     0     7     3     d     User (19)

ED: Opponent +Paused.

Imprison      Psychic          2    15 100/ 100    12     0     0     d     Foe in front (11)
Observer      None             2    22 100/ 100     0     8     0     d     Foe in front, cuts corners (3)

EE: User's allies warp and land on the user. (Follows landing rule.)

Wild Call     None             2    22 100/ 125     0     7     3     d     Members on floor (4)

EF: No effect.

Reviver       None             2     4 100/ 125     0     7     3     d     User (19)

F0: The team leader and its allies escape from the dungeon. (Stops using linked move.)

Escape        None             2     1 100/ 125     0     7     3     d     Special (10)

F1: May cause an additional effect depending on terrain (30% chance). More information.

Secret Power  Normal          14    10 88/ 125    12     0     0     def   Foe in front (11)

F2:Uses a move that depends on terrain. More information.

Nature Power  Normal           2    27 125/ 125    12     0     0     de    Special (10)

F3: Opponent becomes an item. (Its held item is lost. No experience is gained for defeat.)

Itemize       None             2    17 45/ 125     0     8     0     d     Foe in front, cuts corners (3)

F4:

Sketch        Normal           2     1 125/ 100    12     0     0     d     Foe in front (11)

F5: +Mirror Move.

Mirror Move   Flying           2     7 125/ 125    12     7     3     d     User (19)

F6: User adopts opponent's abilities. Fails if opponent has Wonder Guard.

Role Play     Psychic          2    17 100/ 100    12     0     0     d     Foe in front (11)

F7: Simultaneously, user adopts opponent's abilities, and opponent adopts user's abilities. Fails if either has Wonder Guard.

Skill Swap    Psychic          2    17 100/ 100    12     0     0     d     Foe in front (11)

F8: User's type changes to the type of one of its moves, even if that move's type is one of the user's types. Uses Hidden Power's determined type. Considers Weather Ball as Normal. Fails if user has the Forecast ability.

Conversion    Normal           2    22 125/ 125    12     7     3     d     User (19)

F9: The items held by the user and its allies are no longer sticky. If used by a team member, all items in the Toolbox are no longer sticky.

Cleanse       None             2    17 100/ 125     0     7     3     d     Special (10)

FA: Reduces opponent's HP by an amount proportional to user's IQ. More information.

Return        Normal           2    12 100/ 100    12     0     0     de    Foe in front (11)

FB: +Snatch. Other Pokemon with the Snatch status lose it.

Snatch        Dark             2    17 100/ 125    12     7     3     d     User (19)

FC: User's type changes depending on terrain, even if the determined type is the same as one of the user's types. Fails if user has the Forecast ability. More information.

Camouflage    Normal           2    22 100/ 125    12     7     3   b d     User (19)

FD: Reduces opponent's HP by an amount inversely proportional to user's IQ. More information.

Frustration   Normal           2    20 100/ 100    12     0     0     de    Foe in front (11)

FE:

Psych Up      Normal           2    17 125/ 125    12     0     2     d     Pokémon in front (30)

FF: Whenever an attack hits the user, if user has this move and is asleep, user, at the end of that attack's user's turn, faces that Pokemon, and uses this move. May make opponent cringe (30% chance). (Range is "foe in front", unaffected by Confused or Cowering statuses. If part of a linked move, the other moves in the link are not used.)

Snore         Normal           4    16 95/ 125    12     0     0    cdef   Special (10)

100:: If used by a team member, restores all items named "Used TM" in the Toolbox to their unused state. (Those items named "Used TM" that are sticky are no longer sticky.)

Recycle       Normal           2    17 100/ 125    12     7     3     d     Items (23)

101:: Opponent +Muzzled.

No-Move       None             2    22 100/ 100     0     0     0     d     Foe in front (11)

102:: Uses a random move. More information.

Metronome     Normal           2    22 125/ 100    12     0     0     de    Special (10)

103:: Targets can identify which Pokemon are holding items.

HP Gauge      None             2    32 100/ 125     0     7     3     d     Pokémon on floor (6)

104:: +Conversion 2. Fails if user has the Forecast ability.

Conversion 2  Normal           2    22 100/ 125    12     7     3     d     User (19)

105:: User moves as far as possible in user's direction. If it reaches a Pokemon or a wall, it stops (but doesn't hit it.) Fails if used on floors with cliffs.

Pounce        None             2    22 100/ 125     0     7     3     d     Special (10)

106:: All unclaimed items that are not within a 2-tile range of the user land on the user's position. (If an item can't land, instead it doesn't move.)

Trawl         None             2    22 100/ 125     0     7     3     d     User (19)

107:: Uses last move opponent used. Fails if that move is Encore, Assist, Mirror Move, Mimic, or Sketch, or if opponent is in the middle of using a two-turn attack.

Mimic         Normal           2    17 100/ 100    12     0     0     d     Foe in front (11)

108:: Target is thrown an to a random space the target could enter within room range (from the vantage point of the user) and takes a random facing. (It is thrown toward a hostile Pokemon if possible; if so, both lose 10 HP.)

Strength      Normal          20    12 100/ 100    12     0     0     d     Foe in front (11)
Hurl          None             2    22 100/ 100     0     0     0     def   Foe in front (11)

109:: Reduces opponent's HP by an amount that depends on its species.

Echo          None            10    27 45/ 125     0     0     0     def   Foe in front (11)

10A:: No effect.

YOUSUWOMIRU  None             2    17 84/ 80     6     0     0     def   Foe in front (11)
-             None             2    17 84/ 80     6     7     3     def   User (19)
-             None             2    17 84/ 80     6     7     3     def   User (19)
Possess       None             2    12 100/ 100     0     0     0     d     Foe in front (11)
-             None             2    22 100/ 100     0     7     3     d     User (19)
[Stick]      None             2    57 100/ 125     0    15    15     d     Special (10)
Item-Toss     None             2    96 100/ 100     0    15    15     d     Special (10)
-             None             2    22 100/ 125     0     7     3     d     User (19)

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