Attacks listed in alphabetical order
Absorb - 20 (gain 1/2 damage dealt)
Acid - 30
Acid Armor - 10
Acid Bomb - 30
Acrobatics - 45 (+10 damage if user is the first Pokémon to be called out)
Acupressure - Damage dealt to user is reduced by 30 while damage caused by user is increased by 30
Aerial Ace - 50
Aeroblast - 70
Afro Break - 100 (1/4 recoil)
After You - forces target to strike first next round
Agility - 15
Air Cutter - 30
Air Slash - 55
Ally Switch - User swaps Pokémon
Amnesia - 10
Ancient Power - 35
Ancient Song - 65 (1/3 chance of Sleep)
Ankle Sweep - 50
Aqua Jet - 30
Aqua Ring - Heals +20 hp each turn
Aqua Tail - 80
Arm Thrust - 5 (2-5 hits)
Aromatherapy - Heals all status problems
Assist - Randomly attack with one of partner's moves
Assist Power - 20 (+20 for any changes to stats of the user)
Assurance - 50
Astonish - 20
Attack Order - 65
Attract - 10 (Opposing gender opponents become infatuated)
Aura Sphere - 75 (never misses)
Aurora Beam - 40
Avalanche - 50
Barrage - 5 (2-5 times)
Barrier - Reduces all damage taken by 50 for five consecutive turns
Baton Pass - 5 (user swaps Pokémon)
Beat Up - 10 (calls entire team out for joined attack +5 for all Pokémon, except dark is +10)
Belly Drum - 10 (HP -10 and attack +10 for battle)
Bide - Wait two turns and deal double the damage taken
Bind - 10 (2-5 turns)
Bite - 35
Blast Burn - 120 (strong, but leaves user immobile for next turn)
Blaze Kick - 60
Blaze Judgement - 90 (1/3 chance of Burn)
Blizzard - 100 (1/3 chance of freezing)
Block - 5 (prevents escape/switching)
Blue Flame - 120 (1/3 chance of Burn)
Body Purge - 15
Body Slam - 60 (may cause paralysis)
Bone Club - 40
Bone Rush - 15 (2-5 turns)
Bonemerang - 20 (2 times)
Bounce - 60 (1-bounce up, 2-attack)
Brave Bird - 100 (user takes 1/4 damage)
Brick Break - 55 (destroys Barrier, Light Screen and Reflect)
Brine - 40 (if target is at less than 1/2 HP, double damage)
Bubble - 15
Bubblebeam - 40
Bug Bite - 45
Bug Buzz - 75
Bug Opposition - 40
Bulk Up - 5
Bullet Punch - 40
Bullet Seed - 5 (2-5 hits)
Butterfly Dance - Damage dealt +20, Damage taken -20 for rest of battle
Calm Mind - +20 to next psychic attack
Camouflage - 10 (alters user's type based on area)
Captivate - If opponent is opposite gender, attacks lose 40 power for 3 turns
Charge - Stores energy for next electric attack (+20)
Charge Beam - 40
Charm - 5
Chatter - 50 (confuses foe)
Cheer Up - +20 damage to attacks for remainder of battle
Chip Away - 50 (damage unaffected by target's stat-enhancing moves)
Clamp - 20 (2-5 turns)
Clear Smog - 40
Close Combat - 120
Coil - Damage done +20, Damage received -20 for remainder of fight
Cold Flare - 100 (1/3 chance of Burn)
Comet Punch - 15 (2-5 hits)
Confuse Ray - 5 (confuses target)
Confusion - 25
Constrict - 10
Conversion - Changes the user's type to one of the types of its moves randomly
Conversion 2 - Makes the user resistant to the attack type that was last uesd
Copycat- Copies foe's last move
Cosmic Power - 5
Cotton Guard - damage received -20 for remainder of battle
Cotton Spore - 5
Counter - Counters with 2x the damage received last turn
Covet - 30
Crabhammer - 65
Cross Chop - 70
Cross Flame - 90 (damage doubled if hit by an Electric attack of 50+ damage)
Cross Poison - 60 (1/4 chance to poison foe)
Cross Thunder - 90 (damage doubled if hit by a Fire attack of 50+ damage)
Crunch - 60
Crush Claw - 55
Crush Grip - 120 x Opponent's Current HP/Opponent's Maximum HP
Curse - 10 (if used by Ghost type, cuts user's HP in half, curses opponent)
Cut - 20
Dark Pulse - 75
Dark Void - Induces sleep on both user and target
Defense Curl - 5
Defend Order - damage to user reduced by 40 for 3 turns
Defog - 5
Destiny Bond - If user faints next turn, takes target with it
Detect - 5 (9/10 chance to avoid next attack)
Dig - 40 (1-dig, 2-attack)
Disable - 5 (disables last move used by target)
Discharge - 70 (1/3 chance of Paralysis)
Dive - 40 (1-dive down, 2-attack)
Dizzy Punch - 55
Doom Desire - 100 (attacks two turns later)
Double Hit - 40
Double Kick - 20
Double Team - 5
Double-Edge - 100 (1/4 damage recoil)
Doubleslap - 10 (2-5 hits)
Draco Meteor - 130
Dragon Claw - 60
Dragon Dance - 5
Dragon Pulse - 80
Dragon Rage - 40 (unaffected by weakness/resistance)
Dragon Rush - 90
Dragon Tail - 50 (forces opponent to swap Pokémon)
Dragonbreath - 50
Drain Punch - 40 (restores 20 HP)
Dream Eater - 70 (restores damage dealt as HP to user, only usable while target is asleep)
Drill Liner - 70
Drill Peck - 60
Dual Chop - 60
Dynamicpunch - 70
Earth Power - 70
Earthquake - 85
Echoed Voice - 30 (+20 damage for each ally using this attack this turn)
Egg Bomb - 70
Electra Ball - 60
Electra Net - 45
Embargo - target Pokémon can no longer have items used on them for the duration of the battle
Ember - 30
Encore - 5 (makes opponent attack with their last move 2-6x)
Endeavor - Cuts the foe's HP to equal user's
Endure - 30 (survive any attack in one turn with 1 HP no matter what)
Energy Ball - 80
Eruption - 120
Explosion - 230 (kills user)
Extrasensory - 60
Extreme Speed - 60
Façade - 55 (does double damage if user is poisoned, paralyzed, or burned)
Faint Attack - 50
Fake Out - 30
Fake Tears - 70
False Swipe - 30 (leaves 1 HP no matter what)
Fast Guard - blocks damage to user and allies for one turn (50% accuracy if used in succession)
Featherdance - 10
Feint - 75 (only useable the immediate turn after opponent used Detect or Protect)
Final Gambit - Damage equal to user's HP (user faints after use)
Fire Blast - 100 (1/3 chance of burn)
Fire Dance - 70
Fire Fang - 50
Fire Oath - 40 (combine with Grass Oath and inflict 20 damage per turn for 4 turns)
Fire Punch - 55
Fire Spin - 15 (2-5 turns)
Fissure - Instant KO (30% chance)
Flail - 40
Flame Burst - 60 (hits multiple targets)
Flame Charge - 40
Flame Wheel - 40
Flamethrower - 70
Flare Blitz - 100
Flash - 5
Flash Cannon - 70
Flatter - 5
Fling - 40 (if user is holding an item, +10 damage)
Fly - 55 (1-fly up, 2-attack)
Focus Blast -100
Focus Energy - 5
Focus Punch - 120
Follow Me - 5 (makes user target of all opponent's attacks)
Foresight - 5 (allows fighting and normal attacks to hit a targeted Ghost)
Force Palm - 45
Foul Play - 70 (if opponent has any boost to attack, +30 more damage)
Freeze Bolt - 100 (1/3 chance Paralysis)
Frenzy Plant - 120 (strong, but leaves user immobile for next turn)
Frozen World - 55
Frustration - 110 (-5 per FP)
Fury Attack - 5 (2-5 hits)
Fury Cutter - 10 (damage doubles upon each consecutive use)
Fury Swipes - 15 (2-5 hits)
Future Sight - 60 (attacks two turns later)
Gale - 100 (1/3 chance of confusion)
Gastro Acid - 10
Gear Change - +20 damage for remainder of battle
Gear Saucer - 30 (attacks twice)
Gift Pass - passes target the user's held item
Giga Drain - 60 (restores 1/2 of damage dealt)
Giga Impact - 120
Glare - Paralyzes opponent
Grass Mixer - 55
Grasswhistle - Puts opponent to sleep
Grass Knot - 40
Grass Oath - 40 (combine with Water Oath and attack twice in one turn)
Gravity - Disables Flying status for 5 turns
Growl - 10
Growth - 5
Grudge - 15
Guard Share - 15
Guard Swap - 10
Guillotine - Instant KO (1/3 chance)
Gunk Shot - 90 (1/3 chance of poison)
Gust - 20
Gyro Ball - 60
Hail - 15 (2-5 turns)
Hammer Arm - 90
Hard Roller - 55
Harden - 10 (attacks do 5 damage less to user for remainder of battle)
Haze - 5
Head Smash - 120 (user takes 30 damage recoil)
Headbutt - 45
Heal Bell - Cures all status ailments
Heal Block - healing items or moves cannot be used on the target for remainder of battle
Heal Order - Recovers 1/2 of max HP
Heal Pulse - Recovers HP equal to 1/2 of opponent's max HP
Healing Beam - Recovers 1/2 of max HP
Healing Wish - 30 (if user faints, fully restores the next Pokémon's HP and status upon switch-out)
Heart Swap - 10 (swapped status effects on all Pokémon on the field)
Heat Stamp - 60
Heat Wave - 80
Heart Stamp - 50
Heavy Bomber - 60
Helping Hand - 20+ power in double battles
Hex - 40 (if foe is suffering from a status effect, damage +30)
Hi Jump Kick - 65
Hidden Power - 10
Hone Claws - 10 (attacks gain +20 for the rest of battle)
Horn Attack - 40
Horn Drill - Instant KO 30% chance
Horn Leech - 65 (restores 1/2 of damage dealt to HP)
Howl - 5
Hurricane - 100 (1/3 chance of confusion)
Hydro Cannon - 120 (strong, but leaves user immobile for next turn)
Hydro Pump - 100
Hyper Beam - 120 (strong, but leaves user immobile for next turn)
Hyper Fang - 60
Hyper Voice - 70
Hypnosis - Puts opponent to sleep
Ice Ball - 20
Ice Beam - 80
Ice Breath - 50
Ice Fang - 50
Icicle Drop - 70
Ice Pebble - 30
Ice Punch - 60
Ice Shard - 20
Icicle Spear - 10 (2-5 turns)
Icy Wind - 35
Imprison - Prevents opponent from using attacks known by the user
Incinerate - 20 (destroys any berry the opponent is holding)
Inferno- 90 (inflicts burn)
Ingrain - 35+ (restores HP, but the user can't switch)
Iron Defense - 5
Iron Head - 60
Iron Tail - 80
Judgement - 100 (type varies according to what type of plate the user is holding)
Jump Kick - 70
Karate Chop - 30
Kinesis - 5
Knock Off - 15 (opponent can't use item)
Last Resort - 100
Lava Plume - 65
Leaf Blade - 80
Leaf Storm - 120
Leech Life - 20 (restores 1/2 HP of damage dealt)
Leech Seed - 5 (restores 3 HP per turn up to five turn)
Leer - 5
Lick - 15
Life Gamble - Inflicts damage equal to the user's remaining HP (user faints)
Lightning Strike - 120 (1/3 chance paralysis)
Light Screen - Reduces all damage by 30 for five consecutive turns
Little By Little - 60 (always hits)
Lock-On - Allows next attack to not miss
Lovely Kiss - Puts opponent to sleep
Low Kick - 15
Lucky Chant - Damage done to user is reduced by 30 for 5 turns
Lunar Dance - User Faints (completely heals next released Pokémon)
Luster Purge - 40
Mach Punch - 25
Magic Coat - 5
Magic Room - items cannot be used for 5 turns
Magical Leaf - 40
Magma Storm - 120 (foe can't swap Pokémon)
Magnet Bomb - 60
Magnet Rise - Pokémon hovers, ground moves don't affect it
Magnitude - Power is 40-70 (only multiples of 10)
Make Friends - Target copies any status effects on user
Mean Look - Prevents escape/switching
Meditate - 15
Me First - Strikes opponent with last move (used for 1.5x the power)
Mega Drain - 40 (restores 1/2 HP of damage dealt)
Mega Kick - 100
Mega Punch - 80
Megahorn - 100
Memento - 5
Metal Burst - Returns damage received in last turn x2
Metal Claw - 35
Metal Sound - 5
Meteor Mash - 80
Metronome - 0-200
Milk Drink - Recovers half of HP
Mimic - Copies last move in battle
Mind Reader - 5 (ensures next move hits)
Minimize - 5
Miracle Eye - 15 (allows psychic moves to hit dark types)
Mirror Coat - 10
Mirror Move - Copies last move in battle
Mirror Shot - 45
Mirror Type - User copies target's type
Mist - 5 (negates all status changes)
Mist Ball - 40
Moonlight - Restores 1/2 of max HP
Morning Sun - Restores 1/2 of max HP (fully restores HP if Sunny Day is in effect)
Mountain Storm - 50
Mud Bomb - 50
Mud Shot - 35
Mud Sport - Negates electric attacks on the user
Muddy Water - 80
Mud-Slap - 15
Nasty Plot - 15
Natural Gift - 5
Nature Power - 5 (type of attack depends on the location)
Needle Arm - 45
Night Burst - 70
Night Shade - Damage dealt is equal to Pokémon's level
Nightmare - 1/4 of target's HP sapped damage (usable on sleeping Pokémon only)
Night Slash - 50
Octazooka - 50
Odor Sleuth - 10
Ominous Wind - 50
Outrage - 100 (2-3 turns attacking, then user is confused)
Overhead Throw - 50 (forces target to swap out)
Overheat - 120
Pain Split - Averages user and foe's HP together
Pay Day - 25
Payback - 40 (double damage if user received damage last turn)
Peck - 20
Perish Song - 5 (any Pokémon that hears this song, dies in three turns)
Petal Dance - 40 (2-3 turns attacking, then user is confused)
Pin Missle - 10 (2-5 hits)
Pluck - 50
Poison Fang - 35
Poison Gas - Poisons Foe
Poison Jab - 60 (1/3 chance to poison foe)
Poison Sting - 10 (1/3 chance of poison)
Poison Tail - 40
Poisonpowder - 10 (poisons foe)
Pound - 30
Powder Snow - 30
Power Gem - 60
Power Rage - all enemies' attacks are directed at user for 5 turns
Power Share - 15
Power Swap - 10
Power Trick - 10
Power Whip - 100
Present - 60 (1/4 change of +60 HP, 3/4 chance bomb)
Protect - 5 (9/10 chance to evade next attack)
Psybeam - 50
Psych Up - 5
Psychic - 100
Psycho Boost - 110
Psycho Break - 90
Psycho Shock - 70
Psycho Cut - 60
Psycho Shift - shifts burn, poison, paralysis, confusion, and charm to opponent
Psywave - 5 (damage dealt is equal to Pokémon's level x 1.5)
Punishment - 50
Pursuit - 30
Quash - target is unable to attack for one turn
Quick Attack - 30
Quiver Dance - Adds +20 attack to all attacks, and reduces all received attacks by 20
Rage - 10 (increases by 5 each time until end of battle)
Rain Dance - Boosts Water Pokémon by 10 points and Electric Pokémon by 5
Rapid Spin - 15
Razor Leaf - 30
Razor Shell - 65
Razor Wind - 65 (attacks on second turn)
Recover - Recovers half of HP
Recycle - 10 (restores an item)
Reflect - Reduces all damage by 30 for five consecutive turns
Refresh - Heals poison, paralysis, or burn
Rest - Regain all HP, then sleep for two turns
Retaliate - 60 (if a teammate has fainted the turn prior to use, attack power is doubled)
Return - 5 (+5 per FP Max of 110 Damage)
Revenge - 50 (if injured by foe last turn, add damage +10)
Reversal - Max HP-current HP/2=damage done
Roar of Time - 150 (user is immobilized one turn after)
Roar - Makes foes flee (wild), forces target to randomly swap Pokémon (trainer battle)
Rock Blast - 15 (2-5 hits)
Rock Climb - 75
Rock Polish - 5
Rock Slide - 60
Rock Smash - 35
Rock Throw - 45
Rock Tomb - 45
Rock Wrecker - 120 (user cannot attack next turn)
Role Play - 5
Rolling Kick - 50
Rollout - 10 (damage increases for five turns {10, 20, 40, 60, 100})
Roost - restores 1/2 of max HP (Flying type removed for one turn)
Round - 50 (increases by 30 damage per usage in one turn)
Sacred Fire - 80
Sacred Sword - 80
Safeguard - Prevents all status effects
Sand Tomb - 10 (2-5 turns)
Sand Attack - 5
Sandstorm - 15 (causes a sandstorm that damages opponent for 5 turns)
Scald - 70 (1/3 chance of burn)
Scary Face - 5
Scratch - 30
Screech - 5
Secret Power - 60
Seed Bomb - 70
Seed Flare - 90
Seismic Toss - Damage is equal to Pokémon's level
Self-Destruct - 200 (kills user)
Shadow Ball - 65
Shadow Claw - 50
Shadow Punch - 50
Shadow Sneak - 40
Sharpen - 5
Sheer Cold - Instant KO (30% of time)
Shell Break - +20 damage given and received for remainder of battle
Shock Wave - 50
Signal Beam - 60
Silver Wind - 50
Simple Beam - Stat changes are doubled on target for remainder of battle
Sing - Puts opponent to sleep (2/3 chance)
Sketch - Copies opponent's last move permanently
Skill Swap - swap status condition
Skull Bash - 75 (1-charge, 2-attack)
Sky Attack - 110 (1-charge, 2-attack)
Sky Drop - 50 (raises foe in the air one turn, foe unable to attack, drops second turn)
Sky Uppercut - 75
Slack Off - 10 (restores half of HP)
Slam - 75
Slash - 60
Sleep Powder - Puts opponent to sleep
Sleep Talk - Random attack while asleep
Slime Wave - 70 (1/3 chance poison)
Sludge - 40
Sludge Bomb - 80
Sludge Wave - 70 (1/3 chance Poison)
Smack Down - 40 (foes lose Flying status)
Smellingsalt - 40
Smog - 15
Smokescreen - 15
Smooth Over - 50
Snarl - 40
Snatch - 5 (steals effect of next attack)
Snore - 30 (only works when asleep)
Softboiled - 50+ (recovers half of HP)
Solarbeam - 100 (1-charge, 2-attack)
Sonicboom - 20 (unaffected by resistance/weakness)
Spark - 40
Spider Web - 5 (prevents escape/switching)
Spike Cannon - 15 (2-5 hits)
Spikes - 5 (hurts foe when switching out +10)
Spit Up - 90 (releases power from Stockpile {30 per round})
Spite - 10
Splash - no effect
Spore - Puts opponent to sleep
Stealth Rock - Scatters rocks that deal 20 damage to Pokémon switching in (usable up to 3 times, canceled by Rapid Spin)
Steamroller - 60
Steel Wing - 50
Stockpile - 15 (charge power for up to three turns)
Stomp - 40
Strength - 75
String Shot - 10
Stone Edge - 85
Struggle - 40 (last move, period 1/4 recoil)
Struggle Bug - 25
Stun Spore - 10 (paralyzes opponent)
Submersion - makes foe's type Water
Submission - 80 (1/4 recoil)
Substitute - -60 HP and makes a decoy with 100 HP
Sucker Punch - 65
Sunny Day - Boosts Fire Pokémon by 10 and Grass Pokémon by 5 for 5 turns
Super Fang - Halves opponent's HP (1/4 chance)
Superpower - 100
Supersonic - 10 (1/3 chance to confuse opponent)
Surf - 75
Swagger - 5 (confuses target, but all moves gain 20+)
Swallow - Restores HP from Stockpile (15 per round)
Sweep Slap - 15 (2-5 hits)
Sweet Kiss - 1/3 chance of confusion
Sweet Scent - 5
Switcheroo - Receives effect of any items used (either side) for one round
Swift - 35 (never misses and hits Pokémon up in the air using Fly as well)
Sword of Mystery - 75
Swords Dance - 15
Synchronize - 60 (damage to all Pokémon sharing user's type)
Synthesis - Restores 1/2 of max HP (restores all HP if Sunny Day is in effect)
Tackle - 20
Tail Glow - 5
Tail Whip - 5
Tailwind - 10
Take Down - 80 (1/4 recoil)
Taunt - Foe can only use attack moves
Techno Buster - 70 (attack Type based on Cassette held)
Teeter Dance - 5
Telekinesis - next attack guaranteed to hit
Teleport - 5 (auto-escape from wild Pokémon)
Thief - 30
Thrash - 85 (2-3 turns attacking, then user is confused)
Thunder - 100 (1/3 chance of paralysis)
Thunder Fang - 50
Thunder Wave - Paralyzes opponent
Thunderbolt - 85
Thunderpunch - 55
Thundershock - 25
Tickle - 10
Torment - 5 (prevents successive use of a move)
Toxic - Always poisons
Toxic Spikes - 5 (scatters spikes that poisons foe if opponent swaps Pokémon)
Transform - Change into opponent
Tri Attack - 75
Trick - 5 (trades held items)
Trickery - 70 (if last move opponent used did 70+ damage, this attack gains +30 power)
Trick Room - If user is a lower level than opponent, user will attack first after use
Triple Kick - 10 (1-3 times with rising intensity {10, 40, 80})
Trump Card - 100
Twineedle - 15
Twister - 25 (hits Pokémon up in the air during Fly)
Uproar - 10 (2-5 turns and user can't sleep)
U-Turn - 50 (automatically swaps Pokémon)
V-Generate - 150 (damage received +50 for remainder of battle)
Vacuum Wave - 50
Venoshock - 50 (damage +20 if foe is poisoned)
Vice Grip - 45
Vine Whip - 30
Vital Throw - 50
Volt Change - 60 (user automatically swaps Pokémon)
Volt Tackle - 100 (1/4 recoil)
Wake Up Slap - 40 (double damage if Pokémon attacked was asleep)
Water Gun - 25
Water Oath - 40 (combine with Fire Oath and secondary effects are increased in chance by 50%)
Water Pulse - 45
Water Sport - Makes user immune to Fire type attacks
Water Spout - 120
Waterfall - 75
Weather Ball - 40 (element changes with weather)
Whirlpool - 15 (2-5 turns)
Whirlwind - Ends battle (wild Pokémon), or forces opponent to randomly swap Pokémon (Trainer battle)
Wide Guard - Blocks damage to user and allies for one turn (50% accuracy if used in succession)
Wild Charge - 80 (1/4 recoil)
Will-O-Wisp - 10 (inflicts burn)
Wing Attack - 35
Wish - 50+ (heals HP, but one turn later)
Withdraw - Reduces next attack by 20
Wonder Room - 15
Wood Hammer - 100
Worry Seed - 10
Wrap - 5 (2-5 turns)
Wring Out - 50 (80 if opponent has less than 1/2 HP)
X-Scissor - 70
Yawn - 5 (one turn, then foe is put to sleep)
Zap Cannon - 80 (1/3 chance to paralyzes opponent)
Zen Headbutt - 65
Absorb - 20 (gain 1/2 damage dealt)
Acid - 30
Acid Armor - 10
Acid Bomb - 30
Acrobatics - 45 (+10 damage if user is the first Pokémon to be called out)
Acupressure - Damage dealt to user is reduced by 30 while damage caused by user is increased by 30
Aerial Ace - 50
Aeroblast - 70
Afro Break - 100 (1/4 recoil)
After You - forces target to strike first next round
Agility - 15
Air Cutter - 30
Air Slash - 55
Ally Switch - User swaps Pokémon
Amnesia - 10
Ancient Power - 35
Ancient Song - 65 (1/3 chance of Sleep)
Ankle Sweep - 50
Aqua Jet - 30
Aqua Ring - Heals +20 hp each turn
Aqua Tail - 80
Arm Thrust - 5 (2-5 hits)
Aromatherapy - Heals all status problems
Assist - Randomly attack with one of partner's moves
Assist Power - 20 (+20 for any changes to stats of the user)
Assurance - 50
Astonish - 20
Attack Order - 65
Attract - 10 (Opposing gender opponents become infatuated)
Aura Sphere - 75 (never misses)
Aurora Beam - 40
Avalanche - 50
Barrage - 5 (2-5 times)
Barrier - Reduces all damage taken by 50 for five consecutive turns
Baton Pass - 5 (user swaps Pokémon)
Beat Up - 10 (calls entire team out for joined attack +5 for all Pokémon, except dark is +10)
Belly Drum - 10 (HP -10 and attack +10 for battle)
Bide - Wait two turns and deal double the damage taken
Bind - 10 (2-5 turns)
Bite - 35
Blast Burn - 120 (strong, but leaves user immobile for next turn)
Blaze Kick - 60
Blaze Judgement - 90 (1/3 chance of Burn)
Blizzard - 100 (1/3 chance of freezing)
Block - 5 (prevents escape/switching)
Blue Flame - 120 (1/3 chance of Burn)
Body Purge - 15
Body Slam - 60 (may cause paralysis)
Bone Club - 40
Bone Rush - 15 (2-5 turns)
Bonemerang - 20 (2 times)
Bounce - 60 (1-bounce up, 2-attack)
Brave Bird - 100 (user takes 1/4 damage)
Brick Break - 55 (destroys Barrier, Light Screen and Reflect)
Brine - 40 (if target is at less than 1/2 HP, double damage)
Bubble - 15
Bubblebeam - 40
Bug Bite - 45
Bug Buzz - 75
Bug Opposition - 40
Bulk Up - 5
Bullet Punch - 40
Bullet Seed - 5 (2-5 hits)
Butterfly Dance - Damage dealt +20, Damage taken -20 for rest of battle
Calm Mind - +20 to next psychic attack
Camouflage - 10 (alters user's type based on area)
Captivate - If opponent is opposite gender, attacks lose 40 power for 3 turns
Charge - Stores energy for next electric attack (+20)
Charge Beam - 40
Charm - 5
Chatter - 50 (confuses foe)
Cheer Up - +20 damage to attacks for remainder of battle
Chip Away - 50 (damage unaffected by target's stat-enhancing moves)
Clamp - 20 (2-5 turns)
Clear Smog - 40
Close Combat - 120
Coil - Damage done +20, Damage received -20 for remainder of fight
Cold Flare - 100 (1/3 chance of Burn)
Comet Punch - 15 (2-5 hits)
Confuse Ray - 5 (confuses target)
Confusion - 25
Constrict - 10
Conversion - Changes the user's type to one of the types of its moves randomly
Conversion 2 - Makes the user resistant to the attack type that was last uesd
Copycat- Copies foe's last move
Cosmic Power - 5
Cotton Guard - damage received -20 for remainder of battle
Cotton Spore - 5
Counter - Counters with 2x the damage received last turn
Covet - 30
Crabhammer - 65
Cross Chop - 70
Cross Flame - 90 (damage doubled if hit by an Electric attack of 50+ damage)
Cross Poison - 60 (1/4 chance to poison foe)
Cross Thunder - 90 (damage doubled if hit by a Fire attack of 50+ damage)
Crunch - 60
Crush Claw - 55
Crush Grip - 120 x Opponent's Current HP/Opponent's Maximum HP
Curse - 10 (if used by Ghost type, cuts user's HP in half, curses opponent)
Cut - 20
Dark Pulse - 75
Dark Void - Induces sleep on both user and target
Defense Curl - 5
Defend Order - damage to user reduced by 40 for 3 turns
Defog - 5
Destiny Bond - If user faints next turn, takes target with it
Detect - 5 (9/10 chance to avoid next attack)
Dig - 40 (1-dig, 2-attack)
Disable - 5 (disables last move used by target)
Discharge - 70 (1/3 chance of Paralysis)
Dive - 40 (1-dive down, 2-attack)
Dizzy Punch - 55
Doom Desire - 100 (attacks two turns later)
Double Hit - 40
Double Kick - 20
Double Team - 5
Double-Edge - 100 (1/4 damage recoil)
Doubleslap - 10 (2-5 hits)
Draco Meteor - 130
Dragon Claw - 60
Dragon Dance - 5
Dragon Pulse - 80
Dragon Rage - 40 (unaffected by weakness/resistance)
Dragon Rush - 90
Dragon Tail - 50 (forces opponent to swap Pokémon)
Dragonbreath - 50
Drain Punch - 40 (restores 20 HP)
Dream Eater - 70 (restores damage dealt as HP to user, only usable while target is asleep)
Drill Liner - 70
Drill Peck - 60
Dual Chop - 60
Dynamicpunch - 70
Earth Power - 70
Earthquake - 85
Echoed Voice - 30 (+20 damage for each ally using this attack this turn)
Egg Bomb - 70
Electra Ball - 60
Electra Net - 45
Embargo - target Pokémon can no longer have items used on them for the duration of the battle
Ember - 30
Encore - 5 (makes opponent attack with their last move 2-6x)
Endeavor - Cuts the foe's HP to equal user's
Endure - 30 (survive any attack in one turn with 1 HP no matter what)
Energy Ball - 80
Eruption - 120
Explosion - 230 (kills user)
Extrasensory - 60
Extreme Speed - 60
Façade - 55 (does double damage if user is poisoned, paralyzed, or burned)
Faint Attack - 50
Fake Out - 30
Fake Tears - 70
False Swipe - 30 (leaves 1 HP no matter what)
Fast Guard - blocks damage to user and allies for one turn (50% accuracy if used in succession)
Featherdance - 10
Feint - 75 (only useable the immediate turn after opponent used Detect or Protect)
Final Gambit - Damage equal to user's HP (user faints after use)
Fire Blast - 100 (1/3 chance of burn)
Fire Dance - 70
Fire Fang - 50
Fire Oath - 40 (combine with Grass Oath and inflict 20 damage per turn for 4 turns)
Fire Punch - 55
Fire Spin - 15 (2-5 turns)
Fissure - Instant KO (30% chance)
Flail - 40
Flame Burst - 60 (hits multiple targets)
Flame Charge - 40
Flame Wheel - 40
Flamethrower - 70
Flare Blitz - 100
Flash - 5
Flash Cannon - 70
Flatter - 5
Fling - 40 (if user is holding an item, +10 damage)
Fly - 55 (1-fly up, 2-attack)
Focus Blast -100
Focus Energy - 5
Focus Punch - 120
Follow Me - 5 (makes user target of all opponent's attacks)
Foresight - 5 (allows fighting and normal attacks to hit a targeted Ghost)
Force Palm - 45
Foul Play - 70 (if opponent has any boost to attack, +30 more damage)
Freeze Bolt - 100 (1/3 chance Paralysis)
Frenzy Plant - 120 (strong, but leaves user immobile for next turn)
Frozen World - 55
Frustration - 110 (-5 per FP)
Fury Attack - 5 (2-5 hits)
Fury Cutter - 10 (damage doubles upon each consecutive use)
Fury Swipes - 15 (2-5 hits)
Future Sight - 60 (attacks two turns later)
Gale - 100 (1/3 chance of confusion)
Gastro Acid - 10
Gear Change - +20 damage for remainder of battle
Gear Saucer - 30 (attacks twice)
Gift Pass - passes target the user's held item
Giga Drain - 60 (restores 1/2 of damage dealt)
Giga Impact - 120
Glare - Paralyzes opponent
Grass Mixer - 55
Grasswhistle - Puts opponent to sleep
Grass Knot - 40
Grass Oath - 40 (combine with Water Oath and attack twice in one turn)
Gravity - Disables Flying status for 5 turns
Growl - 10
Growth - 5
Grudge - 15
Guard Share - 15
Guard Swap - 10
Guillotine - Instant KO (1/3 chance)
Gunk Shot - 90 (1/3 chance of poison)
Gust - 20
Gyro Ball - 60
Hail - 15 (2-5 turns)
Hammer Arm - 90
Hard Roller - 55
Harden - 10 (attacks do 5 damage less to user for remainder of battle)
Haze - 5
Head Smash - 120 (user takes 30 damage recoil)
Headbutt - 45
Heal Bell - Cures all status ailments
Heal Block - healing items or moves cannot be used on the target for remainder of battle
Heal Order - Recovers 1/2 of max HP
Heal Pulse - Recovers HP equal to 1/2 of opponent's max HP
Healing Beam - Recovers 1/2 of max HP
Healing Wish - 30 (if user faints, fully restores the next Pokémon's HP and status upon switch-out)
Heart Swap - 10 (swapped status effects on all Pokémon on the field)
Heat Stamp - 60
Heat Wave - 80
Heart Stamp - 50
Heavy Bomber - 60
Helping Hand - 20+ power in double battles
Hex - 40 (if foe is suffering from a status effect, damage +30)
Hi Jump Kick - 65
Hidden Power - 10
Hone Claws - 10 (attacks gain +20 for the rest of battle)
Horn Attack - 40
Horn Drill - Instant KO 30% chance
Horn Leech - 65 (restores 1/2 of damage dealt to HP)
Howl - 5
Hurricane - 100 (1/3 chance of confusion)
Hydro Cannon - 120 (strong, but leaves user immobile for next turn)
Hydro Pump - 100
Hyper Beam - 120 (strong, but leaves user immobile for next turn)
Hyper Fang - 60
Hyper Voice - 70
Hypnosis - Puts opponent to sleep
Ice Ball - 20
Ice Beam - 80
Ice Breath - 50
Ice Fang - 50
Icicle Drop - 70
Ice Pebble - 30
Ice Punch - 60
Ice Shard - 20
Icicle Spear - 10 (2-5 turns)
Icy Wind - 35
Imprison - Prevents opponent from using attacks known by the user
Incinerate - 20 (destroys any berry the opponent is holding)
Inferno- 90 (inflicts burn)
Ingrain - 35+ (restores HP, but the user can't switch)
Iron Defense - 5
Iron Head - 60
Iron Tail - 80
Judgement - 100 (type varies according to what type of plate the user is holding)
Jump Kick - 70
Karate Chop - 30
Kinesis - 5
Knock Off - 15 (opponent can't use item)
Last Resort - 100
Lava Plume - 65
Leaf Blade - 80
Leaf Storm - 120
Leech Life - 20 (restores 1/2 HP of damage dealt)
Leech Seed - 5 (restores 3 HP per turn up to five turn)
Leer - 5
Lick - 15
Life Gamble - Inflicts damage equal to the user's remaining HP (user faints)
Lightning Strike - 120 (1/3 chance paralysis)
Light Screen - Reduces all damage by 30 for five consecutive turns
Little By Little - 60 (always hits)
Lock-On - Allows next attack to not miss
Lovely Kiss - Puts opponent to sleep
Low Kick - 15
Lucky Chant - Damage done to user is reduced by 30 for 5 turns
Lunar Dance - User Faints (completely heals next released Pokémon)
Luster Purge - 40
Mach Punch - 25
Magic Coat - 5
Magic Room - items cannot be used for 5 turns
Magical Leaf - 40
Magma Storm - 120 (foe can't swap Pokémon)
Magnet Bomb - 60
Magnet Rise - Pokémon hovers, ground moves don't affect it
Magnitude - Power is 40-70 (only multiples of 10)
Make Friends - Target copies any status effects on user
Mean Look - Prevents escape/switching
Meditate - 15
Me First - Strikes opponent with last move (used for 1.5x the power)
Mega Drain - 40 (restores 1/2 HP of damage dealt)
Mega Kick - 100
Mega Punch - 80
Megahorn - 100
Memento - 5
Metal Burst - Returns damage received in last turn x2
Metal Claw - 35
Metal Sound - 5
Meteor Mash - 80
Metronome - 0-200
Milk Drink - Recovers half of HP
Mimic - Copies last move in battle
Mind Reader - 5 (ensures next move hits)
Minimize - 5
Miracle Eye - 15 (allows psychic moves to hit dark types)
Mirror Coat - 10
Mirror Move - Copies last move in battle
Mirror Shot - 45
Mirror Type - User copies target's type
Mist - 5 (negates all status changes)
Mist Ball - 40
Moonlight - Restores 1/2 of max HP
Morning Sun - Restores 1/2 of max HP (fully restores HP if Sunny Day is in effect)
Mountain Storm - 50
Mud Bomb - 50
Mud Shot - 35
Mud Sport - Negates electric attacks on the user
Muddy Water - 80
Mud-Slap - 15
Nasty Plot - 15
Natural Gift - 5
Nature Power - 5 (type of attack depends on the location)
Needle Arm - 45
Night Burst - 70
Night Shade - Damage dealt is equal to Pokémon's level
Nightmare - 1/4 of target's HP sapped damage (usable on sleeping Pokémon only)
Night Slash - 50
Octazooka - 50
Odor Sleuth - 10
Ominous Wind - 50
Outrage - 100 (2-3 turns attacking, then user is confused)
Overhead Throw - 50 (forces target to swap out)
Overheat - 120
Pain Split - Averages user and foe's HP together
Pay Day - 25
Payback - 40 (double damage if user received damage last turn)
Peck - 20
Perish Song - 5 (any Pokémon that hears this song, dies in three turns)
Petal Dance - 40 (2-3 turns attacking, then user is confused)
Pin Missle - 10 (2-5 hits)
Pluck - 50
Poison Fang - 35
Poison Gas - Poisons Foe
Poison Jab - 60 (1/3 chance to poison foe)
Poison Sting - 10 (1/3 chance of poison)
Poison Tail - 40
Poisonpowder - 10 (poisons foe)
Pound - 30
Powder Snow - 30
Power Gem - 60
Power Rage - all enemies' attacks are directed at user for 5 turns
Power Share - 15
Power Swap - 10
Power Trick - 10
Power Whip - 100
Present - 60 (1/4 change of +60 HP, 3/4 chance bomb)
Protect - 5 (9/10 chance to evade next attack)
Psybeam - 50
Psych Up - 5
Psychic - 100
Psycho Boost - 110
Psycho Break - 90
Psycho Shock - 70
Psycho Cut - 60
Psycho Shift - shifts burn, poison, paralysis, confusion, and charm to opponent
Psywave - 5 (damage dealt is equal to Pokémon's level x 1.5)
Punishment - 50
Pursuit - 30
Quash - target is unable to attack for one turn
Quick Attack - 30
Quiver Dance - Adds +20 attack to all attacks, and reduces all received attacks by 20
Rage - 10 (increases by 5 each time until end of battle)
Rain Dance - Boosts Water Pokémon by 10 points and Electric Pokémon by 5
Rapid Spin - 15
Razor Leaf - 30
Razor Shell - 65
Razor Wind - 65 (attacks on second turn)
Recover - Recovers half of HP
Recycle - 10 (restores an item)
Reflect - Reduces all damage by 30 for five consecutive turns
Refresh - Heals poison, paralysis, or burn
Rest - Regain all HP, then sleep for two turns
Retaliate - 60 (if a teammate has fainted the turn prior to use, attack power is doubled)
Return - 5 (+5 per FP Max of 110 Damage)
Revenge - 50 (if injured by foe last turn, add damage +10)
Reversal - Max HP-current HP/2=damage done
Roar of Time - 150 (user is immobilized one turn after)
Roar - Makes foes flee (wild), forces target to randomly swap Pokémon (trainer battle)
Rock Blast - 15 (2-5 hits)
Rock Climb - 75
Rock Polish - 5
Rock Slide - 60
Rock Smash - 35
Rock Throw - 45
Rock Tomb - 45
Rock Wrecker - 120 (user cannot attack next turn)
Role Play - 5
Rolling Kick - 50
Rollout - 10 (damage increases for five turns {10, 20, 40, 60, 100})
Roost - restores 1/2 of max HP (Flying type removed for one turn)
Round - 50 (increases by 30 damage per usage in one turn)
Sacred Fire - 80
Sacred Sword - 80
Safeguard - Prevents all status effects
Sand Tomb - 10 (2-5 turns)
Sand Attack - 5
Sandstorm - 15 (causes a sandstorm that damages opponent for 5 turns)
Scald - 70 (1/3 chance of burn)
Scary Face - 5
Scratch - 30
Screech - 5
Secret Power - 60
Seed Bomb - 70
Seed Flare - 90
Seismic Toss - Damage is equal to Pokémon's level
Self-Destruct - 200 (kills user)
Shadow Ball - 65
Shadow Claw - 50
Shadow Punch - 50
Shadow Sneak - 40
Sharpen - 5
Sheer Cold - Instant KO (30% of time)
Shell Break - +20 damage given and received for remainder of battle
Shock Wave - 50
Signal Beam - 60
Silver Wind - 50
Simple Beam - Stat changes are doubled on target for remainder of battle
Sing - Puts opponent to sleep (2/3 chance)
Sketch - Copies opponent's last move permanently
Skill Swap - swap status condition
Skull Bash - 75 (1-charge, 2-attack)
Sky Attack - 110 (1-charge, 2-attack)
Sky Drop - 50 (raises foe in the air one turn, foe unable to attack, drops second turn)
Sky Uppercut - 75
Slack Off - 10 (restores half of HP)
Slam - 75
Slash - 60
Sleep Powder - Puts opponent to sleep
Sleep Talk - Random attack while asleep
Slime Wave - 70 (1/3 chance poison)
Sludge - 40
Sludge Bomb - 80
Sludge Wave - 70 (1/3 chance Poison)
Smack Down - 40 (foes lose Flying status)
Smellingsalt - 40
Smog - 15
Smokescreen - 15
Smooth Over - 50
Snarl - 40
Snatch - 5 (steals effect of next attack)
Snore - 30 (only works when asleep)
Softboiled - 50+ (recovers half of HP)
Solarbeam - 100 (1-charge, 2-attack)
Sonicboom - 20 (unaffected by resistance/weakness)
Spark - 40
Spider Web - 5 (prevents escape/switching)
Spike Cannon - 15 (2-5 hits)
Spikes - 5 (hurts foe when switching out +10)
Spit Up - 90 (releases power from Stockpile {30 per round})
Spite - 10
Splash - no effect
Spore - Puts opponent to sleep
Stealth Rock - Scatters rocks that deal 20 damage to Pokémon switching in (usable up to 3 times, canceled by Rapid Spin)
Steamroller - 60
Steel Wing - 50
Stockpile - 15 (charge power for up to three turns)
Stomp - 40
Strength - 75
String Shot - 10
Stone Edge - 85
Struggle - 40 (last move, period 1/4 recoil)
Struggle Bug - 25
Stun Spore - 10 (paralyzes opponent)
Submersion - makes foe's type Water
Submission - 80 (1/4 recoil)
Substitute - -60 HP and makes a decoy with 100 HP
Sucker Punch - 65
Sunny Day - Boosts Fire Pokémon by 10 and Grass Pokémon by 5 for 5 turns
Super Fang - Halves opponent's HP (1/4 chance)
Superpower - 100
Supersonic - 10 (1/3 chance to confuse opponent)
Surf - 75
Swagger - 5 (confuses target, but all moves gain 20+)
Swallow - Restores HP from Stockpile (15 per round)
Sweep Slap - 15 (2-5 hits)
Sweet Kiss - 1/3 chance of confusion
Sweet Scent - 5
Switcheroo - Receives effect of any items used (either side) for one round
Swift - 35 (never misses and hits Pokémon up in the air using Fly as well)
Sword of Mystery - 75
Swords Dance - 15
Synchronize - 60 (damage to all Pokémon sharing user's type)
Synthesis - Restores 1/2 of max HP (restores all HP if Sunny Day is in effect)
Tackle - 20
Tail Glow - 5
Tail Whip - 5
Tailwind - 10
Take Down - 80 (1/4 recoil)
Taunt - Foe can only use attack moves
Techno Buster - 70 (attack Type based on Cassette held)
Teeter Dance - 5
Telekinesis - next attack guaranteed to hit
Teleport - 5 (auto-escape from wild Pokémon)
Thief - 30
Thrash - 85 (2-3 turns attacking, then user is confused)
Thunder - 100 (1/3 chance of paralysis)
Thunder Fang - 50
Thunder Wave - Paralyzes opponent
Thunderbolt - 85
Thunderpunch - 55
Thundershock - 25
Tickle - 10
Torment - 5 (prevents successive use of a move)
Toxic - Always poisons
Toxic Spikes - 5 (scatters spikes that poisons foe if opponent swaps Pokémon)
Transform - Change into opponent
Tri Attack - 75
Trick - 5 (trades held items)
Trickery - 70 (if last move opponent used did 70+ damage, this attack gains +30 power)
Trick Room - If user is a lower level than opponent, user will attack first after use
Triple Kick - 10 (1-3 times with rising intensity {10, 40, 80})
Trump Card - 100
Twineedle - 15
Twister - 25 (hits Pokémon up in the air during Fly)
Uproar - 10 (2-5 turns and user can't sleep)
U-Turn - 50 (automatically swaps Pokémon)
V-Generate - 150 (damage received +50 for remainder of battle)
Vacuum Wave - 50
Venoshock - 50 (damage +20 if foe is poisoned)
Vice Grip - 45
Vine Whip - 30
Vital Throw - 50
Volt Change - 60 (user automatically swaps Pokémon)
Volt Tackle - 100 (1/4 recoil)
Wake Up Slap - 40 (double damage if Pokémon attacked was asleep)
Water Gun - 25
Water Oath - 40 (combine with Fire Oath and secondary effects are increased in chance by 50%)
Water Pulse - 45
Water Sport - Makes user immune to Fire type attacks
Water Spout - 120
Waterfall - 75
Weather Ball - 40 (element changes with weather)
Whirlpool - 15 (2-5 turns)
Whirlwind - Ends battle (wild Pokémon), or forces opponent to randomly swap Pokémon (Trainer battle)
Wide Guard - Blocks damage to user and allies for one turn (50% accuracy if used in succession)
Wild Charge - 80 (1/4 recoil)
Will-O-Wisp - 10 (inflicts burn)
Wing Attack - 35
Wish - 50+ (heals HP, but one turn later)
Withdraw - Reduces next attack by 20
Wonder Room - 15
Wood Hammer - 100
Worry Seed - 10
Wrap - 5 (2-5 turns)
Wring Out - 50 (80 if opponent has less than 1/2 HP)
X-Scissor - 70
Yawn - 5 (one turn, then foe is put to sleep)
Zap Cannon - 80 (1/3 chance to paralyzes opponent)
Zen Headbutt - 65
