Rotom’s Poké dex
#332 Cacturne
1.3 m
(4'03") —
77.4 kg
(170.6 lbs.)
Scarecrow Pokémon
Ability #1
• Sand Veil - Boosts the Pokémon’s evasion in a sandstorm.
Hidden Ability
• Water Absorb - Restores HP if hit by a Water-type move, instead of
taking damage.
Hoenn-Dex #120 R SE ~ #125 ΩR αS
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#332 Cacturne
• Evolution
#332 Cacturne
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
Gen. VI+:
1
2
2
2
½
1
4
½
1
2
½
½
½
0
2
1
½
2
Gen. III-V:
1
2
2
2
½
1
4
½
1
2
½
½
½
0
2
1
½
-
This table ignores the ability.
#332 Cacturne
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
70
115
60
115
60
55
Level 50
130-177
108-183
58-123
108-183
58-123
54-117
Level 100
250-344
211-361
112-240
211-361
112-240
103-229
Tot. Base Stats : 475
Effort values (2 )
0
1
0
1
0
0
Experience : 166 ; Before Black 2 and White 2 : 177
#332 Cacturne
• Pokédex Entries
Ruby During the daytime, CACTURNE remains
unmoving so that it does not lose any
moisture to the harsh desert sun.
This POKéMON becomes active at night
when the temperature drops.
Sapphire If a traveler is going through a desert
in the thick of night, CACTURNE
will follow in a ragtag group.
The POKéMON are biding their time,
waiting for the traveler to tire and
become incapable of moving.
Emerald After spending thousands of years in
harsh deserts, its blood transformed into
the same substances as sand. It is
nocturnal, so it hunts at night.
FireRed It lives in deserts. It becomes active at
night when it hunts for prey exhausted
from the desert’s heat.
LeafGreen It lives in deserts. It becomes active at
night when it hunts for prey exhausted
from the desert’s heat.
Diamond It becomes active at night,
seeking prey that is exhausted
from the day’s desert heat.
Pearl It becomes active at night,
seeking prey that is exhausted
from the day’s desert heat.
Platinum It becomes active at night,
seeking prey that is exhausted
from the day’s desert heat.
HeartGold Packs of them follow travelers
through the desert until
the travelers can no longer move.
SoulSilver Packs of them follow travelers
through the desert until
the travelers can no longer move.
Black It becomes active at night,
seeking prey that is exhausted
from the day’s desert heat.
White It becomes active at night,
seeking prey that is exhausted
from the day’s desert heat.
Black 2 and White 2 It becomes active at night,
seeking prey that is exhausted
from the day’s desert heat.
X It becomes active at night, seeking prey that is
exhausted from the day’s desert heat.
Y Packs of them follow travelers through the desert
until the travelers can no longer move.
Omega Ruby During the daytime, Cacturne remains unmoving so that it does
not lose any moisture to the harsh desert sun. This Pokémon
becomes active at night when the temperature drops.
Alpha Sapphire If a traveler is going through a desert in the thick of night,
Cacturne will follow in a ragtag group. The Pokémon are
biding their time, waiting for the traveler to tire and become
incapable of moving.
#332 Cacturne
• Locations
Diamond
Route 228.
Pearl
Route 228.
Platinum
Route 228.
#332 Cacturne
Held item
Ruby , Sapphire , Emerald , FireRed , LeafGreen
5% => Poison Barb
Diamond , Pearl , Platinum , HeartGold , SoulSilver , Black, White, Black 2 , White 2 , X , Y , Sun , Moon , Ultra Sun , Ultra Moon
5% => Sticky Barb
#332 Cacturne
Gen. III-V data
#332 Cacturne
• Egg Groups
#332 Cacturne
• Moves, Learnset of Cacturne
By leveling up
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
20
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
20
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
85%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
By TM/HM
Ruby and Sapphire
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Grass
10
100%
30
0
The user forcefully shoots seeds at the target two
to five times in a row.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
60
100%
5
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Emerald
Move
Power
Accuracy
PP
Priority
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
20
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
20
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
85%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
By tutoring
Emerald
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Fighting
--
100%
20
-5
A retaliation move that counters any physical attack,
inflicting double the damage taken.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Fighting
100
50%
5
0
The user punches the target with full, concentrated
power. This confuses the target if it hits.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Bug
10
95%
20
0
The target is slashed with scythes or claws. This
attack becomes more powerful if it hits
in succession.
Normal
120
75%
5
0
The target is attacked by a kick launched with
muscle-packed power.
Normal
80
85%
20
0
The target is slugged by a punch thrown with
muscle-packed power.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Ground
20
100%
10
0
The user hurls mud in the target’s face to inflict
damage and lower its accuracy.
Fighting
--
100%
20
0
The target is thrown using the power of gravity.
It inflicts damage equal to the user’s level.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
40
100%
15
0
This attack can be used only if the user is asleep.
The harsh noise may also make the target flinch.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
30
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Electric
75
100%
15
0
The target is punched with an electrified fist.
This may also leave the target with paralysis.
By TM/HM
Emerald
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Grass
10
100%
30
0
The user forcefully shoots seeds at the target two
to five times in a row.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
60
100%
5
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
20
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
20
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
85%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By tutoring
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Fighting
--
100%
20
-5
A retaliation move that counters any physical attack,
inflicting double the damage taken.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
120
75%
5
0
The target is attacked by a kick launched with
muscle-packed power.
Normal
80
85%
20
0
The target is slugged by a punch thrown with
muscle-packed power.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Fighting
--
100%
20
0
The target is thrown using the power of gravity.
It inflicts damage equal to the user’s level.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
--
30
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
By TM/HM
FireRed and LeafGreen
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Grass
10
100%
30
0
The user forcefully shoots seeds at the target two
to five times in a row.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
60
100%
5
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
70%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Colosseum
Move
Power
Accuracy
PP
Priority
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
100%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
By TM/HM
Colosseum
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Grass
25
100%
30
0
The user forcefully shoots seeds at the target two
to five times in a row.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
75
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
XD
Move
Power
Accuracy
PP
Priority
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
100%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
By tutoring
XD
Move
Power
Accuracy
PP
Priority
Normal
85
100%
15
0
The user drops onto the target with its full body
weight. This may also leave the target with paralysis.
Normal
120
100%
15
0
A reckless, life-risking tackle. This also damages the
user quite a lot.
Normal
--
--
10
0
The user copies the target’s last move. The move
can be used during battle until the Pokémon is
switched out.
Fighting
--
100%
20
0
The target is thrown using the power of gravity.
It inflicts damage equal to the user’s level.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
By TM/HM
XD
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Grass
25
100%
30
0
The user forcefully shoots seeds at the target two
to five times in a row.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
75
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
By leveling up
Diamond and Pearl
Move
Power
Accuracy
PP
Priority
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Dark
80
100%
5
1
This move enables the user to attack first. This move
fails if the target is not readying an attack.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
85%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By TM/HM
Diamond and Pearl
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Grass
10
100%
30
0
The user forcefully shoots seeds at the target two
to five times in a row.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
60
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
5
0
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Normal
--
--
30
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Dark
80
100%
15
0
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison the target.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
Platinum
Move
Power
Accuracy
PP
Priority
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Dark
80
100%
5
1
This move enables the user to attack first. This move
fails if the target is not readying an attack.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
85%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By TM/HM
Platinum
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Grass
10
100%
30
0
The user forcefully shoots seeds at the target two
to five times in a row.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
60
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
5
0
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Normal
--
--
30
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Dark
80
100%
15
0
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison the target.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
HeartGold and SoulSilver
Move
Power
Accuracy
PP
Priority
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Dark
80
100%
5
1
This move enables the user to attack first. This move
fails if the target is not readying an attack.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
85%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By TM/HM
HeartGold and SoulSilver
Move
Power
Accuracy
PP
Priority
Fighting
150
100%
20
-3
The user focuses its mind before launching a punch.
This move fails if the user is hit before it is used.
Poison
--
85%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Grass
10
100%
30
0
The user forcefully shoots seeds at the target two
to five times in a row.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Grass
60
100%
10
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Normal
--
--
10
4
The user endures any attack with at least 1 HP.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
5
0
An energy-draining punch. The user’s HP is restored
by half the damage taken by the target.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Normal
--
--
30
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Normal
--
100%
20
0
If any opposing Pokémon is the opposite gender of
the user, it is charmed, which harshly lowers its
Sp. Atk stat.
Dark
80
100%
15
0
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
100%
15
0
The user draws power to attack by using its held
Berry. The Berry determines the move’s type
and power.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison the target.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
Black and White
Move
Power
Accuracy
PP
Priority
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Dark
80
100%
5
1
This move enables the user to attack first. This move
fails if the target is not readying an attack.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
100%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By TM/HM
Black and White
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Poison
65
100%
10
0
The user drenches the target in a special poisonous
liquid. This move’s power is doubled if the target
is poisoned.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Normal
--
--
30
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison the target.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
Black 2 and White 2
Move
Power
Accuracy
PP
Priority
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
40
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
14
85%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Dark
80
100%
5
1
This move enables the user to attack first. This move
fails if the target is not readying an attack.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
100%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By TM/HM
Black 2 and White 2
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Poison
65
100%
10
0
The user drenches the target in a special poisonous
liquid. This move’s power is doubled if the target
is poisoned.
Normal
30-70
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
80
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Normal
--
--
30
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison the target.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
X and Y
Move
Power
Accuracy
PP
Priority
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
20
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
20
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Bug
25
95%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Dark
80
100%
5
1
This move enables the user to attack first. This move
fails if the target is not readying an attack.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Grass
--
100%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Poison
65
100%
10
0
The user drenches the target in a special poisonous
liquid. This move’s power is doubled if the target
is poisoned.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Normal
--
--
20
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison the target.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
--
20
0
This attack makes use of nature’s power. Its
effects vary depending on the user’s environment.
Dark
80
100%
15
0
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch.
Fighting
40
100%
20
0
Striking opponents over and over makes the user’s
fists harder. Hitting a target raises the Attack stat.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
20
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
20
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Grass
--
--
10
4
In addition to protecting the user from attacks, this
move also damages any attacker who makes
direct contact.
Dark
80
100%
5
1
This move enables the user to attack first. This move
fails if the target is not readying an attack.
Bug
25
95%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Grass
--
100%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Poison
65
100%
10
0
The user drenches the target in a special poisonous
liquid. This move’s power is doubled if the target
is poisoned.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Normal
--
--
20
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison the target.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Normal
--
--
20
0
This attack makes use of nature’s power. Its
effects vary depending on the user’s environment.
Dark
80
100%
15
0
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch.
Fighting
40
100%
20
0
Striking opponents over and over makes the user’s
fists harder. Hitting a target raises the Attack stat.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Normal
80
100%
15
0
The target is slugged with a punch thrown at
maximum power.
By leveling up
Sun and Moon
Move
Power
Accuracy
PP
Priority
Grass
--
--
10
4
In addition to protecting the user from attacks, this
move also damages any attacker who makes
direct contact.
Grass
--
--
10
4
In addition to protecting the user from attacks, this
move also damages any attacker who makes
direct contact.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
20
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
20
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Dark
70
100%
5
1
This move enables the user to attack first. This move
fails if the target is not readying an attack.
Bug
25
95%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Grass
--
100%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Poison
65
100%
10
0
The user drenches the target in a special poisonous
liquid. This move’s power is doubled if the target
is poisoned.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
--
20
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison the target.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
--
20
0
This attack makes use of nature’s power. Its
effects vary depending on the user’s environment.
Dark
80
100%
15
0
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Grass
--
--
10
4
In addition to protecting the user from attacks, this
move also damages any attacker who makes
direct contact.
Grass
--
--
10
4
In addition to protecting the user from attacks, this
move also damages any attacker who makes
direct contact.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
Fighting
60
100%
10
-4
This attack move’s power is doubled if the user has
been hurt by the opponent in the same turn.
Poison
15
100%
35
0
The user stabs the target with a poisonous stinger.
This may also poison the target.
Normal
--
100%
30
0
The user gives opposing Pokémon an intimidating
leer that lowers the Defense stat.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
20
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
20
100%
25
0
A nutrient-draining attack. The user’s HP is restored
by half the damage taken by the target.
Normal
--
--
20
0
The user’s body grows all at once, raising the
Attack and Sp. Atk stats.
Grass
--
90%
10
0
A seed is planted on the target. It steals some HP
from the target every turn.
Ground
--
100%
15
0
Sand is hurled in the target’s face, reducing the
target’s accuracy.
Grass
60
100%
15
0
The user attacks by wildly swinging its thorny arms.
This may also make the target flinch.
Dark
60
--
20
0
The user approaches the target disarmingly, then
throws a sucker punch. This attack never misses.
Grass
--
--
20
0
The user lays roots that restore its HP on every turn.
Because it’s rooted, it can’t switch out.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Ground
--
--
20
0
The user lays a trap of spikes at the opposing
team’s feet. The trap hurts Pokémon that switch
into battle.
Dark
70
100%
5
1
This move enables the user to attack first. This move
fails if the target is not readying an attack.
Bug
25
95%
20
0
Sharp spikes are shot at the target in rapid
succession. They hit two to five times in a row.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Grass
--
100%
40
0
The user releases cotton-like spores that cling to
the opposing Pokémon, which harshly lowers their
Speed stat.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Ghost
--
--
5
0
After using this move, if the user faints, the
Pokémon that landed the knockout hit also faints.
Its chance of failing rises if it is used in succession.
By TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Poison
65
100%
10
0
The user drenches the target in a special poisonous
liquid. This move’s power is doubled if the target
is poisoned.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Fighting
75
100%
15
0
The user attacks with a swift chop. It can also break
barriers, such as Light Screen and Reflect.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Dark
50
100%
10
0
The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
--
20
0
A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
Poison
80
100%
20
0
The target is stabbed with a tentacle or arm steeped
in poison. This may also poison the target.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
--
20
0
This attack makes use of nature’s power. Its
effects vary depending on the user’s environment.
Dark
80
100%
15
0
The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#332 Cacturne
• Sprites & extra info…