LevelAttack NameTypeCat.Att.Acc.PPEffect %
Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves.
Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
Tackle 50 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target confused.
Hypnosis -- 60 20 --
The user employs hypnotic suggestion to make the target fall into a deep sleep.
Imprison -- -- 10 --
If the opponents know any move also known by the user, the opponents are prevented from using it.
5 Hypnosis -- 60 20 --
The user employs hypnotic suggestion to make the target fall into a deep sleep.
9 Imprison -- -- 10 --
If the opponents know any move also known by the user, the opponents are prevented from using it.
11 Confuse Ray -- 100 10 --
The target is exposed to a sinister ray that triggers confusion.
15 Psywave ?? 100 15 --
The target is attacked with an odd psychic wave. The attack varies in intensity.
19 Iron Defense -- -- 15 --
The user hardens its body's surface like iron, sharply raising its Defense stat.
21 Feint Attack 60 -- 20 --
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.
25 Safeguard -- -- 25 --
The user creates a protective field that prevents status problems for five turns.
29 Future Sight 120 100 10 --
Two turns after this move is used, a hunk of psychic energy attacks the target.
31 Metal Sound -- 85 40 --
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat.
33 Block -- -- 5 --
The user blocks the target's way with arms spread wide to prevent escape.
36 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
42 Extrasensory 80 100 20 10
The user attacks with an odd, unseeable power. It may also make the target flinch.
46 Payback 50 100 10 --
If the user moves after the target, this attack's power will be doubled.
52 Heal Block -- 100 15 --
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
58 Heavy Slam ?? 100 10 --
The user slams into the target with its heavy body. The more the user outweighs the target, the greater its damage.