Status move: Difference between revisions

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{{movelist/category|3|Ingrain|Grass|Smart|—|—|20|self|The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out.}}
{{movelist/category|3|Ingrain|Grass|Smart|—|—|20|self|The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out.}}
{{movelist/category|1|Leech Seed|Grass|Smart|—|90|10|anyadjacent|A seed is planted on the target. It steals some HP from the target every turn.}}
{{movelist/category|1|Leech Seed|Grass|Smart|—|90|10|anyadjacent|A seed is planted on the target. It steals some HP from the target every turn.}}
{{movelist/battle|1|Sleep Powder|Grass|Smart|—|75|15|anyadjacent|The user scatters a big cloud of sleep-inducing dust around the target.}}
{{movelist/category|6|Spiky Shield|Grass||—|100|15|self|In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact.}}
{{movelist/category|6|Spiky Shield|Grass||—|100|15|self|In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact.}}
{{movelist/category|1|Spore|Grass|Smart|—|100|15|anyadjacent|The user scatters bursts of spores that induce sleep.}}
{{movelist/category|1|Spore|Grass|Smart|—|100|15|anyadjacent|The user scatters bursts of spores that induce sleep.}}

Revision as of 00:42, 6 January 2014

Damage categories
Physical
Special
Status

A status move is a move that, in the Pokémon games, does no direct damage, but instead causes a weather condition, status condition, or changes the stats of a Pokémon during battle. This includes also other attacks which cannot be categorized under physical moves and special moves because of their unique or nearly-unique effects, such as Destiny Bond, Splash, Charge, and Recover. Status moves fall under the Other category in Pokémon Mystery Dungeon: Explorers of Time, Darkness and Sky.

The majority of Normal- and Psychic-type moves, as well as the only ???-type move (prior to Generation V, when the type stopped existing), are in this category. Very few moves of the other 16 types are status moves; for example, there is only one Dragon-type status move, and there are only two Fire-type status moves.

List of moves

Gen Move Type Contest Power Accuracy PP Target Description
IV Defend Order Bug Smart % 10 (max 16)
     
     
Self
The user calls out its underlings to shield its body, raising its Defense and Sp. Def stats.
IV Heal Order Bug Smart % 10 (max 16)
     
     
Self
The user calls out its underlings to heal it. The user regains up to half of its max HP.
VI Powder Bug % 20 (max 32)
     
     
Any adjacent Pokémon
The user covers the target in a powder that explodes and damages the target if it uses a Fire-type move.
V Quiver Dance Bug % 20 (max 32)
     
     
Self
The user lightly performs a beautiful, mystic dance. It boosts the user's Sp. Atk, Sp. Def, and Speed stats.
V Rage Powder Bug % 20 (max 32)
     
     
Self
The user scatters a cloud of irritating powder to draw attention to itself. Opponents aim only at the user.
II Spider Web Bug Smart % 10 (max 16)
     
     
Any adjacent Pokémon
The user ensnares the target with thin, gooey silk so it can't flee from battle.
I String Shot Bug Smart 95% 40 (max 64)
     
     
All adjacent foes
The targets are bound with silk blown from the user's mouth. This silk reduces the targets' Speed stat.
VI Sticky Web Bug % 20 (max 32)
     
     
All foes
The user weaves a sticky net around the opposing team, which lowers their Speed stat upon switching into battle.
III Tail Glow Bug Beauty % 20 (max 32)
     
     
Self
The user stares at flashing lights to focus its mind, drastically raising its Sp. Atk stat.
IV Dark Void Dark Smart 80% 10 (max 16)
     
     
All adjacent foes
Opposing Pokémon are dragged into a world of total darkness that makes them sleep.
IV Embargo Dark Cute 100% 15 (max 24)
     
     
Any adjacent Pokémon
It prevents the target from using its held item. Its Trainer is also prevented from using items on it.
III Fake Tears Dark Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
III Flatter Dark Smart 100% 15 (max 24)
     
     
Any adjacent Pokémon
Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat.
V Hone Claws Dark % 15 (max 24)
     
     
Self
The user sharpens its claws to boost its Attack stat and accuracy.
III Memento Dark Tough % 10 (max 16)
     
     
Any adjacent Pokémon
The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk.
IV Nasty Plot Dark Cute % 20 (max 32)
     
     
Self
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
VI Parting Shot Dark % 20 (max 32)
     
     
Any adjacent Pokémon
With a parting threat, the user lowers the target's Attack and Sp. Atk stats. Then it switches with a party Pokémon.
V Quash Dark 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user suppresses the target and makes its move go last.
III Snatch Dark Smart % 10 (max 16)
     
     
Self
The user steals the effects of any healing or stat-changing move the opponent attempts to use.
IV Switcheroo Dark Cool 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user trades held items with the target faster than the eye can follow.
III Taunt Dark Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is taunted into a rage that allows it to use only attack moves for three turns.
VI Topsy-Turvy Dark % 20 (max 32)
     
     
No target
All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
III Torment Dark Smart 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user torments and enrages the target, making it incapable of using the same move twice in a row.
III Dragon Dance Dragon Cool % 20 (max 32)
     
     
Self
The user vigorously performs a mystic, powerful dance that boosts its Attack and Speed stats.
III Charge Electric Smart % 20 (max 32)
     
     
Self
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.
VI Eerie Impulse Electric 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
VI Electric Terrain Electric % 10 (max 16)
     
     
All Pokémon
The user electrifies the ground under everyone's feet for five turns. Pokémon on the ground no longer fall asleep.
VI Electrify Electric % 15 (max 24)
     
     
Any adjacent Pokémon
If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
VI Ion Deluge Electric % 25 (max 40)
     
     
Any adjacent Pokémon
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
IV Magnet Rise Electric Cute % 10 (max 16)
     
     
Self
The user levitates using electrically generated magnetism for five turns.
VI Magnetic Flux Electric % 20 (max 32)
     
     
All allies
The user manipulates magnetic fields which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
I Thunder Wave Electric Cool 100% 20 (max 32)
     
     
Any adjacent Pokémon
A weak electric charge is launched at the target. It causes paralysis if it hits.
VI Aromatic Mist Fairy % 20 (max 32)
     
     
All allies
The user raises the Sp. Def stat of ally Pokémon with a mysterious aroma.
VI Baby-Doll Eyes Fairy 100% 30 (max 48)
     
     
Any adjacent Pokémon
The user stares at the target with its baby-doll eyes, which lowers its Attack stat. This move always goes first.
II Charm Fairy Cute 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat.
VI Crafty Shield Fairy % 10 (max 16)
     
     
All allies
The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage.
VI Fairy Lock Fairy % 10 (max 16)
     
     
All Pokémon
By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn.
VI Flower Shield Fairy % 10 (max 16)
     
     
All Pokémon
The user raises the Defense stat of all Grass-type Pokémon in battle with a mysterious power.
VI Geomancy Fairy % 10 (max 16)
     
     
Self
The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn.
VI Misty Terrain Fairy % 10 (max 16)
     
     
All Pokémon
The user covers the ground under everyone's feet with mist for five turns. This protects Pokémon on the ground from status conditions.
II Moonlight Fairy Beauty % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
II Sweet Kiss Fairy Cute 75% 10 (max 16)
     
     
Any adjacent Pokémon
The user kisses the target with a sweet, angelic cuteness that causes confusion.
III Bulk Up Fighting Beauty % 20 (max 32)
     
     
Self
The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.
II Detect Fighting Cool % 5 (max 8)
     
     
Self
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
VI Mat Block Fighting % 15 (max 24)
     
     
All allies
Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
V Quick Guard Fighting % 15 (max 24)
     
     
All allies
The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
II Sunny Day Fire Beauty % 5 (max 8)
     
     
All Pokémon
The user intensifies the sun for five turns, powering up Fire-type moves.
III Will-O-Wisp Fire Beauty 75% 15 (max 24)
     
     
Any adjacent Pokémon
The user shoots a sinister, bluish-white flame at the target to inflict a burn.
IV Defog Flying Beauty % 15 (max 24)
     
     
Any adjacent Pokémon
A strong wind blows away the target's obstacles such as Reflect or Light Screen. It also lowers the target's evasiveness.
III Feather Dance Flying Beauty 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user covers the target's body with a mass of down that harshly lowers its Attack stat.
I Mirror Move Flying Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user counters the target by mimicking the target's last move.
IV Roost Flying Cool % 10 (max 16)
     
     
Self
The user lands and rests its body. It restores the user's HP by up to half of its max HP.
IV Tailwind Flying Smart % 30 (max 48)
     
     
All allies
The user whips up a turbulent whirlwind that ups the Speed of all party Pokémon for four turns.
I Confuse Ray Ghost Smart 100% 10 (max 16)
     
     
Any adjacent Pokémon
The target is exposed to a sinister ray that triggers confusion.
II Curse Ghost Tough % 10 (max 16)
     
     
Self
A move that works differently for the Ghost type than for all the other types.
II Destiny Bond Ghost Smart % 5 (max 8)
     
     
Self
When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints.
III Grudge Ghost Tough % 5 (max 8)
     
     
Self
If the user faints, the user's grudge fully depletes the PP of the opponent's move that knocked it out.
II Nightmare Ghost Smart 100% 15 (max 24)
     
     
Any adjacent Pokémon
A sleeping target sees a nightmare that inflicts some damage every turn.
II Spite Ghost Smart 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
VI Trick-or-Treat Ghost 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user takes the target trick-or-treating. This adds Ghost type to the target's type.
III Aromatherapy Grass Smart % 5 (max 8)
     
     
All allies
The user releases a soothing scent that heals all status problems affecting the user's party.
V Cotton Guard Grass % 10 (max 16)
     
     
Self
The user protects itself by wrapping its body in soft cotton, drastically raising the user's Defense stat.
II Cotton Spore Grass Beauty 100% 40 (max 64)
     
     
Any adjacent Pokémon
The user releases cotton-like spores that cling to the target, harshly reducing its Speed stat.
VI Forest's Curse Grass % 20 (max 32)
     
     
Any adjacent Pokémon
The user puts a forest curse on the target. Afflicted targets are now Grass type as well.
III Grass Whistle Grass Smart 55% 15 (max 24)
     
     
Any adjacent Pokémon
The user plays a pleasant melody that lulls the target into a deep sleep.
VI Grassy Terrain Grass % 10 (max 16)
     
     
All Pokémon
The user turns the ground under everyone's feet to grass for five turns. This restores the HP of Pokémon on the ground a little every turn.
III Ingrain Grass Smart % 20 (max 32)
     
     
Self
The user lays roots that restore its HP on every turn. Because it is rooted, it can't switch out.
I Leech Seed Grass Smart 90% 10 (max 16)
     
     
Any adjacent Pokémon
A seed is planted on the target. It steals some HP from the target every turn.
I Sleep Powder Grass Smart 75% 15 (max 24)
     
     
Any adjacent Pokémon
The user scatters a big cloud of sleep-inducing dust around the target.
VI Spiky Shield Grass 100% 15 (max 24)
     
     
Self
In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact.
I Spore Grass Smart 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user scatters bursts of spores that induce sleep.
I Stun Spore Grass Smart 75% 30 (max 48)
     
     
Any adjacent Pokémon
The user scatters a cloud of paralyzing powder. It may leave the target with paralysis.
II Synthesis Grass Smart % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
IV Worry Seed Grass Beauty 100% 10 (max 16)
     
     
Any adjacent Pokémon
A seed that causes worry is planted on the target. It prevents sleep by making its Ability Insomnia.
III Mud Sport Ground Cute % 15 (max 24)
     
     
All Pokémon
The user covers itself with mud. It weakens Electric-type moves while the user is in the battle.
VI Rototiller Ground % 10 (max 16)
     
     
All Pokémon
Tilling the soil, the user makes it easier for plants to grow. This raises the Attack and Sp. Atk stats of Grass-type Pokémon.
I Sand Attack Ground Cute 100% 15 (max 24)
     
     
Any adjacent Pokémon
Sand is hurled in the target's face, reducing its accuracy.
II Spikes Ground Smart % 20 (max 32)
     
     
All foes
The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle.
III Hail Ice Beauty 100% 10 (max 16)
     
     
All Pokémon
The user summons a hail storm lasting five turns. It damages all Pokémon except the Ice type.
I Haze Ice Beauty 100% 30 (max 48)
     
     
All Pokémon
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.
I Mist Ice Beauty 100% 30 (max 48)
     
     
All allies
The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.
IV Acupressure Normal Cool % 30 (max 48)
     
     
User or adjacent ally
The user applies pressure to stress points, sharply boosting one of its stats.
V After You Normal % 15 (max 24)
     
     
Any adjacent Pokémon
The user helps the target and makes it use its move right after the user.
III Assist Normal Cute % 20 (max 32)
     
     
Self
The user hurriedly and randomly uses a move among those known by other Pokémon in the party.
II Attract Normal Cute 100% 15 (max 24)
     
     
Any adjacent Pokémon
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
II Baton Pass Normal Cute % 40 (max 64)
     
     
Self
The user switches places with a party Pokémon in waiting, passing along any stat changes.
II Belly Drum Normal Cute % 10 (max 16)
     
     
Self
The user maximizes its Attack stat in exchange for HP equal to half its max HP.
V Bestow Normal % 15 (max 24)
     
     
Any adjacent Pokémon
The user passes its held item to the target when the target isn't holding an item.
III Block Normal Cute % 5 (max 8)
     
     
Any adjacent Pokémon
The user blocks the target's way with arms spread wide to prevent escape.
III Camouflage Normal Smart % 20 (max 32)
     
     
Self
The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave.
IV Captivate Normal Beauty 100% 20 (max 32)
     
     
Any adjacent Pokémon
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
VI Celebrate Normal % 40 (max 64)
     
     
Self
The Pokémon congratulates you on your special day!
VI Confide Normal % 20 (max 32)
     
     
Any adjacent Pokémon
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk. stat.
I Conversion Normal Beauty % 30 (max 48)
     
     
Self
The user changes its type to become the same type as one of its moves.
II Conversion 2 Normal Beauty % 30 (max 48)
     
     
Any adjacent Pokémon
The user changes its type to make itself resistant to the type of the attack the opponent used last.
IV Copycat Normal Cool % 20 (max 32)
     
     
Self
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
I Defense Curl Normal Cute % 40 (max 64)
     
     
Self
The user curls up to conceal weak spots and raise its Defense stat.
I Disable Normal Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
For four turns, this move prevents the target from using the move it last used.
I Double Team Normal Cool % 15 (max 24)
     
     
Self
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
II Encore Normal Cute 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user compels the target to keep using only the move it last used for three turns.
II Endure Normal Tough % 10 (max 16)
     
     
Self
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
V Entrainment Normal 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.
I Flash Normal Beauty 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user flashes a light that cuts the target's accuracy. It can also be used to illuminate caves.
I Focus Energy Normal Cool % 30 (max 48)
     
     
Self
The user takes a deep breath and focuses so that critical hits land more easily.
III Follow Me Normal Cute % 20 (max 32)
     
     
Self
The user draws attention to itself, making all targets take aim only at the user.
II Foresight Normal Smart % 40 (max 64)
     
     
Any adjacent Pokémon
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
I Glare Normal Tough 90% 30 (max 48)
     
     
Any adjacent Pokémon
The user intimidates the target with the pattern on its belly to cause paralysis.
I Growl Normal Cute 100% 40 (max 64)
     
     
All adjacent foes
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered.
I Growth Normal Beauty % 40 (max 64)
     
     
Self
The user's body grows all at once, raising the Atk and Sp. Atk stats.
VI Happy Hour Normal % 30 (max 48)
     
     
All allies
Using Happy Hour doubles the amount of prize money received after battle.
I Harden Normal Tough % 30 (max 48)
     
     
Self
The user stiffens all the muscles in its body to raise its Defense stat.
II Heal Bell Normal Beauty % 5 (max 8)
     
     
All allies
The user makes a soothing bell chime to heal the status problems of all the party Pokémon.
III Helping Hand Normal Smart % 20 (max 32)
     
     
Any ally
The user assists an ally by boosting the power of its attack.
III Howl Normal Cool % 40 (max 64)
     
     
Self
The user howls loudly to raise its spirit, boosting its Attack stat.
I Leer Normal Cool 100% 30 (max 48)
     
     
All adjacent foes
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced.
II Lock-On Normal Smart % 5 (max 8)
     
     
Any adjacent Pokémon
The user takes sure aim at the target. It ensures the next attack does not fail to hit the target.
I Lovely Kiss Normal Beauty 75% 10 (max 16)
     
     
Any adjacent Pokémon
With a scary face, the user tries to force a kiss on the target. If it succeeds, the target falls asleep.
IV Lucky Chant Normal Cute % 30 (max 48)
     
     
All allies
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.
IV Me First Normal Cute % 20 (max 32)
     
     
Any adjacent foe
The user tries to cut ahead of the target to steal and use the target's intended move with greater power.
II Mean Look Normal Beauty % 5 (max 8)
     
     
Any adjacent Pokémon
The user pins the target with a dark, arresting look. The target becomes unable to flee.
I Metronome Normal Cute % 10 (max 16)
     
     
Self
The user waggles a finger and stimulates its brain into randomly using nearly any move.
II Milk Drink Normal Cute % 10 (max 16)
     
     
Self
The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.
I Mimic Normal Cute % 10 (max 16)
     
     
Any adjacent Pokémon
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
II Mind Reader Normal Smart % 5 (max 8)
     
     
Any adjacent Pokémon
The user senses the target's movements with its mind to ensure its next attack does not miss the target.
I Minimize Normal Cute % 20 (max 32)
     
     
Self
The user compresses its body to make itself look smaller, which sharply raises its evasiveness.
II Morning Sun Normal Beauty % 5 (max 8)
     
     
Self
The user restores its own HP. The amount of HP regained varies with the weather.
III Nature Power Normal Beauty % 20 (max 32)
     
     
Self
An attack that makes use of nature's power. Its effects vary depending on the user's environment.
VI Noble Roar Normal % 30 (max 48)
     
     
Any adjacent Pokémon
Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats.
III Odor Sleuth Normal Smart % 40 (max 64)
     
     
Any adjacent Pokémon
Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
II Pain Split Normal Smart % 20 (max 32)
     
     
Any adjacent Pokémon
The user adds its HP to the target's HP, then equally shares the combined HP with the target.
II Perish Song Normal Beauty % 5 (max 8)
     
     
All Pokémon
Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
VI Play Nice Normal % 20 (max 32)
     
     
Any adjacent Pokémon
The user and the target become friends, and the target loses its will to fight. This lowers the target's Attack stat.
II Protect Normal Cute % 10 (max 16)
     
     
Self
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
III Psych Up Normal Smart % 10 (max 16)
     
     
Any adjacent Pokémon
The user hypnotizes itself into copying any stat change made by the target.
I Recover Normal Smart % 10 (max 16)
     
     
Self
Restoring its own cells, the user restores its own HP by half of its max HP.
III Recycle Normal Smart % 10 (max 16)
     
     
Self
The user recycles a held item that has been used in battle so it can be used again.
V Reflect Type Normal % 15 (max 24)
     
     
Any adjacent Pokémon
The user reflects the target's type, making it the same type as the target.
III Refresh Normal Cute % 20 (max 32)
     
     
Self
The user rests to cure itself of a poisoning, burn, or paralysis.
I Roar Normal Cool 100% 20 (max 32)
     
     
Any adjacent Pokémon
The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends.
II Safeguard Normal Beauty % 25 (max 40)
     
     
All allies
The user creates a protective field that prevents status problems for five turns.
II Scary Face Normal Tough 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user frightens the target with a scary face to harshly reduce its Speed stat.
I Screech Normal Smart 85% 40 (max 64)
     
     
Any adjacent Pokémon
An earsplitting screech harshly reduces the target's Defense stat.
I Sharpen Normal Cute % 30 (max 48)
     
     
Self
The user reduces its polygon count to make itself more jagged, raising the Attack stat.
V Shell Smash Normal % 15 (max 24)
     
     
Self
The user breaks its shell, lowering its Defense and Sp. Def stats but sharply raising Attack, Sp. Atk, and Speed stats.
V Simple Beam Normal 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user's mysterious psychic wave changes the target's Ability to Simple.
I Sing Normal Cute 55% 15 (max 24)
     
     
Any adjacent Pokémon
A soothing lullaby is sung in a calming voice that puts the target into a deep slumber.
II Sketch Normal Smart % 1 (max 1)
     
     
Any adjacent Pokémon
It enables the user to permanently learn the move last used by the target. Once used, Sketch disappears.
III Slack Off Normal Cute % 10 (max 16)
     
     
Self
The user slacks off, restoring its own HP by up to half of its maximum HP.
II Sleep Talk Normal Cute % 10 (max 16)
     
     
Self
While it is asleep, the user randomly uses one of the moves it knows.
I Smokescreen Normal Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user releases an obscuring cloud of smoke or ink. It reduces the target's accuracy.
I Soft-Boiled Normal Beauty % 10 (max 16)
     
     
Self
The user restores its own HP by up to half of its maximum HP. May also be used in the field to heal HP.
I Splash Normal Cute % 40 (max 64)
     
     
Self
The user just flops and splashes around to no effect at all...
III Stockpile Normal Tough % 20 (max 32)
     
     
Self
The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.
I Substitute Normal Smart % 10 (max 16)
     
     
Self
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
I Supersonic Normal Smart 55% 20 (max 32)
     
     
Any adjacent Pokémon
The user generates odd sound waves from its body. It may confuse the target.
II Swagger Normal Cute 90% 15 (max 24)
     
     
Any adjacent Pokémon
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
III Swallow Normal Tough % 10 (max 16)
     
     
Self
The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.
II Sweet Scent Normal Cute 100% 20 (max 32)
     
     
All adjacent foes
A sweet scent that lowers the opposing team's evasiveness. It also lures wild Pokémon if used in grass, etc.
I Swords Dance Normal Beauty % 30 (max 48)
     
     
Self
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat.
I Tail Whip Normal Cute 100% 30 (max 48)
     
     
All adjacent foes
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
III Teeter Dance Normal Cute 100% 20 (max 32)
     
     
All adjacent Pokémon
The user performs a wobbly dance that confuses the Pokémon around it.
III Tickle Normal Cute 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user tickles the target into laughing, reducing its Attack and Defense stats.
I Transform Normal Smart % 10 (max 16)
     
     
Any adjacent Pokémon
The user transforms into a copy of the target right down to having the same move set.
I Whirlwind Normal Smart 100% 20 (max 32)
     
     
Any adjacent Pokémon
The foe is blown away, to be replaced by another Pokémon in its party. In the wild, the battle ends.
III Wish Normal Cute % 10 (max 16)
     
     
Self
One turn after this move is used, the target's HP is restored by half the user's maximum HP.
V Work Up Normal % 30 (max 48)
     
     
Self
The user is roused, and its Attack and Sp. Atk stats increase.
III Yawn Normal Cute % 10 (max 16)
     
     
Any adjacent Pokémon
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
I Acid Armor Poison Tough % 40 (max 64)
     
     
Self
The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.
V Coil Poison % 20 (max 32)
     
     
Self
The user coils up and concentrates. This raises its Attack and Defense stats as well as its accuracy.
IV Gastro Acid Poison Beauty 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user hurls up its stomach acids on the target. The fluid eliminates the effect of the target's Ability.
I Poison Gas Poison Smart 80% 40 (max 64)
     
     
All adjacent foes
A cloud of poison gas is sprayed in the face of opposing Pokémon. It may poison those hit.
I Poison Powder Poison Smart 75% 35 (max 56)
     
     
Any adjacent Pokémon
The user scatters a cloud of poisonous dust on the target. It may poison the target.
I Toxic Poison Smart 90% 10 (max 16)
     
     
Any adjacent Pokémon
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
IV Toxic Spikes Poison Smart % 20 (max 32)
     
     
All foes
The user lays a trap of poison spikes at the opponent's feet. They poison opponents that switch into battle.
VI Venom Drench Poison % 20 (max 32)
     
     
Any adjacent Pokémon
Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target.
I Agility Psychic Cool % 30 (max 48)
     
     
Self
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
V Ally Switch Psychic % 10 (max 16)
     
     
Self
The user teleports using a strange power and switches its place with one of its allies.
I Amnesia Psychic Cute % 20 (max 32)
     
     
Self
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
I Barrier Psychic Cool % 30 (max 48)
     
     
Self
The user throws up a sturdy wall that sharply raises its Defense stat.
III Calm Mind Psychic Smart % 20 (max 32)
     
     
Self
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
III Cosmic Power Psychic Cool % 20 (max 32)
     
     
Self
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
IV Gravity Psychic Beauty % 5 (max 8)
     
     
All Pokémon
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
V Guard Split Psychic % 10 (max 16)
     
     
Any adjacent Pokémon
The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's.
IV Guard Swap Psychic Cute % 10 (max 16)
     
     
Any adjacent Pokémon
The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
IV Heal Block Psychic Cute 100% 15 (max 24)
     
     
All foes
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
V Heal Pulse Psychic % 10 (max 16)
     
     
Anyone
The user emits a healing pulse which restores the target's HP by up to half of its max HP.
IV Healing Wish Psychic Cute % 10 (max 16)
     
     
Self
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
IV Heart Swap Psychic Cool % 10 (max 16)
     
     
Any adjacent Pokémon
The user employs its psychic power to switch stat changes with the target.
I Hypnosis Psychic Smart 60% 20 (max 32)
     
     
Any adjacent Pokémon
The user employs hypnotic suggestion to make the target fall into a deep sleep.
III Imprison Psychic Smart % 10 (max 16)
     
     
All foes
If the opponents know any move also known by the user, the opponents are prevented from using it.
I Kinesis Psychic Smart 80% 15 (max 24)
     
     
Any adjacent Pokémon
The user distracts the target by bending a spoon. It lowers the target's accuracy.
I Light Screen Psychic Beauty % 30 (max 48)
     
     
All allies
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
IV Lunar Dance Psychic Beauty % 10 (max 16)
     
     
Self
The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
III Magic Coat Psychic Beauty % 15 (max 24)
     
     
Self
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
V Magic Room Psychic % 10 (max 16)
     
     
All Pokémon
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
I Meditate Psychic Beauty % 40 (max 64)
     
     
Self
The user meditates to awaken the power deep within its body and raise its Attack stat.
IV Miracle Eye Psychic Cute % 40 (max 64)
     
     
Any adjacent Pokémon
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.
V Power Split Psychic % 10 (max 16)
     
     
Any adjacent Pokémon
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's.
IV Power Swap Psychic Beauty % 10 (max 16)
     
     
Any adjacent Pokémon
The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.
IV Power Trick Psychic Cool % 10 (max 16)
     
     
Self
The user employs its psychic power to switch its Attack with its Defense stat.
IV Psycho Shift Psychic Cool 90% 10 (max 16)
     
     
Any adjacent Pokémon
Using its psychic power of suggestion, the user transfers its status problems to the target.
I Reflect Psychic Smart % 20 (max 32)
     
     
All allies
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
I Rest Psychic Cute % 10 (max 16)
     
     
Self
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
III Role Play Psychic Cute % 10 (max 16)
     
     
Any adjacent Pokémon
The user mimics the target completely, copying the target's natural Ability.
III Skill Swap Psychic Smart % 10 (max 16)
     
     
Any adjacent Pokémon
The user employs its psychic power to exchange Abilities with the target.
V Telekinesis Psychic % 15 (max 24)
     
     
Any adjacent Pokémon
The user makes the target float with its psychic power. The target is easier to hit for three turns.
I Teleport Psychic Cool % 20 (max 32)
     
     
Self
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.
III Trick Psychic Smart 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user catches the target off guard and swaps its held item with its own.
IV Trick Room Psychic Cute % 5 (max 8)
     
     
All Pokémon
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
V Wonder Room Psychic % 10 (max 16)
     
     
All Pokémon
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
IV Rock Polish Rock Tough % 20 (max 32)
     
     
Self
The user polishes its body to reduce drag. It can sharply raise the Speed stat.
II Sandstorm Rock Tough % 20 (max 32)
     
     
All Pokémon
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
IV Stealth Rock Rock Cool % 20 (max 32)
     
     
All foes
The user lays a trap of levitating stones around the opponent's team. The trap hurts opponents that switch into battle.
V Wide Guard Rock % 10 (max 16)
     
     
All allies
The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chances of failing rises.
V Autotomize Steel % 15 (max 24)
     
     
Self
The user sheds part of its body to make itself lighter and sharply raise its Speed stat.
III Iron Defense Steel Tough % 15 (max 24)
     
     
Self
The user hardens its body's surface like iron, sharply raising its Defense stat.
VI King's Shield Steel % 10 (max 16)
     
     
Self
The user takes a defensive stance while it protects itself from damage. It also harshly lowers the Attack stat of any attacker who makes direct contact.
III Metal Sound Steel Smart 85% 40 (max 64)
     
     
Any adjacent Pokémon
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat.
V Shift Gear Steel % 10 (max 16)
     
     
Self
The user rotates its gears, raising its Attack and sharply raising its Speed.
IV Aqua Ring Water Beauty % 20 (max 32)
     
     
Self
The user envelops itself in a veil made of water. It regains some HP on every turn.
II Rain Dance Water Tough % 5 (max 8)
     
     
All Pokémon
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
V Soak Water 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user shoots a torrent of water at the target and changes the target's type to Water.
III Water Sport Water Cute % 15 (max 24)
     
     
All Pokémon
The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle.
I Withdraw Water Cute % 40 (max 64)
     
     
Self
The user withdraws its body into its hard shell, raising its Defense stat.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

See also

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