Pokemon Ruby/Sapphire Information

Thanks to Wraith10 for this infomation.
 
TMs and HMs
 
TM01 Focus Punch
Type: Fighting
Power: 150
PP: 20
Base Damage: 150
Accuracy: 100%
Effect: Charges on first turn, then deals damage at the end of foe's turn. Attack fails if damaged on foe's turn.
Location: Route 115
 
TM02 Dragon Claw
Type: Dragon
Power: 80
PP: 15
Accuracy: 100%
Effect: Standard Move
Location: Meteor Falls, but Waterfall is needed to access.
 
TM03 Water Pulse
Type: Water
Power: 60
PP: 20
Accuracy: 95%
Effect: Standard Attack with a 10% chance of confusing the foe.
Location: Given to you by the 8th Gym Leader Wallace after defeating him in Sootopolis Gym.
 
TM04 Calm Mind
Type: Psychic
Power: N/A
PP: 20
Accuracy: N/A
Effect: Raises Special Attack and Defense by 1 level.
Location: Given to you by the 7th Gym Leaders by Liza & Tate after defeating them in Mossdeep Gym.
 
TM05 Roar
Type: Normal
Power: N/A
PP: 20
Accuracy: 100%
Effect: In a Trainer battle it forces your foes Pokemon to return to its Poke Ball, and your opponent to send another Pokemon out. In the wild the battle will end.
Location: Route 114.
 
TM06 Toxic
Type: Poison
Power: N/A
PP: 10
Accuracy: 85%
Effect: Poisons your foe and will damage increases every round. Switching Pokemon will return Toxic back to normal Poison.
Location: Fiery Path, but Strength is needed to access.
 
TM07 Hail
Type: Ice
Power: N/A
PP: 10
Accuracy: N/A
Effect: Damages all non-Ice Pokemon in play and will last 5 turns.
Location: Shoal Cave, during the low tide.
 
TM08 Bulk Up
Type: Fighting
Power: N/A
PP: 20
Accuracy: N/A
Effect: Raises Attack and Defense by one level.
Location: Given to you by the 2nd gym leader Brawly after defeating him in Dewford Gym.
 
TM09 Bullet Seed
Type: Grass
Power: 10
PP: 30
Accuracy: 100%
Effect: Hits opponent 2-5 times.
Location: Near Flower Shop on Route 104.
 
TM10 Hidden Power
Type: Normal
Power: Unknown
PP: 15
Accuracy: 100%
Effect: N/A
Location: Fortree City; Slateport City after receiving TM43.
 
TM11 Sunny Day
Type: Fire
Power: N/A
PP: 5
Accuracy: N/A
Effect: Lasts 5 turns.  Pokemon cannot be Frozen, Fire damage is increased by 1.5, and Water damage is increased by 0.5. Moves Synthesis, Morning Sun, and Moonlight have there HP restored, Solarbeam will only require one turn, and Thunder's Accuracy is reduced to 35%.
Location: Scorched Slab near Route 120
 
TM12 Taunt
Type: Dark
Power: N/A
PP: 20
Accuracy: 100%
Effect: Foe can only use direct damage moves for two turns.
Location: Trick House, given after defeating Trick 5.
 
TM13 Ice Beam
Type: Ice
Power: 95
PP: 10
Accuracy: 100%
Effect: 10% chance of Freezeing foe.
Location: Game Corner (4000 Coins), Abandoned Ship
 
TM14 Blizzard
Type: Ice
Power: 120
PP: 5
Accuracy: 70%
Effect: 10% chance of inflicting Freeze on your foe.
Location: Lilycove Department Store, 4th Floor (5500)
 
TM15 Hyper Beam
Type: Normal
Power: 150
PP: 5
Accuracy: 90%
Effect: If attack hits, user recharges next turn.
Location: Lilycove Department Store, 4th Floor (7500)
 
TM16 Light Screen
Type: Psychic
Power: N/A
PP: 30
Accuracy: N/A
Effect: Special damage multiplied by 0.5 for 5 turns.
Location: Lilycove Department Store 4th floor (3000)
 
TM17 Protect
Type: Normal
Power: N/A
PP: 10
Accuracy: N/A
Effect: Will cause foe's next attack fail. Rate of success lessens with each consecutive use. Every failure will return Accuracy to 100%.
Location: Lilycove Department Store, 4th floor (3000)
 
TM18 Rain Dance
Type: Water
Power: N/A
PP: 5
Accuracy: N/A
Effect: Lasts 5 turns.  Water damage is multiplied by 1.5, Fire damage is multiplied by 0.5.  Synthesis, Morning Sun, and Moonlight HP's healed by 25%, Solarbeam's power reduced to 60, Thunder will never Miss.
Location: Abandoned Ship
 
TM19 Giga Drain
Type: Grass
Power: 60
PP: 5
Accuracy: 100%
Effect: Your Pokemon recovers an amount of HP equal to 1/2 the damage done to the foe.
Location: Given to you by a girl on Route 123, but a Grass Pokemon in your party is needed to receive it.
 
TM20 Safeguard
Type: Normal
Power: N/A
PP: 25
Accuracy: N/A
Effect: Prevents status problems for five turns.
Location: Lilycove Department Store 4th Floor (3000)
 
TM 21 Frustation
Type: Normal
PP: 20
Power: Changes
Accuracy: 100%
Effect: Damage varies depending on the Pokemon's hatred of its trainer.
Location: Man in Pacifidlog Town if 1st Pokemon in party is disloyal
 
TM22 Solarbeam
Type: Grass
Power: 120
PP: 10
Accuracy: 100%
Effect: Charges first turn, then attacks. If Sunny Day is used, no charge is necessary, and if Rain Dance is used only ½ normal damage will occur.
Location: Safari Zone
 
TM23 Iron Tail
Type: Steel
Power: 100
PP: 15
Accuracy: 75%
Effect: Standard Attack plus 10% chance of lowering your foes Defense by one level.
Location: Meteor Falls
 
TM24 Thunderbolt
Type: Electric
Power: 95
PP: 15
Accuracy: 100%
Effect: 10% chance of inflicting Paralyze on the foe.
Location: Game Corner (4000 coins), received from Wattson after shutting down New Mauville, but Surf is need.
 
TM25 Thunder
Type: Electric
Power: 120
PP: 10
Accuracy: 70%
Effect: There is a 10% chance of paralyzing your foe. If Ran Dance is being used this attack will not miss, if Sunny Day is being used the move is only 35% Accurate.
Location: Lilycove Department Store 4th floor (5500)
 
TM26 Earthquake
Type: Ground
Power: 100
PP: 10
Accuracy: 100%
Effect: N/A.
Location: Seafloor Cavern (Route 128)
 
TM27 Return
Type: Normal
Power: N/A
PP: 20
Accuracy: 100%
Effect: If Pokemon's loyal, base damage is increased.
Location: Man in Pacifidlog Town if lead Pokemon's loyal, or give the Meteorite to Cozmo in Fallarbor Town.
 
TM28 Dig
Type: Ground
PP: 10
Base Damage: 60
Accuracy: 100%
Effect: First turn Pokemon goes underground, and attacks on the seconded. If attacked by Earthquake while underground damage is doubled.
Location: Fossil Maniac's brother outside of Fallarbor Town.
 
TM29 Psychic
Type: Psychic
Power: 90
PP: 10
Accuracy: 100%
Effect: There is a 10% chance of lowering your foe's Special Defense by one level.
Location: Game Corner (3500 Coins), Victory Road
 
TM30 Shadow Ball
Type: Ghost
Power: 80
PP: 15
Accuracy: 100%
Effect: There is a 10% chance of lowering your foe's Special Defense by one level.
Location: Mt. Pyre
 
TM31 Brick Break
Type: Fighting
Power: 75
PP: 15
Accuracy: 100%
Effect: Negates Light Screen, Reflect, and Safeguard.
Location: Sootopolis City
 
TM32 Double Team
Type: Normal
Power: N/A
PP: 15
Accuracy: N/A
Effect: Raises your Pokmeon's evasion by one level.
Location: Game Corner (1500 Coins)
 
TM33 Reflect
Type: Psychic
Power: N/A
PP: 20
Accuracy: N/A
Effect: Physical damage done to user is multiplied by 0.5 for 5 turns.
Location: Lilycove Department Store 4th floor (3000 Poke)
 
TM34 Shock Wave
Type: Electric
Power: 60
PP: 20
Accuracy: N/A
Effect: Electric attack that will hit 100% of the time.
Location: Given to you by the 3rd gym leader Wattson after defeating him at Mauville Gym.
 
TM35 Flamethrower
Type: Fire
Power: 95
PP: 15
Accuracy: 100%
Effect: 10% of inflicting Burn on the foe.
Location: Game Corner (4000 Coins)
 
TM36 Sludge Bomb
Type: Poison
Power: 90
PP: 10
Accuracy: 100%
Effect: 30% chance of poisoning the foe.
Location: Dewford Town, Trendy Saying House after five badges received.
 
TM37 Sandstorm
Type: Rock
Power: N/A
PP: 10
Accuracy: N/A
Effect: Damages all non-Rock, Steel, & Ground types, lasts 5 turns.
Pokemon with Sand Veil Ability are unaffected.
Location: Desert
 
TM38 Fire Blast
Type: Fire
Power: 120
PP: 5
Accuracy: 85%
Effect: 10% chance of inflicting a burn on the foe.
Location: Lilycove City Department Store 4th floor (5500)
 
TM39 Rock Tomb
Type: Rock
Power: 50
PP:  10
Accuracy: 80%
Effect: High chance of lowering foe's Speed by one level.
Location: Given to you by 1st gym leader Roxanne after defeating her at Rustboro Gym.
 
TM40 Aerial Ace
Type: Flying
Power: 60
PP: 20
Accuracy: N/A
Effect: Flying attack that will hit 100% of the time.
Location: Given to you by 6th gym leader Winona after defeating her at Fortree Gym.
 
TM41 Torment
Type: Dark
Power: N/A
PP: 15
Accuracy: 100%
Effect: Prevents your enemy from using the same move twice in a row.
Location: Slateport City Contest House
 
TM42 - Facade
Type: Normal
Power: 70
PP: 20
Accuracy: 100%
Effect: Pokemon Attack Power doubled if status is Burned, Paralyzed, or Poisoned.
Location: Given to you by 5th gym leader Norman after defeating him at Petalburg Gym.
 
TM43 Secret Power (This is used to create a secret base)
Type: Normal
Power: 70
PP: 20
Accuracy: 100%
Effect: Used to make secret bases. In battle, effect varies.
Location: Route 111; Slateport City Flea Market after receiving at Route 111
 
TM44 Rest
Type: Psychic
Power: N/A
PP: 10
Accuracy: N/A
Effect: Pokemon is fully healed, but falls asleep for two turns.
Location: Lilycove City
 
TM45 Attract
Type: Normal
Power: N/A
PP: 15
Accuracy: 100%
Effect: Fails on same-gender and genderless Pokemon. Foe has 50% chance of being immobilized out of love.
Location: Verdanturf Town
 
TM46 Thief
Type: Dark
Power: 40
PP: 10
Accuracy: 100%
Effect: If user is not holding an item, Thief will steal the foe's held item, if any.
Location: Given to you by a Team Magma/Aqua member in the Oceanic Museum at Slateport City.
 
TM47 Steel Wing
Type: Steel
Power: 70
PP: 25
Accuracy: 90%
Effect: None.
Location: Given to you by the Champion Steven in Granite Cave.
 
TM48 Skill Swap
Type: Psychic
Power: N/A
PP: 10
Accuracy: 100%
Effect: Your Pokemon switches abilities with your foe and works until your foes Pokemon is recalled or defeated.
Location: Route 122 Mt. Pyre
 
TM49 Snatch
Type: Dark
Power: N/A
PP: 10
Accuracy: 100%
Effect: The effect of a move your foe is using is stolen.
Location: S.S. Tidal
 
TM50 Overheat
Type: Fire
Power: 140
PP: 5
Accuracy: 90%
Effect: Lowers user's Special Attack by two levels after each use.
Location: Given to you by the 4th gym leader Flannery after defeating her at Lavaridge Gym.
 
HM1 Cut
Type: Normal
Power: 50
PP: 30
Accuracy: 95%
Effect: None. Cuts small trees outside of battle.
Badge Required for Use: Stone Badge
Location: House next to the Pokemon Center in Rustboro City.
 
HM2 Fly
Type: Flying
Power: 70
PP: 15
Accuracy: 95
Effect: Fly on first move, attacks on second.  Damage is doubled when Thunder and Twister is used while Pokemon is in air. Used to fly between cities previously visited outside of battle.
Badge needed for Use: Feather Badge
Location: Given to you by your rival at Weather Institute.
 
HM3 Surf
Type: Water
Power: 95
PP: 15
Accuracy: 100
Effect: None. Used to Surf on water outside of battle.
Badge needed for Use: Balance Badge
Location: Given to you by Wally's dad after defeating Norman at Petalburg City.
 
HM4 Strength
Type: Normal
Power: 80
PP: 15
Accuracy: 100
Effect: None. Used to move boulders outside of battle.
Badge need for Use: Heat Badge
Location: Given to you after using rock smash to completing the Rusturf Tunnel and allowing Wander to reunite with her boyfriend.
 
HM5 Flash
Type: Normal
Power: N/A
PP: 20
Accuracy: 70
Effect: Foes accuracy lowered by one level. Used to light up darkened caves outside of battle.
Badge need for Use: Knuckle Badge
Location: Given to you in Granite Cave.
 
HM6 Rock Smash
Type: Fighting
Power: 20
PP: 15
Accuracy: 100
Effect: Lower foe's Defense by one level. Used to destroy rocks outside  of battle.
Badge needed for Use: Dynamo Badge
Location: Given to you in a house next to the Mart in Mauville City after defeating Wattson.
 
HM7 - Waterfall
Type: Water
Power: 80
PP; 15
Accuracy: 100
Effect: None. Used to climb waterfalls outside of battle.
Badge need for Use: Rain Badge
Location: Cave of Origin.
 
HM8 Dive
Type: Water
Power: 60
PP: 10
Accuracy: 100
Effect: Dives first move, then attacks on the second.  Used to explore deep oceans outside of battle.
Badge need for Use: Mind Badge
Location: Given to you by Steven in Mossdeep City, in a house up and left of the Pokemon Center.

Pokemon Abilities
Name - Description
Air Lock
Pokemon Is not affected by weather during battle.
Arena Trap
Prevents foe from switching or escaping, not effective against Flying-type Pokemon and Pokemon with the Levitate.
Battle Armor
Helps Pokemon avoid Critical Hits.
Blaze
Multiplies power of Fire Attacks by 1.5 when HP falls below 1/3rd.
Chlorophyll
Speed Doubles when sunny.
Clear Body
Prevents opponents moves from lowering your Pokemon stats.
Cloud Nine
Weather affects no Pokemon in battle.
Color Change
Changes Pokemon's type to the type of the move that hits it.
Compoundeyes
Increases Accuracy 30%
Cute Charm
When opponent's Pokemon strikes, 30% change of Attract occurring.
Damp
Explosion or Selfdestruct is nullified.
Drizzle
Weather changes to rain during battle.
Drought
Weather changes to sunny during battle.
Early Bird
Sleep only lasts ½ as long as usual.
Effect Spore
When opponents Pokemon attacks there is a 10% chance of afflicting opponents Pokemon with Poison, Paralyze, or Sleep.
Flame Body
When your opponents Pokemon directly attacks, there is a 30% chance of Burn.
Flash Fire
Fire-type moves deal 1.5 times damage. Immune to damage from Fire-type attacks.
he power of Fire type attacks increase 1.5 times and Pokemon is immune from Fire Attacks.
Forecast
Pokemon type and form changes with the weather.
Guts
Attack increases 1.5 times when Pokemon has status condition.
Huge Power
Attack power doubles, but effect nullified when ability is changed.
Hustle
Attack increases 1.5 times but accuracy reduced to 80%.
Hyper Cutter
Opponent cannot use attacks that reduce Attack power.
Illuminate
If Pokemon is lead, then chances of meeting wild Pokemon raises.
Immunity
Pokemon cannot be Poisoned.
Inner Focus
Pokemon will not flinch.
Insomnia
Pokemon cannot be put to sleep.
Intimidate
Opponents attack power is reduced.
Keen Eye
Pokemon cannot lose accuracy.
Levitate
Pokemon cannot be damaged by Ground-type attacks.
Lightningrod
Electric-type attacks are drawn away from partner in dual Pokemon battle.
Liquid Ooze
When opponent absorbs HP damage is caused to your opponent.
Magma Armor
Pokemon cannot be frozen.
Magnet Pull
Steel–type Pokemon cannot escape.
Marvel Scale
Defense multiplies 1.5 times when Pokemon has status condition.
Minus
Attack multiplies 1.5 times when a Positive Pokemon is in battle.
Natural Cure
Pokemon status condition is cured when withdrawn from battle.
Oblivious
Pokemon cannot be attracted.
Overgrow
Multiplies power of Grass Attacks by 1.5 when HP falls below 1/3rd.
Own Tempo
Pokemon cannot be confused.
Pickup
Picks up items from opponent's Pokemon while in battle.
Plus
Special Attack multiplies 1.5 times when a Negative Pokemon is in battle.
Poison Point
When your opponents Pokemon directly attacks, there is a 30% chance of Poison
Pressure
Reduces opponents Pokemon PP by 2 every time it damages Pokemon.
Pure Power
Attack power doubles, but effect nullified when ability is changed.
Rain Dish
HP is recovered when it's raining during battle.
Rock Head
Pokemon will not be damaged when it uses Submission, Take Down, or Double-Edge.
Rough Skin
When opponent attacks directly it is damaged.
Run Away
Allows Pokemon to escape from wild Pokemon.
Sand Stream
A Sandstorm occurs during the battle.
Sand Veil
During a sandstorm Pokemon's evasion increases.
Shadow Tag
Opponent cannot switch or escape during a battle.
Shed Skin
30% of Pokemon curing status conditions during every turn.
Shell Armor
Opponent cannot cause Critical Hits.
Shield Dust
Additional effects of moves are ineffective.
Soundproof
Sound moves are ineffective.
Speed Boost
Pokemon's speed increases every turn.
Static
When your opponents Pokemon directly attacks, there is a 30% chance of Paralyze.
Stench
Chances of Meeting Wild Pokemon decrease when Pokemon is in Lead Position.
Sticky Hold
Opponent cannot steal Items.
Sturdy
Single-hit attacks will not be ineffective.
Suction Cups
Pokemon will not be switched when Roar or Whirlwind is used.
Swarm
Multiplies power of Bug Attacks by 1.5 when HP falls below 1/3rd.
Swift Swim
When raining Pokemon's speed will double.
Synchronize
When Pokemon becomes Burn, Paralyzed, or Poison opponents Pokemon will become the same.
Thick Fat
Reduces damage of Fire and Ice-type moves by ½.
Torrent
Multiplies power of Water Attacks by 1.5 when HP falls below 1/3rd.
Trace
Copies Special ability of opponents Pokemon.
Truant
Pokemon cannot attack twice in a row.
Vital Spirit
Pokemon cannot be put to sleep.
Volt Absorb
Pokemon HP rises when Pokemon is attacked by Electric attacks.
Healed by up to 1/4 maximum Hit Points when hit with Electric-type moves.
Water Veil
Pokemon cannot be burned.
White Smoke
Opponent's moves cannot reduce Pokemon stats.
Wonder Guard
All damage ineffective except from super effective hits.

Pokemon Attacks
Name Type Power Hit % PP Description
Absorb Grass 20 100% 20 Restores HP equal to half the damage caused to foe.
Acid Poison 40 100% 30 Has 10% chance of lowering foe’s Defense by 1 level.
Acid Armor Poison --- --- 40 Raises Defense by 2 levels.
Aerial Ace Flying 60 --- 20 Hits fore unavoidably.
Agility Psychic --- --- 30 Raises Pokemon’s Speed by 2 levels
Air Cutter Flying 55 95% 25 High chance for a critical hit.
Amnesia Psychic --- --- 20 Raises Special Defense by 2 levels.
Ancientpower Rock 60 100% 5 Has 10% chance of raising attack, defense, sp. attack, sp. defense, and speed by 1 level.
Arm Thrust Fighting 15 100% 20 Attacks 2-5 turns per turn.
Aromatherapy Grass --- --- 5 Heals all critical conditions of all Pokemon in party.
Assist Normal --- 100% 20 Uses a random move of a Pokemon not in battle.
Astonish Ghost 30 100% 15 Has 30% chance of causing Flinch.
Attract Normal --- 100% 15 Causes foe of opposite gender to become attracted (50% chance can't move each turn.)
Aurora Beam Ice 65 100% 20 Has 10% chance of lowering Foe's attack 1 level.
Barrier Psychic --- --- 30 Raises Defense by 2 levels.
Baton Pass Normal --- --- 40 Can switch Pokemon with another, passing on many status/skill changes.
Belly Drum Normal --- --- 10 Decreases HP by 50% and increases Attack to maximum possible.
Bide Normal --- 100% 10 Doubles damage received while waiting 2 turns and inflicts it on the foe.
Bind Normal 15 75% 20 Damages for 2-5 turns; foe can't escape until completed
Bite Dark 60 100% 25 Has 30% chance of causing flinch.
Blaze Kick Fire 85 90% 10 Has a high chance for a critical hit; 10% chance of causing burn.
Blizzard Ice 120 70% 5 Has 10% chance of causing Freeze.
Block Normal --- 100% 5 Prevents foe from escaping and switching during battles.
Body Slam Normal 85 100% 15 Has 30% chance of causing Paralyze.
Bounce Flying 85 85% 5 Helps Pokemon avoid attack on 1st turn then strike on 2nd; 30% chance of causing Paralyze.
Brick Break Fighting 75 100% 15 Shatters Foe's Reflect and Light Screen protection.
Bubble Water 20 100% 30 Has 10% chance of reducing Foe's speed 1 level.
Bubblebeam Water 65 100% 20 Has 10% chance of reducing Foe's speed 1 level.
Bulk Up Fighting --- --- 20 Raises attack and defense 1 level.
Bullet Seed Grass 10 100% 30 Attacks 2-5 times per turn.
Calm Mind Psychic --- --- 20 Raises Special Attack and Sp. Defense 1 level.
Camouflage Normal --- 100% 20 Changes Pokemon type.
Charge Electric --- 100% 20 Doubles the power of the Electric type move that's next used.
Charm Normal --- 100% 20 Lowers Foe's attack by 2 levels.
Clamp Water 35 75% 10 Damages for 2-5 turns; for can't escape until completed.
Confuse Ray Ghost --- 100% 10 Causes Foe to have Confuse status.
Confusion Psychic 50 100% 25 Has 10% chance of causing foe with Confuse status.
Constrict Normal 10 100% 35 Has 10% chance of lowering foe's speed.
Cosmic Power Psychic --- --- 20 Raises Special Attack and Sp. Defense by 1 level.
Cotton Spore Grass --- 85% 40 Lowers foe's speed 2 levels.
Counter Fighting --- 100% 20 Attacks 2nd, doing x2 physical attack damage that foe did to Pokemon.
Covet Normal 40 100% 40 Takes a Foe's held Item (if any).
Crabhammer Water 90 85% 10 High chance for a critical hit.
Cross Chop Fighting 100 80% 5 High chance for a critical Hit.
Crunch Dark 80 100% 15 Has 20% chance of lowering foe's Special Defense 1 level.
Crush Claw Normal 75 95% 10 Has 50% chance of lowering Foe's Defense 1 level.
Curse ??? --- --- 10 Raises Attack/Defense 1 level but reduces speed 1 level; halves ghost's HP and quarters foe's HP each turn.
Cut Normal 50 95% 30 Cuts down small trees outside of battle.
Defense Curl Normal --- --- 40 Raises Defense 1 level.
Destiny Bond Ghost --- --- 5 Causes for to faint if Pokemon faints.
Detect Fighting --- --- 5 Wards off foe's moves for 1 turn; success falls if used consecutively.
Dig Ground 60 100% 10 Helps Pokemon avoid attack on first turn then strike on 2nd; returns to overworld outside of battle.
Disable Normal --- 55% 20 Disables foe's most recently used move for several turns.
Dive Water 60 100% 10 Helps pokemon avoid attack on 1st turn then strike on 2nd; dives underwater outside of battle.
Dizzy Punch Normal 70 100% 10 Has 20% chance of causing Confuse status.
Double Kick Fighting 30 100% 30 Attacks twice per turn.
Double Team Normal --- --- 15 Raises evasiveness by 1 level.
Double-Edge Normal 120 100% 15 Inflicts Pokemon with 1/3 damage inflicted on for.
Doubleslap Normal 15 85% 10 Attacks 2-5 times per turn.
Dragon Claw Dragon 80 100% 15 No extra effect beyond damaging foe.
Dragon Dance Dragon --- --- 20 Raises Attack and Speed 1 level.
Dragon Rage Dragon --- 100% 10 Causes 40 points of damage regardless of other battle factors.
Dragonbreath Dragon 60 100% 20 Has 30% chance of causing Paralyze condition.
Dream Eater Psychic 100 100% 15 Damages foe and restores own HP equal to 1/2 inflicted damage, if foe has sleep condition.
Drill Peck Flying 80 100% 20 No extra effect beyond damaging foe.
Dynamicpunch Fighting 100 50% 5 Causes foe to have Confuse status.
Earthquake Ground 100 100% 10 Inflicts twice the damage if foe is using dig.
Ember Fire 40 100% 25 has 10% of causing burn.
Encore Normal --- 100% 5 Forces for to repeat most recently used move for 3-6 turns.
Endeavor Normal --- 100% 5 Inflicts damage equal to your foe's HP minus your HP.
Endure Normal 0 0% 10 Keep 1 HP even if foe's next move would cause you to faint; success drops if used repeatedly.
Eruption Fire 150 100% 5 Inflicts less damage if your HP is lower.
Explosion Normal 250 100% 5 Inflicts a massive amount of damage but causes you to faint.
Extrasensory Psychic 80 100% 30 Has 10% chance of causing Flinch.
Extremespeed Normal 80 100% 5 Causes you to move first in turn.
Facade Normal 70 100% 20 Doubles Attack is you have a poison, paralyze, or burn condition.
Faint Attack Dark 60 --- 20 Will always strike for successfully.
Fake Out Normal 40 100% 10 Causes Flinch, but move causes its damage and effect only on the first turn.
Fake Tears Dark --- 100% 20 Lowers foe's Special Defense 2 levels.
False Swipe Normal 40 100% 40 Leaves foe with 1 HP even if move would cause foe to faint.
Fire Blast Fire 120 85% 5 Has 10% chance of causing burn.
Fire Punch Fire 75 100% 15 Has 10% chance of causing burn.
Fire Spin Fire 15 70% 15 Damages for for 2-5 turns; for can't escape until completed.
Fissure Ground --- 30% 5 Causes foe to faint.
Flail Normal --- 100% 15 Inflicts higher damage if your HP is lower.
Flamethrower Fire 95 100% 15 Has 10% chance of causing burn.
Flash Normal --- 70% 20 Lowers Foe's accuracy 1 level; lights up dark caves outside of battles.
Flatter Dark --- 100% 15 Causes foe to become confused and raises for Special Attack 1 level.
Fly Flying 70 95% 15 Helps Pokemon avoid attack on first turn then strike on 2nd; can fly to towns previously visited.
Focus Energy Normal --- --- 30 Has a high chance for a critical hit.
Focus Punch Fighting 150 100% 20 Causes you to move last in turn and flinch if foe's move connects.
Foresight Normal --- 100% 40 Returns foe's evasiveness to normal; exposes Ghost types to Normal and Fighting type attacks.
Frustration Normal --- 100% 20 Inflicts higher damage if your Pokemon likes its trainer less.
Fury Attack Normal 15 85% 20 Attacks 2-5 times per turn.
Fury Cutter Bug 10 95% 20 Doubles damage from Fury Cutter's use in previous turn (if hit foe).
Fury Swipes Normal 18 80% 15 Attacks 2-5 times per turn.
Future Sight Psychic 80 90% 15 Waits 2 turns then inflicts damage on Foe on third turn.
Giga Drain Grass 60 100% 5 Damages foe and restores own HP equal to 1/2 damage inflicted.
Glare Normal --- 75% 30 Causes Paralyze condition.
Grasswhistle Grass --- 55% 15 Causes Sleep Condition.
Growl Normal --- 100% 40 Lowers foe's defense by 1 level.
Growth Normal --- --- 40 Raises Special Attack 1 level.
Grudge Ghost --- 100% 5 Eliminates all PP from move that causes you to faint in battle.
Guillotine Normal --- 30% 5 Causes foe to faint; the lower the foe's level is than yours, the better accuracy comes; can't hit higher.
Gust Flying 40 100% 35 Inflicts double damage is foe is using Fly.
Hail Ice --- --- 10 Changes weather to hail which damages non-ice types foes for 5 turns.
Harden Normal --- --- 30 Raises Defense 1 level.
Haze Ice --- --- 30 Returns your and your foes stats to normal.
Headbutt Normal 70 100% 15 Has 30% chance of causing flinching.
Heal Bell Normal --- --- 5 Heals all critical conditions in all pokemon in party.
Heat Wave Fire 100 90% 10 Has 10% chance of causing burn.
Helping Hand Normal --- 100% 20 Raises power of partner's move in 2 on 2 battles.
Hi Jump Kick Fighting 85 90% 20 Inflicts 1/4 damage if attack doesn't strike foe.
Hidden Power Normal --- 100% 15 Has type and effect that vary with the Pokemon using it.
Horn Attack Normal 65 100% 25 No extra effect beyond damaging foe.
Horn Drill Normal --- 30% 5 Causes foe to faint.
Howl Normal --- --- 40 Raises attack 1 level.
Hydro Pump Water 120 80% 5 No extra effect beyond damaging foe.
Hyper Beam Normal 150 90% 5 Causes massive destruction but forfeits next move.
Hyper Voice Normal 90 100% 10 No extra effect beyond damaging foe.
Hypnosis Psychic --- 60% 20 Causes Sleep condition.
Ice Ball Ice 30 90% 20 Repeats 5 turns unless misses; damage more each turn; x2 damage after using defense curl.
Ice Beam Ice 95 100% 10 Has 10% chance of causing freeze.
Ice Punch Ice 75 100% 15 Has 10% chance of causing freeze.
Icy Wind Ice 55 95% 15 Lowers foe's speed by 2 levels.
Imprison Psychic --- 100% 10 Prevents for from using the four moves the Pokemon knows.
Ingrain Grass --- 100% 20 Restores HP each turn but Pokemon can't switch out.
Iron Defense Steel --- --- 15 Raises defense 2 levels.
Iron Tail Steel 100 75% 15 Has 30% chance of lowering foe's defense 1 level.
Karate Chop Fighting 50 100% 25 Has a high chance for a critical hit.
Kinesis Psychic --- 80% 15 Lowers foe's accuracy 1 level.
Knock Off Dark 20 100% 20 Takes a foe's held item and returns it when battle ends.
Leaf Blade Grass 70 100% 15 Has a high chance for a critical hit.
Leech Life Bug 20 100% 15 Damages for and restores own HP equal to 1/2 inflicted damage.
Leech Seed Grass --- 90% 10 Siphons foe's HP into your HP every turn; effect persists if you switch out.
Leer Normal --- 100% 30 Lowers foe's defense 1 level.
Lick Ghost 20 100% 30 Has 30% of causing Paralyze.
Light Screen Psychic --- 0% 30 Halves damage from foe's special attack for 5 turns.
Lock-On Normal --- 100% 5 Causes next move to always hit successfully.
Low Kick Fighting --- 100% 20 Inflicts higher damage if your foe's weight is heavier.
Luster Purge Psychic 70 100% 5 Has 50% chance of lowering foe's SP defense1 level.
Mach Punch Fighting 40 100% 30 Causes you to move first in turn.
Magic Coat Psychic --- 100% 15 Reflects Leech Seed and moves that cause Poison, Paralyze, Sleep, and Confuse back at attacker.
Magical Leaf Grass 60 --- 20 Will always strike foe successfully.
Magnitude Ground --- 100% 30 Bases damage based on random power.
Mean Look Normal --- 100% 5 Prevents foe from escaping or switching while you remain on the field.
Meditate Psychic --- --- 40 Raises attack by 1 level.
Mega Drain Grass 40 100% 10 Damages foe and restores own HP equal to 1/2 inflicted damage.
Memento Dark --- 100% 10 Lowers foe's Attack and Sp. Attack 2 levels if you faint in battle.
Metal Claw Steel 50 95% 35 Has 10% chance of raising Attack 1 level.
Metal Sound Steel --- 85% 40 Lowers foe's Sp. Defense 2 levels.
Meteor Mash Steel 100 85% 10 Has 20% chance of raising Attack 1 level.
Mimic Normal --- 100% 10 Uses same move as foe; works only if foe moves first.
Mind Reader Normal --- 100% 5 Causes next move to always hit successfully.
Minimize Normal --- --- 20 Raises Evasiveness 1 level.
Mirror Coat Psychic --- 100% 20 Attacks 2nd, doing x2 special attack damage that foe did do to Pokemon.
Mirror Move Flying --- --- 20 Uses same move that foe used.
Mist Ice --- --- 30 Prevents stat reduction.
Mist Ball Psychic 70 100% 5 Has 50% chance of lowering Foe's Sp.Attack.
Moonlight Normal --- --- 5 Restores HP based on weather.
Morning Sun Normal --- --- 5 Restores HP based on weather.
Mud Shot Ground 55 95% 15 Lowers Foe's speed 1 level.
Mud Sport Ground --- 100% 15 Lowers power of all electric types while Pokemon is on field.
Muddy Water Water 95 85% 10 Has 30% chance of lowering foe's accuracy 1 level.
Mud-Slap Ground 20 100% 10 Lowers Foe's accuracy 1 level.
Nature Power Normal --- 95% 20 Changes to a different move based on terrain Pokemon is in.
Needle Arm Grass 60 100% 15 Has 30% of causing Flinch.
Night Shade Ghost --- 100% 15 Causes damage equal to Pokemon's level regardless of other battle factors.
Odor Sleuth Normal --- 100% 40 Returns Foe's evasiveness to normal; exposes Ghost type to Normal Type moves.
Outrage Dragon 90 100% 15 Repeats 2-3 turns; user will get confused status when attack is completed.
Overheat Fire 140 90% 5 Causes massive destruction but lowers your Sp. Attack 2 levels.
Peck Flying 35 100% 35 No extra effect beyond damaging Foe.
Perish Song Normal --- --- 5 Causes all Pokémon out to faint after three turns.
Petal Dance Grass 70 100% 20 Repeats 2-3 turns; user will get confuse status when attack is completed.
Pin Missile Bug 14 85% 20 Attacks 2-5 times per turn.
Poison Fang Poison 50 100% 15 Has 30% chance of causing Poison.
Poison Gas Poison --- 55% 40 Causes Poison condition.
Poison Sting Poison 15 100% 35 Has 30% chance of causing Poison.
Poison Tail Poison 50 100% 25 Bases damages on random power; 10% chance of causing Poison.
Poisonpowder Poison --- 75% 35 Causes Poison condition; amount of Poison damage increases each turn.
Pound Normal 40 100% 35 No extra effect beyond damaging Foe.
Powder Snow Ice 40 100% 25 Has 10% chance of causing freezing.
Protect Normal --- --- 10 Wards off Foe's moves for 1 turn, success falls if used consecutively.
Psybeam Psychic 65 100% 20 Has 10% chance of causing Confuse status.
Psych Up Normal --- --- 10 Duplicates foe's stat modifications.
Psychic Psychic 90 100% 10 Has 10% chance of lowering Foe's defense 1 level.
Psywave Psychic --- 80% 15 Bases damage on random multiplier (.5 to 1.5) times your level.
Pursuit Dark 40 100% 20 Inflicts double damage if foe is withdrawn during battle.
Quick Attack Normal 40 100% 30 Causes you to move first in turn.
Rage Normal 20 100% 20 Increases damage for next use if you are hit and use it consecutively.
Rain Dance Water --- --- 5 Changes weather to rain for 5 turns, which raises power of water type and electric type moves.
Rapid Spin Normal 20 100% 40 Frees you from foe's bind, wrap, leech seed, and spikes.
Razor Leaf Grass 55 95% 25 Has a high chance for a critical hit.
Razor Wind Normal 80 100% 10 Prepares attack on 1st turn and then attempts strike on 2nd; high chance for a critical hit.
Recover Normal --- --- 20 Restores half of Pokemon maximum HP.
Reflect Psychic --- --- 20 Halves physical attack damage to your team for 5 turns.
Refresh Normal --- 100% 20 Heals poison, Paralyze, and Burn conditions.
Rest Psychic --- --- 10 Restores all HP, then puts user to sleep for next 2 turns.
Return Normal --- 100% 20 Inflicts higher damage if your pokemon likes you more.
Revenge Fighting 60 100% 10 Increases damage for next use if pokemon is hit.
Reversal Fighting --- 100% 15 Inflicts higher damage if your HP is lower.
Roar Normal --- 100% 20 Ends battle with wild Pokemon; forces random foe switch in Trainer Battle.
Rock Blast Rock 25 80% 10 Attacks 2-5 times per turn.
Rock Slide Rock 75 90% 10 Causes Foe to flinch.
Rock Smash Fighting 20 100% 15 Has 50% Chance of lowering foe's defense by 1 level; smashes rocks in Overworld.
Rock Throw Rock 50 90% 15 No extra effect beyond damaging Foe.
Rock Tomb Rock 50 80% 10 Lowers Foe's Speed 1 level.
Role Play Psychic --- 100% 10 Copies foe's ability.
Rollout Rock 30 90% 20 Repeats 5 turns unless misses; damages more each turn; x2 damage after using Defense Curl.
Safeguard Normal --- --- 25 Prevents stat reductions to team for 5 turns.
Sand Tomb Ground 15 70% 15 Damages foe for 2-5 turns; foe can't escape until completed.
Sand-Attack Ground --- 100% 15 Lowers Foe's Accuracy 1 Level.
Sandstorm Rock --- --- 10 Changes weather to sandstorm for 5 turns, which damages all but Rock, Steel, and Ground Types.
Scary Face Normal --- 90% 10 Lowers Foe's Defense two levels.
Scratch Normal 40 100% 35 No extra effect beyond damaging Foe.
Screech Normal --- 85% 40 Lowers Foe's Defense 2 levels.
Secret Power Normal 70 100% 20 Has 30% Chance of a 2nd effect based on terrain you're in; makes Secret Base in Overworld.
Seismic Toss Fighting --- 100% 20 Causes damage equal to your level regardless of other battle factors.
Selfdestruct Normal 200 100% 5 Inflicts a massive amount of damage but causes the user to faint.
Shadow Ball Ghost 80 100% 15 Has 20% chance of lowering foe's Special Defense 1 level.
Shadow Punch Ghost 60 --- 20 Will always strike Foe successfully.
Sheer Cold Ice --- 30% 5 Causes Foe to faint; the lower foe's level is than yours, the better Accuracy becomes; can't hit higher.
Shock Wave Electric 60 0% 20 Will always strike For Successfully.
Signal Beam Bug 75 100% 15 Has 10% Chance of causing Confuse Status.
Silver Wind Bug 60 100% 5 Has 10% Chance of raising Attack, Defense, Special Attack, Special Defense, and Speed one level.
Sing Normal --- 55% 15 Causes Sleep Condition.
Skill Swap Psychic --- 100% 10 Switches abilities with Foe.
Skull Bash Normal 100 100% 15 Raises defense 1 level; prepares attack on 1st turn then attempts strike on second.
Sky Attack Flying 140 90% 5 Prepares attack on 1st turn then attempts strike on second turn; has a 30% chance of causing Flinch
Sky Uppercut Fighting 85 90% 15 Damages Flying-Type Pokemon more easily.
Slack Off Normal --- 100% 10 Restores half of your maximum HP.
Slam Normal 80 75% 20 No extra effect beyond damaging Foe.
Slash Normal 70 100% 20 Has a high chance for a critical hit.
Sleep Powder Grass --- 75% 15 Causes Sleep Condition.
Sleep Talk Normal --- --- 10 Protects oneself by using moves randomly, if you have Sleep Condition.
Sludge Poison 65 100% 20 Has 30% Chance of causing Poison.
Sludge Bomb Poison 90 100% 10 Has 30% Chance of causing Poison.
Smelling Salt Normal 60 100% 10 Inflicts double damage on foes with Paralyze, and then cures for of Paralyze.
Smog Poison 20 70% 20 Has 40% chance of causing Poison.
Smokescreen Normal --- 100% 20 Lowers foe's accuracy by 1 level.
Snatch Dark --- 100% 10 Steals and uses special effect (if any) from foe's move.
Snore Normal 40 100% 15 Damages foe and has 30% chance of causing Flinch, if you have sleep condition.
Solarbeam Grass 120 100% 10 Prepares attack on first turn then attempts strike on second; no wait if Sunny Day weather; less powerful in Rain.
Sonicboom Normal --- 90% 20 Causes 20 points of damage regardless of other battle factors.
Spark Electric 65 100% 20 Has 30% Chance of causing Paralyze.
Spike Cannon Normal 20 100% 15 Attacks 2-5 times per Turn.
Spikes Ground --- --- 20 Damages Foe that switches in; effect persists until battle is over; use again to increase damage.
Spit Up Normal 100 100% 10 Inflicts Damage by amount fueled by Stockpile Power.
Spite Ghost 0 100% 10 Lowers PP of Foe's last move 2 to 5 points.
Splash Normal --- --- 40 Inflicts no damage and has no effect.
Spore Grass --- 100% 15 Causes Sleep Condition.
Steel Wing Steel 70 90% 25 Has 10% Chance of raising Defense 1 level.
Stockpile Normal --- --- 10 Stores Power used to fuel Spit Up and Swallow; can use move 3 times.
Stomp Normal 65 100% 20 Has 30% Chance of causing Flinch.
Strength Normal 80 100% 15 No extra effect beyond damaging foe; shoves boulders on overworld.
String Shot Bug --- 95% 40 Lowers Foe's Speed 1 level.
Struggle Normal 50 100% --- Damages For but inflicts you with ¼ damage; move opens to all that lose all PP for all moves.
Stun Spore Grass --- 75% 30 Causes Paralyze condition.
Submission Fighting 80 80% 25 Damages foe but inflicts you with ¼ damage.
Substitute Normal --- --- 10 Creates a battle decoy from 1.4 of your maximum HP.
Sunny Day Fire --- --- 5 Changes weather to Sunny for 5 turns, which raises power of Fire-Type moves
Superpower Fighting 120 100% 5 Inflicts a massive amount of damage but lowers your Attack and Defense 1 Level.
Supersonic Normal --- 55% 20 Causes Foe to have Confuse Status.
Surf Water 95 100% 15 No Extra Effect beyond damaging Foe; allows to Travel Across Water.
Swagger Normal --- 90% 15 Causes Foe to have confuse status and causes it to hurt itself worse by raising it's Attack 2 Levels.
Swallow Normal --- --- 10 Restores HP by amount fueled by Stockpile Power.
Sweet Kiss Normal --- 75% 10 Causes Foe to have Confuse Status.
Sweet Scent Normal --- 100% 20 Lowers Foe's evasiveness 1 level; draws wild Pokemon into the open in overworld.
Swift Normal 60 --- 20 Will always strike Foe successfully.
Swords Dance Normal --- --- 30 Raises Attack 2 levels.
Synthesis Grass --- --- 5 Restores HP based on Weather (sunny day= 2/3; normal= 1/2; rain, sandstorm, or hail= 1/4).
Tackle Normal 35 95% 35 No extra effect beyond damaging Foe.
Tail Glow Bug 0 100% 20 Raises Special Attack 1 Level.
Tail Whip Normal 0 100% 30 Lowers Foe's defense 1 level.
Take Down Normal 90 85% 20 Damages Foe but inflicts you with ¼ damage/
Taunt Dark --- 100% 20 Forces foe to use Attack (not defensive) moves for current and next turn.
Teeter Dance Normal --- 100% 20 Causes all Pokemon on field except you to have confuse status.
Teleport Psychic --- --- 20 Ends battle with wild Pokemon; teleports you to last visited Pokemon Center in overworld.
Thief Dark 40 100% 10 Takes Foe's held Item (if any).
Thrash Normal 90 100% 20 Repeats 2-3 Turns; you’ll get Confuse status when attacks are completed.
Thunder Electric 120 70% 10 Has 100% Accuracy in Rain and 50% Accuracy in Sunny; has 30% Chance of causing paralyze.
Thunder Wave Electric --- 100% 20 Causes Paralyze condition.
Thunderbolt Electric 95 100% 15 Has 10% Chance of causing paralyze.
Thunderpunch Electric 75 100% 15 Has 10% Chance of causing Paralyze.
Thundershock Electric 40 100% 30 Has 10% Chance of causing Paralyze.
Tickle Normal --- 100% 20 Lowers Foe's Attack and Defense 1 Level.
Torment Dark --- 100% 15 Prevents Foe from using the same move twice in a row.
Toxic Poison --- 85% 10 Causes Poison Condition; amount of poison damage increases each turn.
Tri Attack Normal 80 100% 10 Has 30% Chance of causing one random condition: Freeze, Burn, Paralyze.
Trick Psychic --- 100% 10 Switches Foe's held item with yours.
Twister Dragon 40 100% 20 Has 20% Chance of causing Flinch; inflicts double damage if Foe is using Fly.
Uproar Normal 50 100% 10 Repeats 2-5 turns; no pokemon can inflict a Sleep Condition during the uproar.
Vicegrip Normal 55 100% 30 No extra effect beyond damaging Foe.
Vital Throw Fighting 70 100% 10 Causes you to strike 2nd but move will always strike Foe successfully.
Water Gun Water 40 100% 25 No Extra effect Beyond Damaging Foe.
Water Pulse Water 60 100% 20 Has 20% Chance of causing Confuse.
Water Sport Water --- 100% 15 Lowers power of all Fire-Type Attacks while Pokemon is on Field.
Water Spout Water 150 100% 5 Inflicts less damage if your HP is weaker.
Waterfall Water 80 100% 15 No extra effect beyond damaging Foe; enables you to climb waterfalls.
Weather Ball Normal 50 100% 10 Doubles Damages for move types in specific weather (sunny=fire; rain=water; sandstorm=rock).
Whirlpool Water 15 70% 15 Damages foe 2-5 Turns; Foe can't escape until completed.
Whirlwind Normal --- 100% 20 Ends battle with wild Pokemon; forces random foe switch in Trainer Battles.
Will-O-Wisp Fire --- 75% 15 Causes Burn Condition.
Wing Attack Flying 60 100% 35 No extra effect beyond damaging Foe.
Wish Normal --- 100% 10 Restores half of max HP on next turn; effects transfers if you switch pokemon for next turn.
Wrap Normal 15 85% 20 Damages Foe for 2-5 turns; foe can't escape until completed.
Yawn Normal --- 100% 10 Causes Foe to get Sleep condition on next turn.
Zap Cannon Electric 100 50% 5 Has 30% Chance of causing Paralyze.



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