Moves

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The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
Level
0
Power
0
Accuracy
1%
PP
5
The user takes revenge for a fainted ally. This move's power is boosted if an ally fainted in the previous turn.
Level
0
Power
70
Accuracy
100%
PP
5
This move can’t be used. It’s recommended that this move is forgotten. Once forgotten, this move can’t be remembered.
Level
0
Power
0
Accuracy
100%
PP
20
The user attacks the target by dancing with all its might. This move becomes the same type as the user's type.
Level
0
Power
90
Accuracy
100%
PP
15
This attack move’s power is doubled if the user has been hurt by the opponent in the same turn.
Level
0
Power
60
Accuracy
100%
PP
10
An all-out attack that becomes more powerful the less HP the user has.
Level
0
Power
0
Accuracy
100%
PP
15
The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP.
Level
0
Power
0
Accuracy
1%
PP
1
The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain.
Level
0
Power
70
Accuracy
100%
PP
20
The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
Level
0
Power
0
Accuracy
1%
PP
20
The user blasts the target with power that distorts even time. The user can't move on the next turn.
Level
0
Power
150
Accuracy
90%
PP
5
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