Gen Move Category Contest Power Accuracy PP Range Description I Agility Status Cool % 30 (max 48)
     
     
Self
The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. V Ally Switch Status Clever % 15 (max 24)
     
     
Self
The user teleports using a strange power and switches places with one of its allies.This move's chance of failing rises if it is used in succession.* I Amnesia Status Cute % 20 (max 32)
     
     
Self
The user temporarily empties its mind to forget its concerns. This sharply boosts the user's Sp. Def stat. I Barrier Status Cool % 20 (max 32)
     
     
Self
The user throws up a sturdy wall that sharply raises its Defense stat. III Calm Mind Status Clever % 20 (max 32)
     
     
Self
The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats. I Confusion Special Clever 50 100% 25 (max 40)
     
     
Normal
The target is hit with a weak telekinetic force to inflict damage. This may also confuse the target. III Cosmic Power Status Beautiful % 20 (max 32)
     
     
Self
The user absorbs a mystical power from space to boost its Defense and Sp. Def stats. I Dream Eater Special Clever 100 100% 15 (max 24)
     
     
Normal
The user eats the dreams of a sleeping target. The user's HP is restored by up to half the damage taken by the target. VIII Eerie Spell Special 80 100% 5 (max 8)
     
     
Normal
The user attacks with its tremendous psychic power. This also drains 3 PP from the move last used by the target. VIII Esper Wing Special 80 100% 10 (max 16)
     
     
Normal
The user slashes the target with aura-enriched wings. This also boosts the user's Speed stat. This move has a heightened chance of landing a critical hit. VIII Expanding Force Special 80 100% 20 (max 32)
     
     
Normal
The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon. III Extrasensory Special Cool 80 100% 20 (max 32)
     
     
Normal
The user attacks with an odd, unseeable power. This may also make the target flinch. VIII Freezing Glare Special 90 100% 10 (max 16)
     
     
Normal
The user shoots its psychic power from its eyes to attack. This may also leave the target frozen. II Future Sight Special Clever 120 100% 10 (max 16)
     
     
Normal
Two turns after this move is used, a hunk of psychic energy attacks the target. VII Genesis Supernova Special 185 % 1 (max 1)
     
     
Normal
After obtaining Z-Power, the user, Mew, attacks the target with full force. The terrain will be charged with psychic energy. VII Glitzy Glow Special 80 95% 15 (max 24)
     
     
Normal
The user bombards the target with telekinetic force. A wondrous wall of light is put up to weaken the power of the opposing Pokémon’s special moves. VIII G-Max Gravitas Physical % 3 (max 4)
     
     
1 Other
A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns. VIII G-Max Gravitas Special % 3 (max 4)
     
     
1 Other
A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns. IV Gravity Status Clever % 5 (max 8)
     
     
Both Sides
Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used. V Guard Split Status Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. IV Guard Swap Status Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. IV Heal Block Status Clever 100% 15 (max 24)
     
     
Many Others
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. V Heal Pulse Status Beautiful % 10 (max 16)
     
     
Normal (long-range)
The user emits a healing pulse that restores the target's HP by up to half of its max HP. IV Healing Wish Status Beautiful % 10 (max 16)
     
     
Self
The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. V Heart Stamp Physical Cute 60 100% 25 (max 40)
     
     
Normal
The user unleashes a vicious blow after its cute act makes the target less wary. This may also make the target flinch. IV Heart Swap Status Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to switch stat changes with the target. VI Hyperspace Hole Special Clever 80 % 5 (max 8)
     
     
Normal
Using a hyperspace hole, the user appears right next to the target and strikes. This attack can hit a target using a move such as Protect or Detect. I Hypnosis Status Clever 60% 20 (max 32)
     
     
Normal
The user employs hypnotic suggestion to make the target fall asleep. III Imprison Status Clever % 10 (max 16)
     
     
Self
If opposing Pokémon know any move also known by the user, they are prevented from using it. VII Instruct Status % 15 (max 24)
     
     
Normal
The user instructs the target to reuse the move last used by the target. I Kinesis Status Clever 80% 15 (max 24)
     
     
Normal
The user distracts the target by bending a spoon. This lowers the target's accuracy. I Light Screen Status Beautiful % 30 (max 48)
     
     
Your Side
A wondrous wall of light is put up to reduce damage from special moves for five turns. VII Light That Burns the Sky Special 200 % 1 (max 1)
     
     
Normal
This attack inflicts Attack or Sp. Atk damage—whichever stat is higher for the user, Necrozma. This move ignores the target’s Ability. IX Lumina Crash Special 80 100% 10 (max 16)
     
     
Normal
The user attacks by unleashing a peculiar light that even affects the mind. This also harshly lowers the target's Sp. Def stat. IV Lunar Dance Status Beautiful % 10 (max 16)
     
     
Self
The user faints. In return, the Pokémon taking its place will have its HP and PP restored and its status conditions cured. VIII Lunar Blessing Status % 5 (max 8)
     
     
All Allies (Except Self)
The user receives a blessing from the crescent moon, restoring HP and curing status conditions for itself and its ally Pokémon currently in the battle. III Luster Purge Special Clever 95 100% 5 (max 8)
     
     
Normal
The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat. III Magic Coat Status Beautiful % 15 (max 24)
     
     
Self
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves. VIII Magic Powder Status 100% 20 (max 32)
     
     
Normal
The user scatters a cloud of magic powder that changes the target's type to Psychic. V Magic Room Status Clever % 10 (max 16)
     
     
Both Sides
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. VIII Max Mindstorm Physical % 3 (max 4)
     
     
1 Other
This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. VIII Max Mindstorm Special % 3 (max 4)
     
     
1 Other
This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. I Meditate Status Beautiful % 40 (max 64)
     
     
Self
The user meditates to awaken the power deep within its body and raise its Attack stat. IV Miracle Eye Status Clever % 40 (max 64)
     
     
Normal
Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit. II Mirror Coat Special Beautiful 100% 20 (max 32)
     
     
Varies
A retaliatory attack that counters any special move, inflicting double the damage taken. III Mist Ball Special Clever 95 100% 5 (max 8)
     
     
Normal
A mist-like flurry of down envelops and damages the target. This may also lower the target's Sp. Atk stat. VIII Mystical Power Special 70 90% 10 (max 16)
     
     
Normal
The user attacks by emitting a mysterious power. This also boosts the user’s Sp. Atk stat. VII Photon Geyser Special 100 100% 5 (max 8)
     
     
Normal
The user attacks the target with a pillar of light. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. V Power Split Status Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. IV Power Swap Status Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. IV Power Trick Status Clever % 10 (max 16)
     
     
Self
The user employs its psychic power to switch its Attack stat with its Defense stat. VII Prismatic Laser Special 160 100% 10 (max 16)
     
     
Normal
The user shoots powerful lasers using the power of a prism. The user can't move on the next turn. I Psybeam Special Beautiful 65 100% 20 (max 32)
     
     
Normal
The target is attacked with a peculiar ray. This may also confuse the target. IX Psyblade Physical 80 100% 15 (max 24)
     
     
Normal
The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain. I Psychic Special Clever 90 100% 10 (max 16)
     
     
Normal
The target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat. VII Psychic Fangs Physical 85 100% 10 (max 16)
     
     
Normal
The user attacks by biting the target with its psychic capabilities. This move can also break barriers, such as Light Screen and Reflect. IX Psychic Noise Special 75 100% 10 (max 16)
     
     
Normal
The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items. VII Psychic Terrain Status % 10 (max 16)
     
     
Both Sides
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. III Psycho Boost Special Clever 140 90% 5 (max 8)
     
     
Normal
The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat. IV Psycho Cut Physical Cool 70 100% 20 (max 32)
     
     
Normal
The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit. IV Psycho Shift Status Clever 100% 10 (max 16)
     
     
Normal
Using its psychic power of suggestion, the user transfers its status conditions to the target. V Psyshock Special Beautiful 80 100% 10 (max 16)
     
     
Normal
The user materializes an odd psychic wave to attack the target. This move deals physical damage. VIII Psyshield Bash Physical 70 90% 10 (max 16)
     
     
Normal
Cloaking itself in psychic energy, the user slams into the target. This also boosts the user’s Defense stat. V Psystrike Special Cool 100 100% 10 (max 16)
     
     
Normal
The user materializes an odd psychic wave to attack the target. This move deals physical damage. I Psywave Special Clever 100% 15 (max 24)
     
     
Normal
The target is attacked with an odd psychic wave. The attack varies in intensity. I Reflect Status Clever % 20 (max 32)
     
     
Your Side
A wondrous wall of light is put up to reduce damage from physical moves for five turns. I Rest Status Cute % 5 (max 8)
     
     
Self
The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. III Role Play Status Cute % 10 (max 16)
     
     
Normal
The user mimics the target completely, copying the target's Ability. VII Shattered Psyche Physical % 1 (max 1)
     
     
Normal
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move. VII Shattered Psyche Special % 1 (max 1)
     
     
Normal
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move. III Skill Swap Status Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to exchange Abilities with the target. VII Speed Swap Status % 10 (max 16)
     
     
Normal
The user exchanges Speed stats with the target. V Stored Power Special Clever 20 100% 10 (max 16)
     
     
Normal
The user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power. V Synchronoise Special Clever 120 100% 10 (max 16)
     
     
All Others
Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it. VIII Take Heart Status % 10 (max 16)
     
     
Self
The user lifts its spirits, curing its own status conditions and boosting its Sp. Atk and Sp. Def stats. V Telekinesis Status Clever % 15 (max 24)
     
     
Normal
The user makes the target float with its psychic power. The target is easier to hit for three turns. I Teleport Status Cool % 20 (max 32)
     
     
Self
The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees. III Trick Status Clever 100% 10 (max 16)
     
     
Normal
The user catches the target off guard and swaps the target's held item with its own. IV Trick Room Status Clever % 5 (max 8)
     
     
Both Sides
The user creates a bizarre area in which slower Pokémon get to move first for five turns. IX Twin Beam Special 40 100% 10 (max 16)
     
     
Normal
The user shoots mystical beams from its eyes to inflict damage. The target is hit twice in a row. V Wonder Room Status Clever % 10 (max 16)
     
     
Both Sides
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. IV Zen Headbutt Physical Clever 80 90% 15 (max 24)
     
     
Normal
The user focuses its willpower to its head and attacks the target. This may also make the target flinch. 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.