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151 - Mew

  Type Ability

(1) Synchronize
(2) Magic Guard
(HA) Magic Bounce

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATKDEFSPASPDSPEBST
100100100100100100600

Wild Hold Items

  • 50%: Lum Berry
  • 5%: Lum Berry

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
1 Hypnosis None 60 20 Priority: 0. Puts the target to sleep.
1 Cosmic Power None None 20 Priority: 0. Raises the user's Defense and Special Defense by one stage.
1 Dragon Dance None None 20 Priority: 0. Raises the user's Attack and Speed by one stage each.
1 Soft-Boiled None None 10 Priority: 0. Heals the user for half its max HP.
1 Spikes None None 20 Priority: 0. Scatters spikes around the opposing field, which damage opposing Pokémon that enter the field for 1/8 of their max HP. Pokémon immune to ground moves are immune to this damage, except during gravity. Up to three layers of spikes may be laid down, adding 1/16 to the damage done: two layers of spikes damage for 3/16 max HP, and three layers damage for 1/4 max HP.
1 Toxic Spikes None None 20 Priority: 0. Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to ground moves are affected during gravity.

If a poison Pokémon not immune to ground moves enters a field covered with poisoned spikes, the spikes are removed.

rapid spin will remove this effect from its user's side of the field. defog will remove this effect from its target's side of the field.

This move does not trigger synchronize, unless the Pokémon with synchronize was forced to enter the field by another effect such as roar.

Pokémon entering the field due to baton pass are not affected by this effect.
1 Pound 40 100 35 Priority: 0. Inflicts regular damage.
1 Transform None None 10 Priority: 0. User copies the target's species, weight, type, ability, calculated stats (except HP), and moves. Copied moves will all have 5 PP remaining. IVs are copied for the purposes of hidden power, but stats are not recalculated.

choice band, choice scarf, and choice specs stay in effect, and the user must select a new move.

This move cannot be copied by mirror move, nor forced by encore.
5 Metronome None None 10 Priority: 0. Selects any move at random and uses it. Moves the user already knows are not eligible. See other resources for list of callable moves.
10 Stored Power 20 100 10 Priority: 0. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×.
15 Reflect Type None None 15 Priority: 0. User's type changes to match the target's.
20 Barrier None None 20 Priority: 0. Raises the user's Defense by two stages.
25 Baton Pass None None 40 Priority: 0. User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon.

The following move effects are passed:

aqua ring
both the user's and target's effect of block, mean look, and spider web
the curse effect of curse
embargo
focus energy or an activated lansat berry
gastro acid
ingrain
being sapped by leech seed
being targeted by lock on or mind reader
magnet rise
perish song's counter
power trick
* substitute; the doll's HP is unchanged

The replacement Pokémon does not trigger effects that respond to Pokémon switching in.
30 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
35 Psychic 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
40 Ancient Power 60 100 5 Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
45 Nasty Plot None None 20 Priority: 0. Raises the user's Special Attack by two stages.
50 Close Combat 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM1 Hone Claws None None 15 Priority: 0. Raises the user's Attack and accuracy by one stage.
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
TM12 Taunt None 100 20 Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM16 Light Screen None None 30 Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM19 Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
TM2 Dragon Claw 85 100 10 Priority: 0. High Critical Ratio
TM20 Tri Attack 80 100 10 Priority: 0. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM22 Solar Beam 120 100 10 Priority: 0. User charges for one turn before attacking.
TM23 Smack Down 50 100 15 Priority: 0. Removes the target's immunity to ground-type damage. This effect removes any existing Ground immunity due to levitate, magnet rise, or telekinesis, and causes the target's flying type to be ignored when it takes Ground damage.

If the target isn't immune to Ground damage, this move will fail.

This move can hit Pokémon under the effect of bounce, fly, or sky drop, and ends the effect of Bounce or Fly.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
TM25 Thunder 110 70 5 Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM26 Earthquake 100 100 10 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM29 Psychic 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM3 Psyshock 80 100 10 Priority: 0. Damage calculation always uses the target's Defense, regardless of this move's damage class.
TM30 Shadow Ball 80 100 10 Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM31 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM32 Dazzling Gleam 80 100 10 Priority: 0. Inflicts regular damage.
TM33 Reflect None None 20 Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3.
TM34 Sludge Wave 95 100 10 Priority: 0. Has a 10% chance to poison the target.
TM35 Flamethrower 90 100 10 Priority: 0. Has a 10% chance to burn the target.
TM36 Sludge Bomb 90 100 10 Priority: 0. Has a 30% chance to poison the target.
TM37 Sandstorm None None 10 Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect.
TM38 Fire Blast 110 85 5 Priority: 0. Has a 10% chance to burn the target.
TM39 Rock Tomb 60 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM4 Calm Mind None None 10 Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
TM40 Aerial Ace 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
TM41 Infestation 20 100 20 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM43 Flame Charge 60 100 20 Priority: 0. Raises the user's Speed by one stage.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45 Power-Up Punch 50 100 20 Priority: 0. Raises the user's Attack by one stage.
TM46 Aura Sphere 90 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
TM47 Low Sweep 65 100 20 Priority: 0. Lowers the target's Speed by one stage.
TM48 Mystical Fire 75 100 10 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
TM49 Echoed Voice 50 100 15 Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200.
TM5 Roar None None 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM50 Overheat 130 90 5 Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages.
TM51 Wave Crash 110 100 5 Priority: 0. Damages user 1/3 recoil damage
TM52 Focus Blast 120 70 5 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM53 Energy Ball 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM54 False Swipe 40 100 30 Priority: 0. Will not reduce the target's HP below 1.
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM56 Weather Ball 50 100 10 Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
TM57 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM58 Hurricane 110 80 5 Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
TM59 Incinerate 60 100 15 Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM60 Quash None 100 15 Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
TM61 Will-O-Wisp None 85 15 Priority: 0. Burns the target.
TM62 Acrobatics 55 100 15 Priority: 0. If the user has no held item, this move has double power.
TM63 Brutal Swing 60 100 20 Priority: 0. Inflicts regular damage.
TM64 Explosion 250 100 5 Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM65 Shadow Claw 70 100 90 Priority: 0. User's critical hit rate is one level higher when using this move.
TM66 Power Gem 90 100 10 Priority: 0. 10% chance to drop opponents Sp. Def by one stage
TM67 Retaliate 70 100 5 Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM69 Rock Polish None None 20 Priority: 0. Raises the user's Speed by two stages.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM71 Stone Edge 100 80 5 Priority: 0. User's critical hit rate is one level higher when using this move.
TM72 Volt Switch 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
TM73 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
TM74 Gyro Ball None 100 5 Priority: 0. Power increases with the target's current Speed compared to the user, given by 1 + 25 * target Speed / user Speed, capped at 150.
TM75 Swords Dance None None 20 Priority: 0. Raises the user's Attack by two stages.
TM76 Bug Buzz 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM77 Psych Up None None 10 Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM79 Frost Breath 50 90 10 Priority: 0. Always scores a critical hit.
TM8 Bulk Up None None 10 Priority: 0. Raises the user's Attack and Defense by one stage each.
TM80 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
TM81 X-Scissor 80 100 10 Priority: 0. The user's critical hit rate is boosted one stage when using this move.
TM82 Dragon Tail 60 95 10 Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random.

If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM84 Poison Jab 80 100 10 Priority: 0. Has a 30% chance to poison the target.
TM85 Play Rough 90 90 10 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
TM86 Grass Knot None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM87 Rock Climb 80 95 10 Priority: 0. Has a 20% chance to confuse the target.
TM88 Pluck 60 100 20 Priority: 0. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
TM89 U-turn 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain.
TM9 Venoshock 65 100 15 Priority: 0. If the target is poisoned, this move has double power.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM91 Flash Cannon 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM92 Trick Room None None 5 Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect.
TM93 Wild Charge 90 100 10 Priority: 0. Inflicts regular damage without recoil.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
TM95 Snarl 55 100 15 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM1 Cut 50 95 30 Priority: 0. High Critical Ratio
HM2 Fly 80 100 15 Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), and whirlwind still hit the user normally. Gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.

This move cannot be selected by sleep talk.
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack
HM5 Waterfall 80 100 10 Priority: 0. Has a 20% chance to make the target flinch.
HM6 Dive 100 100 10 Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Bug Bite 60 100 20 Priority: 0. If the target is holding a berry, the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
Tutor Covet 60 100 20 Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
Tutor Super Fang None 90 10 Priority: 0. Inflicts typeless damage equal to half the target's remaining HP.
Tutor Dual Chop 40 90 15 Priority: 0. Hits twice in one turn.
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
Tutor Seed Bomb 80 100 15 Priority: 0. Inflicts regular damage.
Tutor Drill Run 80 95 10 Priority: 0. User's critical hit rate is one level higher when using this move.
Tutor Bounce 85 85 5 Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
Tutor Low Kick None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.

Target's weight
Tutor Gunk Shot 120 80 5 Priority: 0. Has a 30% chance to poison the target.
Tutor Uproar 90 100 10 Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
Tutor Thunder Punch 75 100 10 Priority: 0. Has a 10% chance to paralyze the target.
Tutor Fire Punch 75 100 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Ice Punch 75 100 10 Priority: 0. Has a 10% chance to freeze the target.
Tutor Magic Coat None None 15 Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Tutor Block None None 5 Priority: 0. The target cannot switch out normally.
Tutor Earth Power 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
Tutor Foul Play 95 100 15 Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Tutor Gravity None None 5 Priority: 0. For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop.

Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes.

bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect.

Bug: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.
Tutor Magnet Rise None None 10 Priority: 0. For five turns, the user is immune to ground moves.

If the user is under the effect of ingrain or has levitate, this move will fail.

This effect is temporarily disabled by and cannot be used during gravity.

This effect is passed on by baton pass.
Tutor Iron Defense None None 15 Priority: 0. Raises the user's Defense by two stages.
Tutor Last Resort 140 100 5 Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail.
Tutor Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Tutor Electroweb 55 95 15 Priority: 0. Lowers the target's Speed by one stage.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
Tutor Dark Pulse 80 Never Miss 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
Tutor Dragon Pulse 90 None 10 Priority: 0. Bypasses accuracy checks
Tutor Hyper Voice 90 100 10 Priority: 0. Inflicts regular damage.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Bind 15 85 20 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Knock Off 65 100 20 Priority: 0. Target loses its held item.
Tutor Synthesis None None 5 Priority: 0. Heals the user for half its max HP, plus modifiers from weather.
Tutor Heat Wave 100 90 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Role Play None None 10 Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers.

If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail.
Tutor Heal Bell None None 5 Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party.
Tutor Tailwind None None 15 Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.
Tutor Sky Attack 140 90 5 Priority: 0. User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch.

This move cannot be selected by sleep talk.
Tutor Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Tutor Giga Drain 80 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor Drain Punch 75 100 10 Priority: 0. Drains half the damage inflicted to heal the user.
Tutor Roost None None 10 Priority: 0. Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn.
Tutor Gastro Acid None 100 10 Priority: 0. The target's ability is disabled as long as it remains on the field.

This effect is passed on by baton pass.
Tutor Worry Seed None 100 10 Priority: 0. Changes the target's ability to insomnia.

If the target's ability is truant or multitype, this move will fail.
Tutor Spite None 100 10 Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
Tutor After You None None 15 Priority: 0. The target will act next this turn, regardless of Speed or move priority.
If the target has already acted this turn, this move will fail.
Tutor Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Tutor Trick None 100 10 Priority: 0. User and target permanently swap held items.
Tutor Magic Room None None 10 Priority: 0. For five turns (including this one), passive effects of held items are ignored, and Pokémon will not use their held items.
Tutor Wonder Room None None 10 Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.
Tutor Endeavor None 100 5 Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.
Tutor Outrage 120 100 10 Priority: 0. User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused.
Tutor Recycle None None 10 Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails.

Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered.
Tutor Snatch None None 10 Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag.

If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect.

If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Tutor Stealth Rock None None 20 Priority: 0. Spreads sharp rocks around the opposing field, damaging any Pokémon that enters the field for 1/8 its max HP. This damage is affected by the entering Pokémon's susceptibility to rock moves.

rapid spin removes this effect from its user's side of the field.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Tutor Skill Swap None None 10 Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers.

If either Pokémon has multitype or wonder guard, this move will fail.