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PSYCHIC TYPE MOVES

476. AGILITY = Con. Type Cool = + 2 Speed

Relaxes the body to sharply boost Speed.

477. AMNESIA = Con. Type Cute = forgets the last move for 3 turns & + 2 Sp. Def

A move that trades ability for defense as the user forgets one move, and sharply raises it's Sp Defense. This defense last for 3 attack phase, and at the end, the pokemon returns to normal.

478. BARRIER = Con. Type Cool = + 2 def

This move creates a barrier that temporary adds to the user's defense & to the defense of any pokemon that might take thier place behind the user. This defense last for 3 attack phases.

479. CALM MIND = Con. Type Smart = + 1 Sp Attack & Sp Def.

The user calms thier mind of all thoughts and distraction to call forth a greater power from within.

480. CONFUSION = Con. Type Smart = Sp. Attack Formula + Confusion

A psychic attack that may cause confusion.

481. COSMIC POWER = Con. type Cool = + 1 defense & Sp def.

Calling upon a mysterious power, the pokemon will raise it's defense to try and match the coming danger.

482. DREAM EATER = Con. Type Smart = dmg equal to Sp attack stats + 1/2 dmg recovers user

483. EXTRASENSORY = Con. type Cool = Sp attack formula + flinching

An attack that uses a pecuiliar power that may also cause the pokemon to flinch.

484. FUTURE SIGHT = Con. type Smart = Sp Attack formula

Future sight heightens inner power to strike 2 turns later. Future sight dmg will not take place until the user's next attack turn.

485. GRAVITY = Con. type Beauty = Disable moves that fly or levitate for 5 turns.

Gravity is a move that brings all pokemon back to earth, and makes it possible for ground type moves to work on flying/ floating types. It works on all pokemon that are present on the battlefield, including the user.

486. GUARD SWAP = Con. type Cute = Swaps Def. & Sp. Def with target

The user does a trade out ...inwhich, they will swap their defense and special defense with that of the opponent. THus, effectively, making the opponent's defense strength thier own for the remainder of the battle.

487. HEAL BLOCK = Con. type Cute = unable to restore Hp for 5 turns

Foe is unable to heal or restore Hp for 5 turns, and this includes held and trainer items during that term.

488. HEALING WISH = Con. type Cute = recover next pokemon's Hp & Status

If user faints, this moves recovers the Hp and removes the status effect of the next pokemon.

489. HEART SWAP = Con. type Cool = swaps altered stats with foe

This move swaps the user and the foe's heart for a moment as the alter stats are switched for example if the opponent's accuaracy goes up by two, and this move is used ..then the user's accuarcy will be up by +2. It last only until the end of the match.

490. HYPNOSIS = Con. type Smart = Sleep

A hypnotizing move that may put a pokemon to sleep.

491. IMPRISON = Con. type Smart = prevents foes moves known by user

Prevents the foe from using moves that are known by the user, and thus ...the opponent can not use moves that the user knows.

492. KINESIS = Con. type Smart = - 1 accuarcy

This move distracts the foe to lower thier accuaracy.

493. LIGHT SCREEN = Con. type Beauty = 1/2 Sp. dmg against user

This moves creates a wall of light that lowers all Sp. attack damage against the user, or any pokemon on that side of the wall for 5 turns. All Sp. attacks are effectivedly cut in half by this move.

494. LUNAR DANCE = Con. type Beauty = full Hp recover for next pokemon

the User faints, and this move will completely heal the next released pokemon. This move is a Cresselis exclusive move, and can not be used by any other pokemon.

495. LUSTER PURGE = Con. type Smart = regular Sp attack + 5 Sp. defense goes up by 1

THe user attacks with a burst of light that may always lower the Sp. Defense of the opponent. This move is a Latios exclusive move, and can not be used by any other pokemon.


496. MAGIC COAT = Con. type Beauty = dmg equal to foe's attack

This move reflect special effects & the special move back to it's attacker, without taking any kind of dmg. This move is done during the attack turn of the user only, and lasts until their end of thier next attack turn, thus, if a counter-attack is used and it uses a Sp attack ...the effects even if it's successful will be reflected back to the opponent.

497. MEDITATE = Con. type Beauty = + 1 attack

A pokemon mediatates in a peaceful fashion to awaken the battle spirit within. This moves raises attack by 1

498. MIRACLE EYE = Con. type Cute = reset all defensive acc gains, and removes dark type's psychic immunities.

Miracle eye is a move that removes dark type's psychic immunity and resets foe's evasiveness.

499. MIRROR COAT = Con. type Beauty = x 2 sp. attack dmg of foe

Mirror coat counters the foe's special attack with double the power. The user takes dmg from the foe's attack, and the next turn, simply put double the power into the attack. The user must out roll the opponent on that attack turn in order for the move to work.

500. MIST BALL = Con. type Smart = Sp Attack formula + 5 lowers opponent Sp att. by 1

The user attacks with a flurry of solid mist.

501. POWER SWAP = Con. type Beauty = swaps attack and Sp. att. with foe

When one wants to gain power ...you simply take it from your opponent with this move as you change out your power for thiers.

502. POWER TRICK = Con. type Cool = swaps user's own attack and defense

When a pokemon wants to gain more power from within, they use this little trick to turn thier defensive force into an destructive offensive one.

503. PSYBEAM = Con. type Beauty = Sp attack formula + confusion

Psybeam fires a peculiar ray that may confuse the foe.

504. PSYCHO BOOST = Con. type Smart = Sp Attack Formula + 10 dmg & - 2 Sp attack of user.

Psycho boost allows a full power attack, but it's a short lived move. Every time it's use it drops the user's Sp attack by 2. This is a Deoxys exclusive move.

505. PSYCHO CUT = Con. type Cool = Sp attack formula + a roll of 10 - 12 equal critical hit.

Psycho cut is a move that slashes through the pokemon's psychic aura, and can cause massive damage if a person is very unlucky. The dmg for this pokemon attacks doubles if the pokemon manages to roll one of the three critical numbers, 10, 11, & 12.

506. PSYCHO SHIFT = Con. type Cool = Shift status effect to target

This move literally follows the phrase "do unto others as you wish them to do upon you" as the user shifts any drops in status or any additions to the target of thier own choosing including party members on the field.

507. PSYWAVE = Con. type Smart = Dmg equal to 2x user's lvl if the roll is + 7 or higher, and if lower than + 7 it does same amount of dmg as user's lvl.

Psywave attacks with a psychic wave of varying intensity.

508. REFLECT = Con. type Smart = 1/2 all attacks for 5 user attack terms.

Creates a wall of light that weakens physical attacks.

509. REST = Con. type Cute = Full health & status restored, user sleeps for two attack turns.

This move might seem like a mistake, but with it's bonus of restorning all injuries ...it can make a fight tough.

510. PSYCHIC =Con. type Smart = Regular Sp. attack formula +2 dmg and +5 lowers Sp. defense by 1

The foe is hit by a strong telekinesis force. It may also reduce an opponent's Sp. Defense

511. ROLE PLAY = Con. type Cute = Copies target's ability

Mimics the target, and copies its special ability.

512. SKILL SWAP = Con. type Smart = special ability swaps

The user swaps special abilities with the target.


513. TELEPORT = Con. type Cool = Switch users[trainer battles]/Flee from battles [wild]


Teleport is one of the unique abilities that work outside of battle as well as in. IT's a psychic move that was develop simply for fleeing from battle in an instant, and was later thought up by humans to be a great way of transportation.

514. TRICK = Con. type Smart = trade held items

It's a move that tricks the foe into trading held items as one hopes to go from a useless item to a more useful one.

515. TRICK ROOM = Con. type Cute = slower pokemon attacks for 5 turns consectively.

Trick room is a very confusing attack ...as the user destory the normal order of battle with this psychic room of horrors. The user gains the ability to attack for five turns, and put it's opponent on defense only until these five turns are done. Though the opponent may still counter attack ..any status effects like burn, freeze, poison, etc. will not take any hp during these five turns or be inflicted if such a move is used.

516. ZEN HEADBUTT = Con. type Beauty = normal attack formula + flinching

A powerful head attack that can easily cause flinching. Though, it would seem that this is a fighter's move ...it actually uses as psychic pulse to cause damage making it psychic move.

517. Ally Switch =User switches places with a team mate

The user uses a strange power to switch places with an ally. Can be used to switch places with other pokemon in the battle.

518. Guard Split =Users Sp. defense and defense is made equal to the target

The user employ its psychic power to average its defense and sp. defense with that of it's target.

519. Healing Pulse = targets hp restored by 1/2 max hp.

The user emits a healing pulse which restore half of the target's hp by up to half of it's max Hp.

520. Heart Stamp = Attack formula [+6 =flinching]

The user unleashes a vicious blow after it makes it's opponent less wary with a cute act.

521. Magic Room = held items negated for five turns.

The user creates a bizarre room where the pokemon's held item loses effect for five turns.

522. Power Split =averaged attack and Sp. attack with target

The user employ it's psychic power to average out it's attack and sp. attack with those of the target.

523. Psycho Shift = Foe gains users status problem

using it's psychic power of suggestion, the user transfers it status problem to it's target.

524. Psyshock = [User Acc. roll - Foe's acc. roll + Sp. attack - defense = dmg]

The user materializes an odd psychic wave to attack it's target. This attack does physical damage.

525. Psystrike =[User Acc. roll - Foe's acc. roll + Sp. attack - defense = dmg]

The user materializes an odd psychic wave to attack it's target. This attack does physical damage.

526. Stored power =Sp. attack formula

The user attacks it's foe with stored power. The more the user's stats are raised the higher the damage. Stored power will gain plus 1 for each stats that has been raised or affected.

527. Synchronoise = Sp. attack - Sp defense =dmg

Uses an odd shock wave, the user inflicts damage on any pokemon of the same type in the area around it. This move hits all pokemon in the area including allies, and hits without the need of a dice roll.

528. Wonder Room =Switches defenses for 5 terms

The pokemon creates a strange room where the pokemon's defense and Sp. defense are switched for five turns. This afflict all pokemon in the area.