Movedex: Psychic-Type

Os Moves (Movimentos) são os ataques ou técnicas que os Pokémon usam em batalha. Na maioria das vezes, os moves podem ser aprendidos pelos Pokémon por Level Up, por TM (Technical Machine) ou por hereditariedade (Egg Move). Um Pokémon somente pode possuir 4 moves por vez, sendo que, caso deseje substituir algum deles, antes deverá desaprendê-lo. Cada Pokémon tem a sua própria relação de moves que é capaz de aprender.

Existem moves que causam dano, os quais se subdividem nas categorias Physical e Special, e há moves que aplicam algum efeito em batalha sem causar dano direto, pertencentes à categoria Status. Moves da categoria Physical levarão em conta o stat de Attack do Pokémon para determinar o dano causado, assim como o stat de Defense do oponente; ao passo que moves da categoria Special levarão em conta o Sp. Attack do Pokémon, além do stat de Sp. Defense do oponente.

Assim como ocorre com os Pokémon, os moves também possuem tipos. Caso o tipo de um move tenha vantagem contra a tipagem do Pokémon adversário, causará um dano Super Efetivo, o que significa que será 2× ou até 4× maior. Caso o tipo de um move tenha desvantagem, o dano será Pouco Efetivo, o que significa que será equivalente a ½ ou ¼ do dano original. Confira essa relação em nosso Type Chart. Além disso, quando um Pokémon usar um move do mesmo tipo que ele, também receberá o chamado STAB (Same-Type Attack Bonus), que tornará o dano 1,5× maior.

MoveTipoCategoriaBase PowerAccuracyPPDescrição
Agility 130Raises the user's Speed by 2.
Ally Switch 115User and ally swap positions; using again can fail.
Amnesia 120Raises the user's Sp Def by 2.
Barrier 120Raises the user's Defense by 2.
Calm Mind 120Raises the user's Sp Atk and Sp Def by 1.
Confusion 501002510% chance to confuse the target.
Cosmic Power 120Raises the user's Defense and Sp Def by 1.
Dream Eater 10010015User gains 1/2 HP inflicted. Sleeping target only.
Eerie Spell 801005Removes 3 PP from the target's last move.
Esper Wing 8010010100% chance to raise user Speed by 1. High crit.
Expanding Force 8010010User on Psychic Terrain: 1,5x power, hits foes.
Extrasensory 801002010% chance to make the target flinch.
Freezing Glare 901001010% chance to freeze the target.
Future Sight 12010010Hits two turns after being used.
G-Max Gravitas 1015Base move affects power. Starts Gravity.
Genesis Supernova 18511Summons Psychic Terrain.
Glitzy Glow 809515Summons Light Screen.
Gravity 155 turns: no Ground immunities, 1,67x accuracy.
Guard Split 110Averages Defense and Sp Def stats with target.
Guard Swap 110Swaps Defense and Sp Def changes with target.
Heal Block 10015For 5 turns, the foe(s) is prevented from healing.
Heal Pulse 110Heals the target by 50% of its HP máximo.
Healing Wish 110User faints. Next hurt Pokemon is fully healed.
Heart Stamp 601002530% chance to make the target flinch.
Heart Swap 110Swaps all stat changes with target.
Hidden Power Psychic 6010015
Hyperspace Hole 8015Breaks the target's protection for this turno.
Hypnosis 6020Causes the target to fall asleep.
Imprison 110No foe can use any move known by the user.
Instruct 115The target immediately uses its last used move.
Kinesis 8015Lowers the target's accuracy by 1.
Light Screen 130For 5 turns, special damage to allies is halved.
Light That Burns the Sky 20011Physical if user's Atk > Sp Atk. Ignores Abilities.
Lumina Crash 8010010100% chance to lower the target's Sp Def by 2.
Lunar Blessing 15User and allies: healed 1/4 HP máximo, status cured.
Lunar Dance 110User faints. Next hurt Pkmn is cured, HP máximo/PP.
Luster Purge 95100550% chance to lower the target's Sp Def by 1.
Magic Coat 115Bounces back certain non-damaging moves.
Magic Powder 10020Changes the target's type to Psychic.
Magic Room 110For 5 turns, all held items have no effect.
Max Mindstorm 10110Base move affects power. Starts Psychic Terrain.
Meditate 140Raises the user's Attack by 1.
Miracle Eye 140Psychic hits Dark. Evasiveness ignored.
Mirror Coat 10020If hit by special attack, returns double damage.
Mist Ball 95100550% chance to lower the target's Sp Atk by 1.
Mystical Power 709010100% chance to raise the user's Sp Atk by 1.
Photon Geyser 1001005Physical if user's Atk > Sp Atk. Ignores Abilities.
Power Split 110Averages Attack and Sp Atk stats with target.
Power Swap 110Swaps Attack and Sp Atk stat stages with target.
Power Trick 110Switches user's Attack and Defense stats.
Prismatic Laser 16010010User cannot move next turno.
Psybeam 651002010% chance to confuse the target.
Psyblade 8010015During Electric Terrain: 1,5x power.
Psychic 901001010% chance to lower the target's Sp Def by 1.
Psychic Fangs 8510010Destroys screens, unless the target is immune.
Psychic Noise 7510010For 2 turns, the target is prevented from healing.
Psychic Terrain 1105 turns. Grounded: +Psychic power, priority-safe.
Psycho Boost 140905Lowers the user's Sp Atk by 2.
Psycho Cut 7010020High critical hit ratio.
Psycho Shift 10010Transfers the user's status ailment to the target.
Psyshield Bash 709010100% chance to raise the user's Defense by 1.
Psyshock 8010010Damages target based on Defense, not Sp Def.
Psystrike 10010010Damages target based on Defense, not Sp Def.
Psywave 10015Random damage equal to 0,5x-1,5x user's level.
Reflect 120For 5 turns, physical damage to allies is halved.
Rest 15User sleeps 2 turns and restores HP and status.
Role Play 110User replaces its Ability with the target's.
Shattered Psyche 111Power is equal to the base move's Z-Power.
Skill Swap 110The user and the target trade Abilities.
Speed Swap 110Swaps Speed stat with target.
Stored Power 2010010 + 20 power for each of the user's stat boosts.
Synchronoise 12010010Hits adjacent Pokemon sharing the user's type.
Take Heart 115Cures user's status, raises Sp Atk, Sp Def by 1.
Telekinesis 115For 3 turns, target floats but moves can't miss it.
Teleport 120User switches out.
Trick 10010User switches its held item with the target's.
Trick Room 15Goes last. For 5 turns, turno order is reversed.
Twin Beam 4010010Hits 2 times in one turno.
Wonder Room 110For 5 turns, all Defense and Sp Def stats switch.
Zen Headbutt 80901520% chance to make the target flinch.