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This page lists the move function codes that exist in Pokémon Essentials prior to version 3 (3rd October 2011). For function codes in version 3 and newer, see the main page.

Function codes

Most moves have an effect, from common ones like poisoning the foe, to unique ones like Transform.

All move effects (except for Chatter) are described in the script section PokeBattle_MoveEffects.

Each kind of effect is assigned a function code. This is a two digit hexadecimal number. The available effects in Essentials are listed below:

Function code Effect Moves with this function code
00 No effect.
  • Cut (Normal)
  • Dragon Claw (Dragon)
  • Drill Peck (Flying)
  • Egg Bomb (Normal)
  • Horn Attack (Normal)
  • Hydro Pump (Water)
  • Hyper Voice (Normal)
  • Mega Kick (Normal)
  • Mega Punch (Normal)
  • Megahorn (Bug)
  • Peck (Flying)
  • Pound (Normal)
  • Rock Throw (Rock)
  • Scratch (Normal)
  • Slam (Normal)
  • Strength (Normal)
  • Surf (Water)
  • Tackle (Normal)
  • ViceGrip (Normal)
  • Vine Whip (Grass)
  • Water Gun (Water)
  • Waterfall (Water)
  • Wing Attack (Flying)
Power is doubled if the move used is Surf and the opponent is in the middle of using Dive.
  • Surf (Water)
01 Puts the opponent to sleep.
  • GrassWhistle (Grass)
  • Hypnosis (Psychic)
  • Lovely Kiss (Normal)
  • Sing (Normal)
  • Sleep Powder (Grass)
  • Spore (Grass)
02 Poisons the opponent.
  • Poison Sting (Poison)
  • Sludge (Poison)
  • Sludge Bomb (Poison)
  • Smog (Poison)
03 User gains half the HP the opponent lost from this attack (min. 1 HP gained).
  • Absorb (Grass)
  • Giga Drain (Grass)
  • Leech Life (Bug)
  • Mega Drain (Grass)
04 Burns the opponent.
  • Ember (Fire)
  • Fire Blast (Fire)
  • Fire Punch (Fire)
  • Flamethrower (Fire)
  • Heat Wave (Fire)
05 Freezes the opponent.
  • Blizzard (Ice)
  • Ice Beam (Ice)
  • Ice Punch (Ice)
  • Powder Snow (Ice)
06 Paralyzes the opponent.
  • Body Slam (Normal)
  • DragonBreath (Dragon)
  • Lick (Normal)
  • Spark (Electric)
  • Thunderbolt (Electric)
  • ThunderPunch (Electric)
  • ThunderShock (Electric)
  • Zap Cannon (Electric)
07 User faints (even if the move misses). For this attack's damage calculation only, the opponent's Defense is halved.
  • Explosion (Normal)
  • SelfDestruct (Normal)
08 User gains half the HP the opponent lost from this attack (min. 1 HP gained). Fails if the opponent is not asleep.
  • Dream Eater (Psychic)
09 Uses the last move that was successfully used against the user.
  • Mirror Move (Flying)
0A Increases the user's Attack by 1 stage.
  • Howl (Normal)
  • Meditate (Psychic)
  • Sharpen (Normal)
0B Increases the user's Defense by 1 stage.
  • Harden (Normal)
  • Withdraw (Water)
0C blank
0D Increases the user's Special Attack by 1 stage.
  • Growth (Normal)
0E blank
0F blank
10 Increases the user's evasiveness by 1 stage.
  • Double Team (Normal)
11 This attack will always hit.
  • Aerial Ace (Flying)
  • Faint Attack (Dark)
  • Magical Leaf (Grass)
  • Shadow Punch (Ghost)
  • Shock Wave (Electric)
  • Swift (Normal)
12 Decreases the opponent's Attack by 1 stage.
  • Growl (Normal)
13 Decreases the opponent's Defense by 1 stage.
  • Leer (Normal)
  • Tail Whip (Normal)
14 Decreases the opponent's Speed by 1 stage.
  • String Shot (Bug)
15 blank
16 blank
17 Decreases the opponent's accuracy by 1 stage.
  • Flash (Normal)
  • Kinesis (Psychic)
  • Sand-Attack (Ground)
  • SmokeScreen (Normal)
18 Decreases the opponent's evasiveness by 1 stage.
  • Sweet Scent (Normal)
19 Resets all stat stage modifications for all Pokémon in battle to 0.
  • Haze (Ice)
1A When this attack is used, the effect begins and "X" is set to 0. During the effect:
  • The user is forced to use this attack during each of its turns and cannot take any other action. Whenever a non-user hits the user with a damaging attack (other than Pain Split), the HP lost by the user due to that attack is added to "X". After the user's second turn after this one, the last non-user who hit the user with a damaging attack during this attack's effect loses HP equal to (X * 2), and this effect ends.

Affected by type immunities. The returned attack is considered to be an attack used by the user. The effect ends (and no damage is returned) if the user is prevented from using this attack or is switched out, if this attack's PP is reduced to zero, or if the user falls asleep or becomes frozen.

  • Bide (Normal)
1B If this attack is successful, the effect begins. The effect lasts for two or three rounds (including the current round). During the effect:
  • The user is forced to use this attack during each of its turns and cannot take any other action. At the end of the last round, the user becomes confused (if it is not already confused) and the effect ends.

The effect ends (without causing confusion) if this attack's type is ineffective against the opponent's type(s), if this attack's PP is reduced to zero, if the user is prevented from using this attack, or if the user falls asleep, becomes frozen, or is switched out.

If the user is asleep, this attack deals damage and lasts one turn (it does not cause confusion).

  • Outrage (Dragon)
  • Petal Dance (Grass)
  • Thrash (Normal)
1C In wild battles, ends the battle immediately. Fails if ( ( X * ( (user's level) + (opponent's level) ) ) / 256 ) + 1 is less than or equal to a quarter of the opponent's level (rounded down), where "X" is a random number from 0 through 255.

In trainer battles, replaces the opponent with a random non-active Pokémon from the opponent's party. Fails if the opponent's party has no viable non-active Pokémon, or if the opponent is affected by Ingrain.

  • Roar (Normal)
  • Whirlwind (Normal)
1D Hits 2-5 times in a row:
  • (2 or 3 hits) - 37.5% chance.
  • (4 or 5 hits) - 12.5% chance.
  • Arm Thrust (Fighting)
  • Barrage (Normal)
  • Bone Rush (Ground)
  • Bullet Seed (Grass)
  • Comet Punch (Normal)
  • DoubleSlap (Normal)
  • Fury Attack (Normal)
  • Fury Swipes (Normal)
  • Icicle Spear (Ice)
  • Pin Missile (Bug)
  • Rock Blast (Rock)
  • Spike Cannon (Normal)
1E Changes the user's type(s) to the type of one of the user's moves (except Curse), chosen at random. Hidden Power and Weather Ball are treated as Normal. The change ends if the user is switched out. Fails if none of the user's moves (except Curse) are a different type to the user's type(s).
  • Conversion (Normal)
1F Causes the opponent to flinch.
  • Bite (Dark)
  • Bone Club (Ground)
  • Headbutt (Normal)
  • Hyper Fang (Normal)
  • Rock Slide (Rock)
  • Rolling Kick (Fighting)
20 User gains half of its total HP. Fails if its HP is full.
  • Recover (Normal)
  • Slack Off (Normal)
21 Badly poisons the opponent.
  • Toxic (Poison)
22 In internal battles, if this attack is successful and the user is part of the player's party, the player will gain an additional amount of money equal to five times the user's current level (when the attack was used) if they win the battle.
  • Pay Day (Normal)
23 After use, this effect lasts for 5 rounds (including the current round). During the effect:
  • The power of all special attacks (that are not critical hits) against any active Pokémon on the user's side is halved (if there is only one active Pokémon on the user's side) or reduced by a third (otherwise).

Fails if this effect is already active for the user's party.

  • Light Screen (Psychic)
24 Either burns, freezes or paralyzes the opponent.
  • Tri Attack (Normal)
25 The user restores all its HP, and falls asleep (with a sleep count of 3), even if the user has a status problem. Fails if the user's HP is full, or if the user is already asleep. Ineffective if the user cannot fall asleep.
  • Rest (Psychic)
26 One-hit KO. Reduces the opponent's HP by its current HP. This attack's original accuracy increases by the level difference between the user and the opponent (other accuracy modifiers are ignored for this attack). Ineffective if the opponent's level is higher than the user's level. Affected by type immunities.
  • Fissure (Ground)
  • Guillotine (Normal)
  • Horn Drill (Normal)
  • Sheer Cold (Ice)
27 Two-turn attack. Does nothing on the first turn. On the second turn, does damage and has a high critical hit rate.
  • Razor Wind (Normal)
28 Reduces the opponent's HP by half of its current HP (but cannot reduce it to less than 1). Affected by type immunities.
  • Super Fang (Normal)
29 Reduces the opponent's HP by 40. Affected by type immunities.
  • Dragon Rage (Dragon)
2A Multi-turn attack. If this attack is successful, the effect begins. The effect lasts for 3-6 rounds (including the current round). During the effect:
  • The opponent cannot switch out or flee. At the end of every round (except the last one), the opponent loses 1/16 of its total HP.

The effect ends if either the user or the opponent is switched out, or if the opponent uses Rapid Spin. The effect is not reset if this or another multi-turn attack is used against the opponent during the effect.

  • Bind (Normal)
  • Clamp (Water)
  • Fire Spin (Fire)
  • Sand Tomb (Ground)
  • Wrap (Normal)
The same, plus the power is doubled if the move used is Whirlpool and the opponent is in the middle of using Dive.
  • Whirlpool (Water)
2B Increased critical hit rate.
  • Karate Chop (Fighting)
  • Razor Leaf (Grass)
  • Crabhammer (Water)
  • Slash (Normal)
  • Aeroblast (Flying)
  • Cross Chop (Fighting)
  • Air Cutter (Flying)
  • Leaf Blade (Grass)
2C Hits 2 times in a row.
  • Bonemerang (Ground)
  • Double Kick (Fighting)
2D If the attack misses, the user loses HP equal to half the damage the attack would have dealt (min. 1 damage, max. half the opponent's total HP).
  • Jump Kick (Fighting)
  • Hi Jump Kick (Fighting)
2E For 5 rounds (including the current round), no attacks or abilities (except Haze) can reduce any stat stages of any active Pokémon on the user's side (unless that reduction is self-inflicted). Fails if the user's party is already being affected by this move.
  • Mist (Ice)
2F Increases the user's critical hit rate, until the user is switched out. (This effect is not cumulative.)
  • Focus Energy (Normal)
30 If this attack is successful, the user takes recoil damage of 1/4 of the HP lost by the opponent due to this attack (min. 1 damage).
  • Submission (Fighting)
  • Take Down (Normal)
The same, plus the user's and opponent's types are ignored for this attack's damage calculation.
  • Struggle (Normal)
31 Confuses the opponent.
  • Confuse Ray (Ghost)
  • Supersonic (Normal)
  • Sweet Kiss (Normal)
32 Increases the user's Attack by 2 stages.
  • Swords Dance (Normal)
33 Increases the user's Defense by 2 stages.
  • Acid Armor (Poison)
  • Barrier (Psychic)
  • Iron Defense (Steel)
34 Increases the user's Speed by 2 stages.
  • Agility (Psychic)
35 Increases the user's Special Attack by 2 stages.
  • Tail Glow (Bug)
36 Increases the user's Special Defense by 2 stages.
  • Amnesia (Psychic)
37 blank
38 blank
39 The user copies and adopts the following from the opponent:
  • Species.
  • Attack, Defense, Speed, Special Attack and Special Defense.
  • Stat stages.
  • Moves known (each with 5 PP).
  • IVs.
  • Ability.

Gender is not copied. If the user was affected by Disable, it is no longer affected by it. All changes are reverted if the user is switched out.

Fails if the opponent is using Fly, Dig, Dive or Bounce, or if the user is already being affected by this move.

  • Transform (Normal)
3A Decreases the opponent's Attack by 2 stages.
  • Charm (Normal)
  • FeatherDance (Flying)
3B Decreases the opponent's Defense by 2 stages.
  • Screech (Normal)
3C Decreases the opponent's Speed by 2 stages.
  • Cotton Spore (Grass)
  • Scary Face (Normal)
3D blank
3E Decreases the opponent's Special Defense by 2 stages.
  • Fake Tears (Dark)
  • Metal Sound (Steel)
3F blank
40 blank
41 After use, this effect lasts for 5 rounds (including the current round). During the effect:
  • The power of all physical attacks (that are not critical hits) against any active Pokémon on the user's side is halved (if there is only one active Pokémon on the user's side) or reduced by a third (otherwise).

Fails if this effect is already active for the user's party.

  • Reflect (Psychic)
42 Poisons the opponent.
  • Poison Gas (Poison)
  • PoisonPowder (Poison)
43 Paralyses the opponent. Affected by type immunities.
  • Glare (Normal)
  • Stun Spore (Grass)
  • Thunder Wave (Electric)
44 Decreases the opponent's Attack by 1 stage.
  • Aurora Beam (Ice)
45 Decreases the opponent's Defense by 1 stage.
  • Acid (Poison)
  • Crush Claw (Normal)
  • Iron Tail (Steel)
  • Rock Smash (Fighting)
46 Decreases the opponent's Speed by 1 stage.
  • Bubble (Water)
  • BubbleBeam (Water)
  • Constrict (Normal)
  • Icy Wind (Ice)
  • Mud Shot (Ground)
  • Rock Tomb (Rock)
47 Decreases the opponent's Special Attack by 1 stage.
  • Mist Ball (Psychic)
48 Decreases the opponent's Special Defense by 1 stage.
  • Crunch (Dark)
  • Luster Purge (Psychic)
  • Psychic (Psychic)
  • Shadow Ball (Ghost)
49 Decreases the opponent's accuracy by 1 stage.
  • Mud-Slap (Ground)
  • Muddy Water (Water)
  • Octazooka (Water)
4A blank
4B Two-turn attack. Does nothing on the first turn. On the second turn, does damage, has a high critical hit rate, and may cause the opponent to flinch.
  • Sky Attack (Flying)
4C Confuses the opponent.
  • Confusion (Psychic)
  • Dizzy Punch (Normal)
  • DynamicPunch (Fighting)
  • Psybeam (Psychic)
  • Signal Beam (Bug)
  • Water Pulse (Water)
4D Hits 2 times in a row. May poison the opponent.
  • Twineedle (Bug)
4E This attack will always hit.
  • Vital Throw (Fighting)
4F User loses 1/4 of its total HP, and creates a decoy with the same amount of HP. The effect ends if the user is switched out. Fails if the user would faint from losing that HP, or if the user already has a decoy.
  • Substitute (Normal)
50 Two-turn attack. Does damage on the first turn. If successful, does nothing on the second turn.
  • Blast Burn (Fire)
  • Frenzy Plant (Grass)
  • Hydro Cannon (Water)
  • Hyper Beam (Normal)
51 When the user uses this attack (when it has at least 1 PP), even if it misses or becomes ineffective, the effect begins (unless Protect or Detect is in effect for the opponent). During the effect:
  • Each time the user loses HP due to an opposing Pokémon's attack (except Pain Split), or if an opposing Pokémon uses Future Sight or Doom Desire against the user, the user's Attack is increased by 1 stage.

The effect ends if the user uses a different attack, or if the user is switched out.

  • Rage (Normal)
52 This move turns into the last move used by the opponent, with 5 PP. Fails if that move is Metronome, Mimic, Sketch, Struggle or a move the user knows. Fails if the user is affected by Transform, or the opponent is affected by Substitute. The move turns back if the user is switched out.
  • Mimic (Normal)
53 Randomly chooses any possible attack, and uses it. Cannot choose any of the following attacks:
  • Counter
  • Covet
  • Destiny Bond
  • Detect
  • Endure
  • Focus Punch
  • Follow Me
  • Helping Hand
  • Metronome
  • Mimic
  • Mirror Coat
  • Protect
  • Sketch
  • Sleep Talk
  • Snatch
  • Struggle
  • Thief
  • Trick
  • Metronome (Normal)
54 During the effect:
  • At the end of each round, if there is a Pokémon in the user's position, the opponent loses 1/8 of its total HP and the Pokémon in the user's position gains that amount of HP.

The effect ends if the opponent is switched out or uses Rapid Spin. Fails if the opponent's current type(s) includes Grass.

  • Leech Seed (Grass)
55 No effect.
  • Splash (Normal)
56 For 2-5 rounds (including the current round), disables the last move used by the opponent when this attack was used. Fails if the opponent doesn't have that move, if that move has zero PP, or if the opponent is already being disabled. The effect ends if the opponent is switched out.
  • Disable (Normal)
57 Lowers the opponent's HP by an amount equal to the user's level. Affected by type immunities.
  • Night Shade (Ghost)
  • Seismic Toss (Fighting)
58 Lowers the opponent's HP by (user's level) * (N * 10 + 50) / 100, rounded down, where N is a random number from 0 through 10. Affected by type immunities.
  • Psywave (Psychic)
59 If the last non-user who hit the user with a damaging physical attack this round is an opposing Pokémon, reduces the HP of the Pokémon in that non-user's position by twice the amount of HP the user lost due to that attack. Fails if that amount is zero. Affected by type immunities. Considers Hidden Power as Normal.

For multi-hit attacks, only the last hit is taken into account.

  • Counter (Fighting)
5A The effect lasts for 3-6 rounds (including the current round). During the effect:
  • If the opponent uses an attack, the attack used must be the last attack it used before the effect started. That attack is used with no target.

This attack fails if that move is Encore, Mirror Move or Struggle, if the opponent doesn't have the affected attack, if the affected attack has zero PP, or if the opponent is already being affected by this effect.

The effect ends if the opponent is switched out, the affected attack has changed (can end at the beginning of the opponent's turn or at the end of the round), or the affected attack has zero PP (can end at the end of the round).

  • Encore (Normal)
5B The user's HP and the opponent's HP are added together, and halved (rounding down). Both the user's and the opponent's HP become this value (or their total HP, whichever is less). Not affected by type immunities.
  • Pain Split (Normal)
5C Causes the opponent to flinch. Fails if the user is not asleep.
  • Snore (Normal)
5D The user's type(s) is changed to a random type that will resist/is immune to the type of the last attack that successfully targeted the user (ignoring the effects of abilities or moves). Fails if there is no "last move used" or valid type. The user's type(s) change back if the user is switched out.

Considers the determined types of Hidden Power and Weather Ball, not their default type (Normal). Can choose one of the user's types to convert to.

  • Conversion 2 (Normal)
5E Until the end of the next round, the user cannot fail any accuracy checks.
  • Lock-On (Normal)
  • Mind Reader (Normal)
5F Permanently turns this move into the last move the opponent used (with full PP). Cannot copy Sketch, Struggle, or any move the user knows. Fails if the user is affected by Transform.
  • Sketch (Normal)
60 blank
61 Uses one of the user's attacks, chosen at random. Cannot use any of the following:
  • Assist
  • Bide
  • Focus Punch
  • Metronome
  • Mirror Move
  • Sleep Talk
  • Uproar
  • Any two-turn attack
  • A disabled move
  • A move with zero PP
  • A move the user cannot choose for use

Fails if the user is not asleep. No PP is spent for the move used.

  • Sleep Talk (Normal)
62 If the user faints before its next turn because of an opposing Pokémon's non-multi-hit attack, that opposing Pokémon also faints. The effect ends if the user is switched out.
  • Destiny Bond (Ghost)
63 This attack's power depends on the value of N, which is calculated as (user's current HP / user's total HP) * 48, rounded down. It varies as follows:
  • (N is 0 or 1) - 200.
  • (N is 2-4) - 150.
  • (N is 5-9) - 100.
  • (N is 10-16) - 80.
  • (N is 17-32) - 40.
  • (N is 33 or greater) - 20.
  • Flail (Normal)
  • Reversal (Fighting)
64 Decreases the PP of the last move used by the opponent by 2-5. Fails if that move's PP is 1 or 0, or if the opponent doesn't have that move.
  • Spite (Ghost)
65 If this attack would reduce the opponent's HP to less than 1, its damage is changed so that it reduces the opponent's HP to 1 instead. (This attack doesn't fail even if it would do no damage.)
  • False Swipe (Normal)
66 All Pokémon in the user's party are cured of their status problems.
  • Aromatherapy (Grass)
  • Heal Bell (Normal)
67 No effect.
  • ExtremeSpeed (Normal)
  • Mach Punch (Fighting)
  • Quick Attack (Normal)
68 Hits 3 times in a row. Stops hitting if there is a miss. The power of the first hit is the attack's original value, and each successive hit increases its power by 10.
  • Triple Kick (Fighting)
69 If this attack is successful, the user takes the opponent's held item (even if the opponent fainted because of this attack). The item is obtained only if the user is not holding an item, if that item is not a Mail or an Enigma Berry, and the opponent is not one of the player's Pokemon in an internal battle.
  • Covet (Normal)
  • Thief (Dark)
6A During the effect, the opponent cannot switch out or flee. The effect ends if either the user or the opponent is switched out. Fails if the opponent is already being affected by this effect.
  • Block (Normal)
  • Mean Look (Normal)
  • Spider Web (Bug)
6B Fails if the opponent is not asleep. While the opponent remains asleep, it loses 1/4 of its total HP at the end of each round (including the current round). The effect ends if the opponent wakes up or is switched out.
  • Nightmare (Ghost)
6C Increases the user's evasiveness by 1 stage. Also, until the user is switched out, the power of the moves Stomp, Needle Arm, Astonish and Extrasensory used against the user (by a non-user) is doubled.
  • Minimize (Normal)
6D If the user's current type(s) do not include Ghost, decreases the user's Speed by 1 stage and increases the user's Attack and Defense by 1 stage.

If the user's current type(s) include Ghost, the user loses half of its total HP (even if the user would faint), and at the end of every round, the opponent loses 1/4 of its total HP. This latter effect ends if the opponent is switched out. This attacks fails if the opponent is already being affected by this effect. (If the user doesn't choose an opponent for this effect, an opposing Pokémon is chosen at random to be the opponent.)

  • Curse (???)
6E blank
6F During this round, after this attack is used, the user is unaffected by any non-user's attacks which have the "D" flag (i.e. is affected by Protect/Detect). This attack fails if it is the last move to be used this round.

A variable "X" starts at 0, and resets to 0 if the user's last move called is not Protect, Detect or Endure, or if this attack fails. "X" increases by 1 (max. 3) each time this attack is successful. This attack may fail depending on the value of "X":

  • (X = 1) - 50% chance of failing.
  • (X = 2) - 75% chance of failing.
  • (X = 3) - 87.5% chance of failing.
  • Detect (Fighting)
  • Protect (Normal)
70 Adds a layer of spikes to the opposing side (max. 3 layers). Whenever an opposing Pokémon becomes active, that Pokémon (unless it is a Flying type or has the Levitate ability) loses HP depending on how many layers of spikes are on its side:
  • (1 layer) - 1/8 of total HP.
  • (2 layers) - 1/6 of total HP.
  • (3 layers) - 1/4 of total HP.

The effect ends (i.e. all layers of spikes are removed from the opposing side) if any opposing Pokémon uses Rapid Spin. Fails if there are already 3 layers of spikes on the opposing side.

  • Spikes (Ground)
71 During the effect:
  • The opponent's evasiveness stat stage modifications are ignored in accuracy checks for attacks used against the opponent. All Normal and Fighting attacks used against the opponent (even non-damaging ones) have normal effectiveness against the Ghost type.

The effect ends if the opponent is switched out. This attack can be used against the opponent even if it is already being affected by this effect.

  • Foresight (Normal)
  • Odor Sleuth (Normal)
72 Each active Pokémon without a Perish count receives a Perish count of 4. At the end of each round (including the current round), all Perish counts are reduced by 1 (for every active Pokémon with a Perish count). A Pokémon faints if its Perish count becomes 0 (and a new Pokémon becomes active immediately; it does not get a Perish count), then the game is decided if necessary.

A Pokémon's Perish count is removed if it is switched out (the replacement Pokémon does not get a Perish count).

  • Perish Song (Normal)
73 Starts sandstorm weather, which lasts for five rounds (including the current round).
  • At the end of every round (except the last round), each active Pokémon (except Ground, Rock and Steel types) loses 1/16 of its total HP. All losses occur simultaneously.
  • Sandstorm (Rock)
74 During this round, after this attack is used, if the user's HP would be reduced to less than 1 by a non-user's attack, the damage dealt by that attack is changed so that it reduces the user's HP to 1 instead. This attack fails if it is the last move to be used this round.

A variable "X" starts at 0, and resets to 0 if the user's last move called is not Protect, Detect or Endure, or if this attack fails. "X" increases by 1 (max. 3) each time this attack is successful. This attack may fail depending on the value of "X":

  • (X = 1) - 50% chance of failing.
  • (X = 2) - 75% chance of failing.
  • (X = 3) - 87.5% chance of failing.
  • Endure (Normal)
75 The user is forced to use this attack for 5 turns (including this turn) and cannot take any other action. A multiplier "X" begins at 0, and increases by 1 whenever this attack is successful. The effect ends (and "X" is reset to 0) if:
  • The user is switched out.
  • This attack is prevented from being used, misses, or becomes ineffective.
  • This attack's PP is reduced to 0.
  • This attack has already been used for 5 turns.
  • The user falls asleep or becomes frozen.

This attack's power is multiplied by 2 to the power of X.

If the user is asleep, this attack's effect lasts one turn instead.

  • Ice Ball (Ice)
  • Rollout (Rock)
76 Increases the opponent's Attack by 2 stages (if possible), and confuses the opponent (if the opponent is not already confused).
  • Swagger (Normal)
77 A multiplier "X" begins at 0, and increases by 1 whenever this attack is successful (max. 4). "X" is reset to 0 when:
  • The user is switched out.
  • This attack is prevented from being used, misses, or becomes ineffective.
  • This attack's PP is reduced to 0.
  • The user falls asleep or becomes frozen.

This attack's power is multiplied by 2 to the power of X.

  • Fury Cutter (Bug)
78 Makes the opponent fall in love with the user. While a Pokémon is in love, there is a 50% chance that its attacks will fail.) Fails if either the user or the opponent is genderless or are both the same gender, if the opponent is in the middle of using Fly, Dig, Dive or Bounce, or if the opponent is already in love with the user. The effect ends if either the user or the opponent is switched out.
  • Attract (Normal)
79 This attack's power is (user's happiness * 10 / 25). It ranges between 1 and 102.
  • Return (Normal)
7A This attack randomly does one of the following:
  • (52/256 chance) - Heals the opponent by 1/4 of its total HP.
  • (102/256 chance) - This attack's power is 40.
  • (76/256 chance) - This attack's power is 80.
  • (26/256 chance) - This attack's power is 120.

This attack does nothing if the opponent is immune because of Wonder Guard. If this attack would deal damage, it does nothing if the opponent is immune.

  • Present (Normal)
7B This attack's power is ( (255 - user's happiness) * 10 / 25). It ranges between 1 and 102.
  • Frustration (Normal)
7C For five rounds (including the current round), attacks cannot inflict status problems or confusion against any active Pokémon on the user's side (except if they were self-inflicted). During this effect, Yawn will fail against any active Pokémon on the user's side. Fails if the user's party is already being affected by this effect.
  • Safeguard (Normal)
7D If the user is frozen, it is defrosted before this attack is used. Burns the opponent.
  • Flame Wheel (Fire)
  • Sacred Flame (Fire)
7E This attack's power is chosen at random, as follows:
  • (5% chance) - 10.
  • (10% chance) - 30.
  • (20% chance) - 50.
  • (30% chance) - 70.
  • (20% chance) - 90.
  • (10% chance) - 110.
  • (5% chance) - 150.

These are referred to as Magnitudes 4 through 10 respectively. If an opponent is in the middle of using Dig, this attack's power is doubled for that opponent.

  • Magnitude (Ground)
7F Replaces the user with a different non-active Pokémon in the user's party (of the user's choice). The replacement Pokémon inherits the following from the user:
  • Stat stages.
  • Confusion.
  • Substitutes.
  • Effects of moves that ensure hits (e.g. Lock-On), volatile battle status ailments (e.g. Ingrain), and effects of moves that prevent ordinary switching (e.g. Mean Look).
  • Baton Pass (Normal)
80 If the opponent would switch out this round, this attack's priority becomes +7 (i.e. it occurs just before switching) and its power is doubled.
  • Pursuit (Dark)
81 If this attack is successful, the following effects end:
  • Multi-turn attacks against the user.
  • Being seeded by Leech Seed.
  • Removes all layers of spikes from the user's side.
  • Rapid Spin (Normal)
82 Reduces the opponent's HP by 20. Affected by type immunities.
  • SonicBoom (Normal)
83 blank
84 User gains HP depending on the weather:
  • (Sunny Day) - 2/3 of its total HP.
  • (Rain Dance, Hail, Sandstorm) - 1/4 of its total HP.
  • (Otherwise) - 1/2 of its total HP.
  • Morning Sun (Normal)
85 User gains HP depending on the weather:
  • (Sunny Day) - 2/3 of its total HP.
  • (Rain Dance, Hail, Sandstorm) - 1/4 of its total HP.
  • (Otherwise) - 1/2 of its total HP.
  • Synthesis (Grass)
86 User gains HP depending on the weather:
  • (Sunny Day) - 2/3 of its total HP.
  • (Rain Dance, Hail, Sandstorm) - 1/4 of its total HP.
  • (Otherwise) - 1/2 of its total HP.
  • Moonlight (Normal)
87 This attack's power is equal to (X * 40 / 63) + 30, rounded down, where "X" is zero plus:
  • 1 if half the user's HP individual value (IV) is odd.
  • 2 if half its Attack IV is odd.
  • 4 if half its Defense IV is odd.
  • 8 if half its Speed IV is odd.
  • 16 if half its Special Attack IV is odd.
  • 32 if half its Special Defense IV is odd.

This attack's type is equal to (X * 15 / 63), rounded down, where "X" is zero plus:

  • 1 if the user's HP IV is odd.
  • 2 if its Attack IV is odd.
  • 4 if its Defense IV is odd.
  • 8 if its Speed IV is odd.
  • 16 if its Special Attack IV is odd.
  • 32 if its Special Defense IV is odd.

The type number corresponds to one of the following types:

  • 0 = Fighting
  • 1 = Flying
  • 2 = Poison
  • 3 = Ground
  • 4 = Rock
  • 5 = Bug
  • 6 = Ghost
  • 7 = Steel
  • 8 = Fire
  • 9 = Water
  • 10 = Grass
  • 11 = Electric
  • 12 = Psychic
  • 13 = Ice
  • 14 = Dragon
  • 15 = Dark
  • Hidden Power (Normal)
88 Starts rainy weather, which lasts for five rounds (including the current round).
  • The power of all Water attacks is multiplied by 1.5, and the power of all Fire attacks is halved.
  • Rain Dance (Water)
89 Starts sunny weather, which lasts for five rounds (including the current round).
  • The power of all Fire attacks is multiplied by 1.5, and the power of all Water attacks is halved. Pokémon cannot be frozen.
  • Sunny Day (Fire)
8A Increases the user's Defense by 1 stage.
  • Steel Wing (Steel)
8B Increases the user's Attack by 1 stage.
  • Metal Claw (Steel)
  • Meteor Mash (Steel)
8C Increases the user's Attack, Defense, Speed, Special Attack and Special Defense by 1 stage each.
  • AncientPower (Rock)
  • Silver Wind (Bug)
8D blank
8E Reduces the user's HP by half of its total HP, and sets the user's Attack stat stage to +6 (max). Fails if the user would faint because of this, or if the user's Attack is already at +6.
  • Belly Drum (Normal)
8F The user copies all of the opponent's current stat stages.
  • Psych Up (Normal)
90 If the last non-user who hit the user with a damaging special attack this round is an opposing Pokémon, reduces the HP of the Pokémon in that non-user's position by twice the amount of HP the user lost due to that attack. Fails if that amount is zero. Affected by type immunities. Considers Hidden Power as Normal.

For multi-hit attacks, only the last hit is taken into account.

  • Mirror Coat (Psychic)
91 Two-turn attack. On the first turn, the user's Defense increases by 1 stage. On the second turn, does damage.
  • Skull Bash (Normal)
92 Causes the opponent to flinch. Power is doubled if the opponent is in the middle of using Fly or Bounce.
  • Twister (Dragon)
93 Power is doubled if the opponent is in the middle of using Dig.
  • Earthquake (Ground)
94 When used, calculates damage to inflict (ignoring critical hits and types effectivenesses) between the user and the opponent. Does not fail here.

At the end of the second round after this one, if there is a Pokémon in the opponent's position, performs an accuracy check and damage weighting (i.e. random variation in damage) based on the calculated damage, and inflicts damage to that Pokémon.

Remains in effect even if the user or the opponent is switched out. The damage returned is not affected by type immunities. Fails if there is already an attack pending against that opponent's position. The returned attack is not considered an attack by the user. (If more than one Pokémon uses this attack in the same round, each such hit will occur when the attacks are returned, even if earlier hits cause their opponent to faint. If a Pokémon faints this way, a new active Pokémon is chosen before the other hits resolve.)

  • Doom Desire (Steel)
  • Future Sight (Psychic)
95 Power is doubled if the opponent is in the middle of using Fly or Bounce.
  • Gust (Flying)
96 Causes the opponent to flinch.
  • Astonish (Ghost)
  • Extrasensory (Psychic)
  • Needle Arm (Grass)
  • Stomp (Normal)
97 Two-turn attack. Does nothing on the first turn. On the second turn, does damage.

Power is halved during Rain Dance, Sandstorm, and Hail. During Sunny Day, this attack takes one turn instead.

  • SolarBeam (Grass)
98 Paralyzes the opponent. Can hit the opponent even if it is in the middle of using Fly or Bounce. During Rain Dance, this attack cannot be evaded. During Sunny Day, this attack's accuracy is 50%.
  • Thunder (Electric)
99 Ends wild battles immediately. Fails if it is a trainer battle.
  • Teleport (Psychic)
9A Hits a number of times in a row. Performs one hit for each unfainted Pokémon in the user's party (excluding eggs and Pokémon with status problems), in order. For each such Pokémon:
  • The Attack value used for that hit's damage calculation is the base Attack of that Pokémon's original species;
  • The Level used for that hit's damage calculation is the Level of that Pokémon;
  • The Defense value used for that hit's damage calculation is the base Defense of the opponent's original species.

This attack's power is not affected by types. Influences that affect damage are not calculated (except critical hits, damage weighting, and the effect of Helping Hand). The accuracy check is performed only once. Considered a multi-hit attack (all hits are considered attacks by the user).

  • Beat Up (Dark)
9B Two-turn attack. While the user is using this attack, depending on the move being used, the user is unaffected by all attacks other than:
  • (If Bounce) - Gust, Thunder, Twister and Sky Uppercut. Also, may paralyze the opponent.
  • (If Dig) - Fissure, Earthquake and Magnitude. Also, the user doesn't lose HP because of Sandstorm and Hail.
  • (If Dive) - Surf and Whirlpool. Also, the user doesn't lose HP because of Sandstorm and Hail.
  • (If Fly) - Gust, Thunder, Twister and Sky Uppercut.
  • Bounce (Flying)
  • Dig (Ground)
  • Dive (Water)
  • Fly (Flying)
9C Increases the user's Defense by 1 stage. Also, Ice Ball and Rollout will do double damage when used by the user, until the user is switched out (this second effect is not cumulative).
  • Defense Curl (Normal)
9D User gains half of its total HP. Fails if the user's HP is full.
  • Milk Drink (Normal)
  • Softboiled (Normal)
9E Causes the opponent to flinch. Fails if it isn't the user's first round in the battle.
  • Fake Out (Normal)
9F If this attack is successful, the effect begins. The effect lasts for 2-5 rounds (including the current round). During the effect:
  • The user is forced to use this attack during each of its turns and cannot take any other action. No Pokémon can fall asleep, and each sleeping active Pokémon wakes up at the beginning of its turn and at the end of each round (including the last round).

The effect ends if this attack's type is ineffective against the opponent's type(s), if the user is prevented from using this attack, if this attack's PP is reduced to 0, or if the user falls asleep, becomes frozen, or is switched out.

  • Uproar (Normal)
A0 Increases the user's Stockpile count by 1. Fails if the user's Stockpile count is 3 or greater. The Stockpile count is reset to zero if the user is switched out.
  • Stockpile (Normal)
A1 Power is multiplied by the user's Stockpile count. Cannot cause a critical hit, and damage weighting is not performed. Unless this attack misses (but even if this attack becomes ineffective due to type immunities), resets the user's Stockpile count to zero.
  • Spit Up (Normal)
A2 The user gains HP depending on its Stockpile count:
  • (Stockpile count of 1) - 1/4 of total HP.
  • (Stockpile count of 2) - 1/2 of total HP.
  • (Stockpile count of 3) - All HP.

Also resets the user's Stockpile count to zero (even if no HP was gained).

  • Swallow (Normal)
A3 blank
A4 Starts hail weather, which lasts for five rounds (including the current round).
  • At the end of every round (except the last round), each active Pokémon (except Ice types) loses 1/16 of its total HP. All losses occur simultaneously.
  • Hail (Ice)
A5 Until it is switched out, the opponent cannot choose to use the same move twice in a row (including the move used before this move was used).
  • Torment (Dark)
A6 Increases the opponent's Special Attack by 1 stage (if possible), and confuses the opponent (if the opponent is not already confused).
  • Flatter (Dark)
A7 Burns the opponent.
  • Will-O-Wisp (Fire)
A8 The user faints, and the opponent's Attack and Special Attack are decreased by 2 stages each. Fails if both the opponent's Attack and Special Attack stat stages are already at -6.
  • Memento (Dark)
A9 Power is doubled if the user is poisoned, burned, or paralyzed.
  • Facade (Normal)
AA Does nothing if the user lost HP due to a non-user's attack this round (except by Pain Split). (PP is still consumed for the move, regardless of what happens.)
  • Focus Punch (Fighting)
AB If this attack is successful and the opponent is paralyzed, this attack's power is doubled and the opponent is cured of paralysis.
  • SmellingSalt (Normal)
AC Whenever an opposing Pokémon uses an attack with a target of "single non-user" this round, it is directed towards the Pokémon at the position of this attack's user rather than any other Pokémon. Remains effective even if the user is replaced. (Applied before Magic Coat.)
  • Follow Me (Normal)
AD Uses one of the following moves depending on the location:
  • (Tall grass) - Stun Spore
  • (Very tall grass) - Razor Leaf
  • (Sand) - Earthquake
  • (Rocks) - Rock Slide
  • (Caves) - Shadow Ball
  • (Still water) - BubbleBeam
  • (Moving water) - Surf
  • (Underwater) - Hydro Pump
  • (Elsewhere) - Swift
  • Nature Power (Normal)
AE Until the end of the next round, the power of all Electric-type attacks used by the user is doubled. The effect ends if the user is switched out. The user can use this attack during the effect.
  • Charge (Electric)
AF Until the end of the next round, the opponent's non-damaging moves are disabled. The effect ends if the opponent is switched out.
  • Taunt (Dark)
B0 The power of attacks used by the user's partner this round is multiplied by 1.5. The effect ends if the user's partner is switched out. Fails if the user doesn't have a partner, or if the partner made its move before the user.
  • Helping Hand (Normal)
B1 The user and the opponent swap held items. Fails if:
  • Either or both Pokémon are holding a Mail or an Enigma Berry.
  • Neither Pokémon are holding an item. (Works if just one of them are holding an item.)
  • The opponent is one of the player's Pokémon in an internal battle.
  • Trick (Psychic)
B2 The user adopts the opponent's ability. Fails if that ability is Wonder Guard, or if the opponent doesn't have an ability. The user's ability changes back if the user is switched out.
  • Role Play (Psychic)
B3 At the end of the next round, if there is a Pokémon in the user's position, that Pokémon gains half of its total HP. Remains effective even if the user is replaced. Fails if the user's position is already being affected by this effect.
  • Wish (Normal)
B4 Uses a random move known by any Pokémon in the user's party (except the user and eggs). Does not use the following attacks:
  • Assist
  • Counter
  • Covet
  • Destiny Bond
  • Detect
  • Endure
  • Focus Punch
  • Follow Me
  • Helping Hand
  • Metronome
  • Mimic
  • Mirror Coat
  • Mirror Move
  • Protect
  • Sketch
  • Sleep Talk
  • Snatch
  • Struggle
  • Thief
  • Trick
  • Assist (Normal)
B5 During the effect:
  • The user cannot switch, flee or be switched out. At the end of every round, the user gains 1/16 of its total HP.

The effect ends if the user faints.

  • Ingrain (Grass)
B6 If this attack is successful, decreases the user's Attack and Defense by 1 stage each.
  • Superpower (Fighting)
B7 During this round only, if the next move used against the user by a non-user has the "C" flag (i.e. is affected by Magic Coat), then the user and opponent of that move are reversed (i.e. the user of Magic Coat will use that "C" flag move against its original user).

If that move used has multiple targets, and the Magic Coat user is the first target, then the move will be reflected back in its entirety (against the side containing the original user of that move). If it is the second target, then the first target will be affected as normal, and then the Magic Coat user will reflect the move back as before.

The ability Soundproof overrides this bouncing (i.e. if the Magic Coat user has Soundproof, and is targeted by a sound-based attack that can be bounced back, that attack is nullified rather than reflected).

The effect ends if the user is replaced.

  • Magic Coat (Psychic)
B8 If the user isn't holding an item, the user receives the last item that was held and consumed by a Pokémon in the user's position this battle. If this attack is successful, that item is reset.
  • Recycle (Normal)
B9 Power is doubled if the user lost HP due to an opponent's attack this round (except Pain Split), and that opponent was the last non-user to hit the user with a damaging attack this round.
  • Revenge (Fighting)
BA Ends the effects of Reflect and Light Screen on the opposing side before dealing damage. Will end those effects even if this attack becomes ineffective because of type immunities. Does nothing, however, if this attack misses.
  • Brick Break (Fighting)
BB At the end of the next round, if the opponent is not affected by a status problem and has remained active since this attack was used, it falls asleep. (Safeguard and Substitute don't prevent this.) Fails if the opponent cannot fall asleep when this attack is used, or if the opponent has a status problem.
  • Yawn (Normal)
BC If this attack is successful, and the opponent has not fainted because of this attack, the opponent drops its held item for the rest of the battle (if it has one). (That item is not consumed.)
  • Knock Off (Dark)
BD Reduces the opponent's HP by (opponent's current HP - user's current HP). Affected by type immunities. Fails if the user's current HP is equal to or greater than the opponent's current HP.
  • Endeavor (Normal)
BE Power is (user's current HP / user's total HP) * 150, rounded down. Minimum 1, maximum 150.
  • Eruption (Fire)
  • Water Spout (Water)
BF The user and the opponent swap their abilities. Fails if either or both abilities are Wonder Guard, or if neither Pokémon have an ability.
  • Skill Swap (Psychic)
C0 During the effect, all moves that the user knows are disabled for each opposing Pokémon. The effect ends if the user is switched out. Fails if neither opposing Pokémon knows a move that the user knows.
  • Imprison (Psychic)
C1 The user is cured of burns, poison and paralysis.
  • Refresh (Normal)
C2 Until the user's next turn, if an opposing Pokémon's attack causes the user to faint, that attack's PP is reduced to 0. The effect ends if the user is switched out.
  • Grudge (Ghost)
C3 During this round, if a non-user would use a move with the "D" flag (i.e. is affected by Snatch), then the user uses that move instead. The effect ends when the user is switched out.
  • Snatch (Dark)
C4 Power depends on the opponent's weight as follows:
  • (Less than 10kg) - 20.
  • (Between 10kg and 25kg) - 40.
  • (Between 25kg and 50kg) - 60.
  • (Between 50kg and 100kg) - 80.
  • (Between 100kg and 200kg) - 100.
  • (Greater than 200kg) - 120.
  • Low Kick (Fighting)
C5 Effect depends on the location:
  • (Moving water) - Lowers the opponent's Attack by 1 stage.
  • (Still water) - Lowers the opponent's Speed by 1 stage.
  • (Underwater) - Lowers the opponent's Defense by 1 stage.
  • (Sand) - Lowers the opponent's accuracy by 1 stage.
  • (Cave) - Causes the opponent to flinch.
  • (Rocks) - Confuses the opponent.
  • (Tall grass) - Poisons the opponent.
  • (Very tall grass) - Puts the opponent to sleep.
  • (Elsewhere) - Paralyzes the opponent.
  • Secret Power (Normal)
C6 If this attack is successful, the user takes recoil damage of 1/3 of the HP lost by the opponent due to this attack (min. 1 damage).
  • Double-Edge (Normal)
  • Volt Tackle (Electric)
C7 Confuses the opponent.
  • Teeter Dance (Normal)
C8 Increased critical hit rate. Burns the opponent.
  • Blaze Kick (Fire)
C9 During this effect, the power of Electric attacks is halved. (This effect is not cumulative.) The effect ends if the user is switched out. Fails if the user has already used this effect (non-users can still use this attack).
  • Mud Sport (Ground)
CA Badly poisons the opponent.
  • Poison Fang (Poison)
CB This attack's power is doubled during weather. Also, its type changes depending on the weather, as follows:
  • (Hail) - Ice
  • (Rain Dance) - Water
  • (Sandstorm) - Rock
  • (Sunny Day) - Fire
  • (Otherwise) - Normal
  • Weather Ball (Normal)
CC If this attack is successful, decreases the user's Special Attack by 2 stages.
  • Overheat (Fire)
  • Psycho Boost (Psychic)
CD Decreases the opponent's Attack and Defense by 1 stage each.
  • Tickle (Normal)
CE Increases the user's Defense and Special Defense by 1 stage each.
  • Cosmic Power (Psychic)
CF Hits the opponent even if it is in the middle of using Fly or Bounce.
  • Sky Uppercut (Fighitng)
D0 Increases the user's Attack and Defense by 1 stage each.
  • Bulk Up (Fighting)
D1 High critical hit rate. Poisons the opponent.
  • Poison Tail (Poison)
D2 During this effect, the power of Fire attacks is halved. (This effect is not cumulative.) The effect ends if the user is switched out. Fails if the user has already used this effect (non-users can still use this attack).
  • Water Sport (Water)
D3 Increases the user's Special Attack and Special Defense by 1 stage each.
  • Calm Mind (Psychic)
D4 Increases the user's Attack and Speed by 1 stage each.
  • Dragon Dance (Dragon)
D5 Changes the user's type(s) depending on the location:
  • (On water, underwater) - Water
  • (Caves, rocks) - Rock
  • (Tall grass, very tall grass) - Grass
  • (Sand) - Ground
  • (Elsewhere) - Normal

Fails if the determined type is the same as one of the user's type(s).

  • Camouflage (Normal)
D6 - FE blank
FF Same as function code 9B.
  • Dive (Water)
100 Same as function code 9B.
  • Dig (Ground)
101 Same as function code 00.
  • Surf (Water)
102 - 106 blank
107 Same as function code 9B.
  • Bounce (Flying)
108 - 10A blank
10B Sound-based move. Confuses the opponent. The probability of causing confusion increases if the user's cry is louder.

This move effect is located in the script section PokemonChatter.

  • Chatter (Normal)
10C onwards blank

Function codes highlighted in green are not used in Pokémon Essentials, and are available for the user to invent their own effects.

Only moves from the first three generations of Pokémon are included in Pokémon Essentials (along with Chatter).

Note that several different function codes have the same effect. This is because these function codes are the same as those used in the official Pokémon games. In them, the function code also determines whether a move is damaging or a status move, and it also determines the priority of that move. For example, function codes 31 and 4C both confuse the opponent, but the former originally denoted a status move while the latter was for moves that also inflict damage.

As Pokémon Essentials handles move attributes (special/physical/status) and priority differently, it does not matter which function code you use.

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