LITHOVORE - A SABLEYE FANSITE

Data and techniques

Let's have a look at Sableye under a microscope.

Stats

HP:
50
Attack:
75
Defense:
75
Spec. Attack:
65
Spec. Defense:
65
Speed:
50

As shown on the left, Sableye's base stats, which would be the species-specific, static values upon which all individual-specific modifiers such as Natures and EV distribution have effect. Actually, it's not as complicated as it sounds - just consider these stats as a general outline of a species' battling potential. Sableye's base stats are anything but incredible - if something, they're on the low side of the spectrum; consider that a base stat is considered only average when it ranges from 75 to 85 in generation third and from 80 to 95 in generation four.

Abilities

Keen Eye

In generation third, Sableye only had one Ability: Keen Eye, which prevents its Accuracy to be lowered via moves such as Sand-Attack or Flash. A pretty useless Ability if you ask me, since the number of Accuracy-lowering moves is very limited and it's not like you can't just switch out to solve your problem. The only case in which I can see this Ability becoming useful in battle is the situation in which an opponent Pokémon has used a trapping move and is going to lower your Accuracy so that you'll eventually have a very low chance of being able to attack, but no in-game Trainer would ever use such a strategy and a human player would have to be retarded to do that - if you're going to be cheap, you can just raise your Evasion for a similar effect without having to use a trapping move.

The only positive thing about Keen Eye is that, from Pokémon Emerald onwards, if you put a Sableye with Keen Eye as the first Pokémon in your team, you will have a lower chance to meet low-level wild Pokémon. Good if you want to make some experience or if you're looking for something to catch.

Stall

In generation four, Sableye is a dual-Ability Pokémon: it can have either Keen Eye or Stall. Sableye is currently the only Pokémon to have Stall as one of their possible Abilities. Is it something like Milotic's Marvel Scale? Sure we'd like so. Stall is one of the worst Abilities ever conceived, on par with Slaking's Truant - with the only exception that Slaking is still strong even with his hindering Ability, while Sableye...well...Anyway, what Stall does is making Sableye move last. To be honest, its Speed is already so low that, even without Stall, it would anyway be slower than its opponent in most cases.

However, Stall does not affect Sableye's Speed, but rather its priority bracket; this means that when a Sableye with Stall uses a move with the same priority as the move chosen by its opponent in the same turn, Sableye's move will be performed after its opponent's no matter what. To make some further examples, this also means that if Sableye uses a high-priority move such as Shadow Sneak and its opponent uses a normal-priority move, then Sableye will attack first because the moves chosen in that turn have different priorities. If Sableye was using Shadow Sneak and its opponent Quick Attack, here is where Stall would come into play as these moves have the same priority.

Since Stall has no effect on Speed, this also means that Trick Room will do nothing on a Sableye with Stall. However, the items Lagging Tail and Full Incense still have their effect; if Sableye's opponent is holding one of these items, it will be slower than Sableye even with Stall.

So. What is the point of Stall? Sending you into a flying rage when trying to breed a Sableye because the one hatchling with good stats will also have this stupid Ability (true story). However, there are two cases in which Stall will prove beneficial.
One of them is combining it with the use of Zoom Lens as Sableye's held item, as Zoom Lens will grant Sableye a x1.2 Accuracy boost provided it attacks last. It would be really useful if Sableye learnt some powerful, low-Accuracy moves - but that's not the case, so why bother. The other use is in combination with the move Trick to give the opponent the aforementioned Lagging Tail or Full Incense, which would allow Sableye to become faster than its opponent. This is actually a good idea, so if you want to use a Sableye with Stall you should consider this strategy.

Prankster

Okay, so in generation five there is this feature called the Dream World where you can unlock a special Ability for each species of Pokémon! Sableye's secret Ability is Prankster, which raises the priority of its status moves. Take what I wrote before about Stall and priority brackets and think about what this means...in layman's terms, Prankster overrides Sabby's crappy Speed stat and allows to (usually) strike first with non-damaging moves, which are the meat of its moveset. This means awesomefest! It doesn't matter if Sableye is fighting a lightning-fast Jolteon, its status moves will hit first anyway. Unlimited speed! Did you know that this Ability alone turns Sableye into a small powerhouse?

Type matchup

Sableye's strongest point is its awesome type combination that grants it no weaknesses. If that's not sweet enough, then know that it also gives it a resistance to Poison-type moves and three full immunities to Fighting-, Normal- and Psychic-type moves. Three immunities. There is no known Pokémon with more immunities than Sableye, and this characteristic is shared only with its fellow Dark/Ghost Spiritomb plus Drifloon and Drifblim. Prior to generation four, Sableye used to be THE Pokémon with the highest number of immunities and it didn't have to share its first place with no one. Badass.

Breeding

So you must know that, for two Pokémon to breed, they must belong to the same egg group. Most Ghost-type Pokémon are in the Indeterminate egg group, which mostly includes amorphous-looking Pokémon. Sableye is one of the three Ghost-type Pokémon which doesn't, the other two being Shedinja and Froslass. Since it seems to look more like a goblin or some human-like creature, it is in the Humanshape group. For your information, a Sableye egg takes around 6,400 steps to hatch.

Happiness

When first caught, a Sableye isn't really friendly to its Trainer - its base happiness value is only 35 out of a maximum of 255. Don't worry, it will warm up later if treated properly; the low initial trust is a common trait of Dark-type Pokémon. They don't just fall in love with the first guy to pick them up, you know.

Growth curve

At level 100, a Sableye will have earned a total of 1,059,860 experience points. A Sableye's growth follows a parabolic curve; in the beginning it will be incredibly easy to raise and it will grow faster than Pokémon which need a lot less experience to reach level 100, in the middle it will grow at a normal rate, and in the last levels it will take a wagon of experience to level up. You better save up those Rare Candies.

Movepool

This page wouldn't be complete if I didn't talk about the techniques learned by Sableye. However, we know that every Pokémon learns hundreds and hundreds of moves through different generation. So, to keep this page rich in information but easy to the eyes, by default this list only shows the names of the moves learned; however, you can hover over a move's name to display some additional information about it.

Generation three

Level up moves

Level Move
lv. 1
Scratch
Type:
Normal
Power:
40
Accuracy:
100%
PP:
40
Effect:
Damages the target.
lv. 1
Leer
Type:
Normal
Power:
--
Accuracy:
100%
PP:
30
Effect:
Lowers the target's Defense by 1 stage.
lv. 5
Foresight
Type:
Normal
Power:
--
Accuracy:
--
PP:
40
Effect:
Until the target is in play, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. If the target is a Ghost-type, it loses its immunities against Normal- and Fighting-type moves.
lv. 9
Night Shade
Type:
Ghost
Power:
--
Accuracy:
100%
PP:
15
Effect:
Inflicts damage equal to the user's level.
lv. 13
Astonish
Type:
Ghost
Power:
30
Accuracy:
100%
PP:
15
Effect:
Has a 30% chance of making the target flinch.
lv. 17
Fury Swipes
Type:
Normal
Power:
18
Accuracy:
80%
PP:
15
Effect:
Attacks from 2 to 5 times in one turn.
2 or 3 hits: 3/8 chance
4 or 5 hits: 1/8 chance
lv. 21
Fake Out
Type:
Normal
Power:
40
Accuracy:
100%
PP:
10
Effect:
If this move is used on the first turn after the user enters play, it deals damage and makes the target flinch; otherwise, it fails.
lv. 25
Detect
Type:
Fighting
Power:
--
Accuracy:
--
PP:
5
Effect:
Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
lv. 29
Faint Attack
Type:
Dark
Power:
60
Accuracy:
--
PP:
5
Effect:
Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
lv. 33
Knock Off
Type:
Dark
Power:
20
Accuracy:
100%
PP:
20
Effect:
Disables the target's held item until the end of the battle.
lv. 37
Confuse Ray
Type:
Ghost
Power:
--
Accuracy:
100%
PP:
10
Effect:
Confuses the target.
lv. 41
Shadow Ball
Type:
Ghost
Power:
80
Accuracy:
100%
PP:
15
Effect:
Has a 20% chance to lower the target's Special Defense by 1 stage.
lv. 45
Mean Look
Type:
Normal
Power:
--
Accuracy:
--
PP:
5
Effect:
As long as the user is in play, the target is prevented to switch out unless it uses Baton Pass.

Pokémon XD level up moves

Level Move
lv. 33
Helping Hand
Type:
Normal
Power:
--
Accuracy:
--
PP:
20
Effect:
Goes first. In double battles, it raises the power of the teammate's move by 50%.

Egg moves

Move
Moonlight
Type:
Normal
Power:
--
Accuracy:
--
PP:
5
Effect:
The user is healed by 2/3 its max HP under bright sunlight, 1/4 its max HP under rain, hail and sandstorm and 1/2 its max HP under normal conditions.
Psych Up
Type:
Normal
Power:
--
Accuracy:
--
PP:
10
Effect:
Copies the target's stat changes.
Recover
Type:
Normal
Power:
--
Accuracy:
--
PP:
20
Effect:
The user is healed up to 1/2 its max HP.

TM/HM moves

TM/HM Move
TM01
Focus Punch
Type:
Fighting
Power:
150
Accuracy:
100%
PP:
20
Effect:
Goes last; if the user is attacked by the opponent in the same turn, the move fails.
TM03
Water Pulse
Type:
Water
Power:
60
Accuracy:
100%
PP:
20
Effect:
Has a 20% chance to confuse the target.
TM04
Calm Mind
Type:
Psychic
Power:
--
Accuracy:
--
PP:
20
Effect:
Raises the user's Special Attack and Special Defense by 1 stage.
TM06
Toxic
Type:
Poison
Power:
--
Accuracy:
85%
PP:
10
Effect:
Badly poisons the opponent, with the damage caused by poison being doubled every turn.
TM10
Hidden Power
Type:
Normal
Power:
--
Accuracy:
100%
PP:
15
Effect:
Varies in power and type depending on the user's IVs.
TM11
Sunny Day
Type:
Fire
Power:
--
Accuracy:
--
PP:
5
Effect:
The sun's light becomes bright for 5 turns: during this time, the power of Fire-type moves is doubled, the power of Water-type moves is halved, Solarbeam fires immediately, Thunder's Precision becomes 50%, Morning Sun, Synthesis and Moonlight restore 2/3 of the user's max HP instead of 1/2, freezing is prevented.
TM12
Taunt
Type:
Dark
Power:
--
Accuracy:
%
PP:
Effect:
For 2 turns, the target is prevented from using non-damaging moves. Assist, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor and Mirror Coat are not.
TM17
Protect
Type:
Normal
Power:
--
Accuracy:
--
PP:
10
Effect:
Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Protect, Detect or Endure.
TM18
Rain Dance
Type:
Water
Power:
--
Accuracy:
--
PP:
5
Effect:
It rains for 5 turns: during this time, the power of Fire-type moves is halved, the power of Water-type moves is doubled, Solarbeam's power is halved, Thunder's Precision becomes 100%, Morning Sun, Synthesis and Moonlight restore 1/4 of the user's max HP instead of 1/2.
TM21
Frustration
Type:
Normal
Power:
--
Accuracy:
100%
PP:
20
Effect:
The more unhappy is the user, the more powerful is this move. Max power is 102.
TM27
Return
Type:
Normal
Power:
--
Accuracy:
100%
PP:
20
Effect:
The happier is the user, the more powerful is this move. Max power is 102.
TM28
Dig
Type:
Ground
Power:
60
Accuracy:
100%
PP:
10
Effect:
In the first turn, the user digs underground evading most attacks; in the second, it attacks. During the first turn, the user can still be hit by Fissure and by Earthquake and Magnitude, which deal double damage in this condition. If used outside from battle in a dungeon, the player is brought back to the entrance.
TM29
Psychic
Type:
Psychic
Power:
90
Accuracy:
100%
PP:
10
Effect:
Has a 10% chance to lower the target's Special Defense by 1 stage.
TM30
Shadow Ball
Type:
Brick Break
Power:
80
Accuracy:
100%
PP:
15
Effect:
Has a 20% chance to lower the target's Special Defense by 1 stage.
TM31
Brick Break
Type:
Fighting
Power:
75
Accuracy:
100%
PP:
15
Effect:
Destroys Reflect and Light Screen.
TM32
Double Team
Type:
Normal
Power:
--
Accuracy:
--
PP:
15
Effect:
Raises the user's Evasion by 1 stage.
TM34
Shock Wave
Type:
Electric
Power:
60
Accuracy:
--
PP:
20
Effect:
Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
TM39
Rock Tomb
Type:
Rock
Power:
50
Accuracy:
80%
PP:
10
Effect:
Lowers the target's Speed by 1 stage.
TM40
Aerial Ace
Type:
Flying
Power:
60
Accuracy:
--
PP:
20
Effect:
Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
TM41
Torment
Type:
Dark
Power:
--
Accuracy:
100%
PP:
15
Effect:
Prevents the target from using the same move two turns in a row until it is switched out.
TM42
Facade
Type:
Normal
Power:
70
Accuracy:
100%
PP:
20
Effect:
Damages for double the power if the user is suffering from a status ailment.
TM43
Secret Power
Type:
Normal
Power:
70
Accuracy:
100%
PP:
20
Effect:
If the user is in the tall grass, this move poisons the target (even if it's a Poison-type). If the user is in the water, the target's Attack is lowered by 1 stage. If the user is underwater, the target's Defense is lowered by 1 stage. If the user is in a pond, the target's Speed is lowered by 1 stage. If the user is in the sand, the target's Precision is lowered by 1 stage. If the user is in a cave, the target flinches. If the user is in a rocky area, the target is confused. In any other place, the target is Paralyzed. If used outside of battle, it allows to open Secret Bases.
TM44
Rest
Type:
Psychic
Power:
--
Accuracy:
--
PP:
10
Effect:
The user falls asleep for 2 turns, recovering all HP and healing from any status ailment.
TM45
Attract
Type:
Normal
Power:
--
Accuracy:
100%
PP:
15
Effect:
If the target is the opposite gender as the user, it becomes infatuated and has a 50% chance of not attacking until it is switched out.
TM46
Thief
Type:
Dark
Power:
40
Accuracy:
100%
PP:
10
Effect:
Steals the target's held item unless the user is already holding an item.
TM49
Snatch
Type:
Dark
Power:
--
Accuracy:
--
PP:
10
Effect:
It goes last. The user steals a supporting move from another Pokémon.
HM01
Cut
Type:
Normal
Power:
50
Accuracy:
95%
PP:
30
Effect:
If used outside the battle, it cuts small trees to open new paths.
HM05
Flash
Type:
Normal
Power:
--
Accuracy:
70%
PP:
20
Effect:
The target's Precision is lowered by 1 stage. If used outside the battle, it lights up dark caves.
HM06
Rock Smash
Type:
Fighting
Power:
20
Accuracy:
100%
PP:
15
Effect:
Has a 50% chance of lowering the target's Defense by 1 stage. If used outside the battle, it destroys rocks.

Tutored moves

Game Move
FR/LG/E/XD
Body Slam
Type:
Normal
Power:
85
Accuracy:
100%
PP:
15
Effect:
Has a 30% chance to paralyze the target.
FR/LG/E
Counter
Type:
Fighting
Power:
--
Accuracy:
100%
PP:
20
Effect:
It goes last. If the user is hit by a physical attack before the user's turn, it retaliates with double the power.
FR/LG/E/XD
Double-Edge
Type:
Normal
Power:
120
Accuracy:
100%
PP:
15
Effect:
The user receives 1/3 recoil damage.
FR/LG/E/XD
Dream Eater
Type:
Psychic
Power:
100
Accuracy:
100%
PP:
15
Effect:
Only works on a sleeping target. The user is healed by 1/2 of the HP lost by the target.
E
Dynamicpunch
Type:
Fighting
Power:
100
Accuracy:
50%
PP:
5
Effect:
Causes confusion.
E
Endure
Type:
Normal
Power:
--
Accuracy:
--
PP:
10
Effect:
It goes first. If the user is hit by a move that should have caused it to faint, it is left with 1 HP instead. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
E
Fire Punch
Type:
Fire
Power:
75
Accuracy:
100%
PP:
15
Effect:
Has a 10% chance to burn the target.
E
Fury Cutter
Type:
Bug
Power:
10
Accuracy:
95%
PP:
20
Effect:
This move's power is doubled for every consecutive use. If it fails, the damage is resetted.
E
Ice Punch
Type:
Ice
Power:
75
Accuracy:
100%
PP:
15
Effect:
Has a 10% chance to freeze the target.
FR/LG/E
Mega Kick
Type:
Normal
Power:
120
Accuracy:
70%
PP:
5
Effect:
Damages the target.
FR/LG/E
Mega Punch
Type:
Normal
Power:
80
Accuracy:
85%
PP:
20
Effect:
Damages the target.
FR/LG/E
Metronome
Type:
Normal
Power:
--
Accuracy:
100%
PP:
10
Effect:
Uses a random move.
FR/LG/E/XD
Mimic
Type:
Normal
Power:
--
Accuracy:
--
PP:
10
Effect:
This move is replaced by the target's last move until the user switches out. The replacement will have 5 PP. It cannot copy Mimic, Metronome, Transform, Struggle, Sketch or moves the user already knows, and it fails if the target has yet to use a move.
E
Mud-Slap
Type:
Ground
Power:
20
Accuracy:
100%
PP:
10
Effect:
Lowers the target's Precision by 1 stage.
XD
Nightmare
Type:
Ghost
Power:
--
Accuracy:
100%
PP:
15
Effect:
Only works on a sleeping target. As long as the target remains asleep and in battle, it loses 1/4 of its max HP each turn.
E
Psych Up
Type:
Normal
Power:
--
Accuracy:
--
PP:
10
Effect:
Copies the target's stat changes.
FR/LG/E/XD
Seismic Toss
Type:
Fighting
Power:
--
Accuracy:
--
PP:
20
Effect:
Inflicts damage equal to the user's level.
E
Sleep Talk
Type:
Normal
Power:
--
Accuracy:
--
PP:
10
Effect:
Only works if the user is asleep. It randomly chooses one of its other moves and uses it.
E
Snore
Type:
Normal
Power:
40
Accuracy:
100%
PP:
15
Effect:
Only works if the user is asleep.
FR/LG/E/XD
Substitute
Type:
Normal
Power:
--
Accuracy:
--
PP:
10
Effect:
The user loses 1/4 of its max HP and creates a decoy which will shield it from damage, status ailments and status effects until it is destroyed. The user is still affected by Tickle, Hail, Sandstorm and Attract. If the decoy is destroyed during a multi-hit move, the user will take the remaning hits. It fails if the user doesn't have enough HP.
E/XD
Swagger
Type:
Normal
Power:
--
Accuracy:
90%
PP:
15
Effect:
Confuses the target and raises its Attack by 2 stages.
E
Thunderpunch
Type:
Electric
Power:
75
Accuracy:
100%
PP:
15
Effect:
Has a 10% chance to paralyze the target.

Generation four

Level up moves

Level Move
lv. 1
Scratch
Type:
Normal
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
40
Effect:
Damages the target.
lv. 1
Leer
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
100%
PP:
30
Effect:
Lowers the target's Defense by 1 stage.
lv. 4
Foresight
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
40
Effect:
Until the target is in play, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. If the target is a Ghost-type, it loses its immunities against Normal- and Fighting-type moves.
lv. 8
Night Shade
Type:
Ghost
Damage:
Special
Power:
--
Accuracy:
100%
PP:
15
Effect:
Inflicts damage equal to the user's level.
lv. 11
Astonish
Type:
Ghost
Damage:
Physical
Power:
30
Accuracy:
100%
PP:
15
Effect:
Has a 30% chance of making the target flinch.
lv. 15
Fury Swipes
Type:
Normal
Damage:
Physical
Power:
18
Accuracy:
80%
PP:
15
Effect:
Attacks from 2 to 5 times in one turn.
2 or 3 hits: 3/8 chance
4 or 5 hits: 1/8 chance
lv. 18
Fake Out
Type:
Normal
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
10
Effect:
If this move is used on the first turn after the user enters play, it deals damage and makes the target flinch; otherwise, it fails.
lv. 22
Detect
Type:
Fighting
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
lv. 25
Shadow Sneak
Type:
Ghost
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
30
Effect:
Always goes first.
lv. 29
Knock Off
Type:
Dark
Damage:
Physical
Power:
20
Accuracy:
100%
PP:
20
Effect:
Disables the target's held item until the end of the battle.
lv. 32
Faint Attack
Type:
Dark
Damage:
Physical
Power:
60
Accuracy:
--
PP:
5
Effect:
Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
lv. 36
Punishment
Type:
Dark
Damage:
Physical
Power:
60
Accuracy:
100%
PP:
5
Effect:
This move's is increased for every positive stat modifier of the target's.
lv. 39
Shadow Claw
Type:
Ghost
Damage:
Physical
Power:
70
Accuracy:
100%
PP:
15
Effect:
Has a high chance to result in a critical hit.
lv. 43
Power Gem
Type:
Rock
Damage:
Special
Power:
70
Accuracy:
100%
PP:
20
Effect:
Damages the target.
lv. 46
Confuse Ray
Type:
Ghost
Damage:
Other
Power:
--
Accuracy:
100%
PP:
10
Effect:
Confuses the target.
lv. 50
Zen Headbutt
Type:
Psychic
Damage:
Physical
Power:
80
Accuracy:
90%
PP:
15
Effect:
Has a 20% chance to make the target flinch.
lv. 53
Shadow Ball
Type:
Ghost
Damage:
Special
Power:
80
Accuracy:
100%
PP:
15
Effect:
Has a 20% chance to lower the target's Special Defense by 1 stage.
lv. 57
Mean Look
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
As long as the user is in play, the target is prevented to switch out unless it uses Baton Pass.

Egg moves

Move
Feint (HG/SS)
Type:
Normal
Damage:
Physical
Power:
50
Accuracy:
100%
PP:
10
Effect:
Goes first and hits through Protect and Detect. If the target doesn't use Protect or Detect, this move fails.
Flatter
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
Confuses the target and raises its Special Attack by 1 stage.
Moonlight
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
The user is healed by 2/3 its max HP under bright sunlight, 1/4 its max HP under rain, hail and sandstorm and 1/2 its max HP under normal conditions.
Nasty Plot
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
--
PP:
20
Effect:
The user's Special Attack is raised by 2 stages.
Psych Up
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
Copies the target's stat changes.
Recover
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
20
Effect:
The user is healed up to 1/2 its max HP.

TM/HM moves

TM/HM Move
TM01
Focus Punch
Type:
Fighting
Damage:
Physical
Power:
150
Accuracy:
100%
PP:
20
Effect:
Goes last; if the user is attacked by the opponent in the same turn, the move fails.
TM03
Water Pulse
Type:
Water
Damage:
Special
Power:
60
Accuracy:
100%
PP:
20
Effect:
Has a 20% chance to confuse the target.
TM04
Calm Mind
Type:
Psychic
Damage:
Other
Power:
--
Accuracy:
--
PP:
20
Effect:
Raises the user's Special Attack and Special Defense by 1 stage.
TM06
Toxic
Type:
Poison
Damage:
Other
Power:
--
Accuracy:
85%
PP:
10
Effect:
Badly poisons the opponent, with the damage caused by poison being doubled every turn.
TM10
Hidden Power
Type:
Normal
Damage:
Special
Power:
--
Accuracy:
100%
PP:
15
Effect:
Varies in power and type depending on the user's IVs.
TM11
Sunny Day
Type:
Fire
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
The sun's light becomes bright for 5 turns: during this time, the power of Fire-type moves is doubled, the power of Water-type moves is halved, Solarbeam fires immediately, Thunder's Precision becomes 50%, Morning Sun, Synthesis and Moonlight restore 2/3 of the user's max HP instead of 1/2, freezing is prevented.
TM12
Taunt
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
%
PP:
Effect:
For 2 to 5 turns, the target is prevented from using non-damaging moves. Assist, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor and Mirror Coat are not.
TM17
Protect
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Protect, Detect or Endure.
TM18
Rain Dance
Type:
Water
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
It rains for 5 turns: during this time, the power of Fire-type moves is halved, the power of Water-type moves is doubled, Solarbeam's power is halved, Thunder's Precision becomes 100% and it gains a 30% chance to hit through Protect and Detect, Morning Sun, Synthesis and Moonlight restore 1/4 of the user's max HP instead of 1/2.
TM21
Frustration
Type:
Normal
Damage:
Physical
Power:
--
Accuracy:
100%
PP:
20
Effect:
The more unhappy is the user, the more powerful is this move. Max power is 102.
TM27
Return
Type:
Normal
Damage:
Physical
Power:
--
Accuracy:
100%
PP:
20
Effect:
The happier is the user, the more powerful is this move. Max power is 102.
TM28
Dig
Type:
Ground
Damage:
Physical
Power:
60
Accuracy:
100%
PP:
10
Effect:
In the first turn, the user digs underground evading most attacks; in the second, it attacks. During the first turn, the user can still be hit by Fissure and by Earthquake and Magnitude, which deal double damage in this condition. If used outside from battle in a dungeon, the player is brought back to the entrance.
TM29
Psychic
Type:
Psychic
Damage:
Special
Power:
90
Accuracy:
100%
PP:
10
Effect:
Has a 10% chance to lower the target's Special Defense by 1 stage.
TM30
Shadow Ball
Type:
Ghost
Damage:
Special
Power:
80
Accuracy:
100%
PP:
15
Effect:
Has a 20% chance to lower the target's Special Defense by 1 stage.
TM31
Brick Break
Type:
Fighting
Damage:
Physical
Power:
75
Accuracy:
100%
PP:
15
Effect:
Destroys Reflect and Light Screen.
TM32
Double Team
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
15
Effect:
Raises the user's Evasion by 1 stage.
TM34
Shock Wave
Type:
Electric
Damage:
Special
Power:
60
Accuracy:
--
PP:
20
Effect:
Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
TM39
Rock Tomb
Type:
Rock
Damage:
Physical
Power:
50
Accuracy:
80%
PP:
10
Effect:
Lowers the target's Speed by 1 stage.
TM40
Aerial Ace
Type:
Flying
Damage:
Physical
Power:
60
Accuracy:
--
PP:
20
Effect:
Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
TM41
Torment
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
Prevents the target from using the same move two turns in a row until it is switched out.
TM42
Facade
Type:
Normal
Damage:
Physical
Power:
70
Accuracy:
100%
PP:
20
Effect:
Damages for double the power if the user is suffering from a status ailment.
TM43
Secret Power
Type:
Normal
Damage:
Physical
Power:
70
Accuracy:
100%
PP:
20
Effect:
If the user is in the tall grass, this move poisons the target (even if it's a Poison-type). If the user is in the water, the target's Attack is lowered by 1 stage. If the user is underwater, the target's Defense is lowered by 1 stage. If the user is in a pond, the target's Speed is lowered by 1 stage. If the user is in the sand, the target's Precision is lowered by 1 stage. If the user is in a cave, the target flinches. If the user is in a rocky area, the target is confused. In any other place, the target is Paralyzed. If used outside of battle, it allows to open Secret Bases.
TM44
Rest
Type:
Psychic
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
The user falls asleep for 2 turns, recovering all HP and healing from any status ailment.
TM45
Attract
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
If the target is the opposite gender as the user, it becomes infatuated and has a 50% chance of not attacking until it is switched out.
TM46
Thief
Type:
Dark
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
10
Effect:
Steals the target's held item unless the user is already holding an item.
TM49
Snatch
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
It goes last. The user steals a supporting move from another Pokémon.
TM56
Fling
Type:
Dark
Damage:
Physical
Power:
--
Accuracy:
100%
PP:
10
Effect:
The user throws its held item to the target; damage varies with the item used.
TM58
Endure
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
It goes first. If the user is hit by a move that should have caused it to faint, it is left with 1 HP instead. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
TM61
Will-O-Wisp
Type:
Fire
Damage:
Other
Power:
--
Accuracy:
75%
PP:
15
Effect:
Burns the target.
TM63
Embargo
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
Prevents the target (and its Trainer) to use items until said target switches out.
TM65
Shadow Claw
Type:
Ghost
Damage:
Physical
Power:
70
Accuracy:
100%
PP:
15
Effect:
Has a high chance to result in a critical hit.
TM66
Payback
Type:
Dark
Damage:
Physical
Power:
50
Accuracy:
100%
PP:
10
Effect:
If used after the target's attack, this move's power is doubled.
TM70
Flash
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
70%
PP:
20
Effect:
The target's Precision is lowered by 1 stage. If used outside the battle, it lights up dark caves.
TM77
Psych Up
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
Copies the target's stat changes.
TM78
Captivate
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
100%
PP:
20
Effect:
If the target is the opposite gender as the user, its Special Attack is lowered by 2 stages.
TM79
Dark Pulse
Type:
Dark
Damage:
Special
Power:
80
Accuracy:
100%
PP:
15
Effect:
Has a 20% chance to make the target flinch.
TM82
Sleep Talk
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
Only works if the user is asleep. It randomly chooses one of its other moves and uses it.
TM83
Natural Gift
Type:
Normal
Damage:
Physical
Power:
--
Accuracy:
100%
PP:
15
Effect:
If the user is holding a Berry, the item is used to attack; power and type of this move vary with the Berry used. The Berry is lost after using this move.
TM84
Poison Jab
Type:
Poison
Damage:
Physical
Power:
80
Accuracy:
100%
PP:
20
Effect:
Has a 30% chance to poison the target.
TM85
Dream Eater
Type:
Psychic
Damage:
Other
Power:
100
Accuracy:
100%
PP:
15
Effect:
Only works on a sleeping target. The user is healed by 1/2 of the HP lost by the target.
TM87
Swagger
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
90%
PP:
15
Effect:
Confuses the target and raises its Attack by 2 stages.
TM90
Substitute
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
The user loses 1/4 of its max HP and creates a decoy which will shield it from damage, status ailments and status effects until it is destroyed. The user is still affected by Tickle, Hail, Sandstorm and Attract. If the decoy is destroyed during a multi-hit move, the user will take the remaning hits. It fails if the user doesn't have enough HP.
HM01
Cut
Type:
Normal
Damage:
Physical
Power:
50
Accuracy:
95%
PP:
30
Effect:
If used outside the battle, it cuts small trees to open new paths.
HM06
Rock Smash
Type:
Fighting
Damage:
Physical
Power:
20
Accuracy:
100%
PP:
15
Effect:
Has a 50% chance of lowering the target's Defense by 1 stage. If used outside the battle, it destroys rocks.

Tutored moves

Game Move
PT/HG/SS
Fire Punch
Type:
Fire
Damage:
Physical
Power:
75
Accuracy:
100%
PP:
15
Effect:
Has a 10% chance to burn the target.
PT/HG/SS
Fury Cutter
Type:
Bug
Damage:
Physical
Power:
10
Accuracy:
95%
PP:
20
Effect:
This move's power is doubled for every consecutive use. If it fails, the damage is resetted.
HG/SS
Gravity
Type:
Psychic
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
For 5 turns, all Pokémon in play are negated the immunities provided by the Flying-type, Magnet Rise and Levitate; Pokémon in the middle of Bounce and Fly will return to the ground, and Bounce, Fly, Hi Jump Kick, Jump Kick and Splash cannot be used.
HG/SS
Headbutt
Type:
Normal
Damage:
Physical
Power:
70
Accuracy:
100%
PP:
15
Effect:
Has a 30% chance to make the target flinch.
PT/HG/SS
Ice Punch
Type:
Ice
Damage:
Physical
Power:
75
Accuracy:
100%
PP:
15
Effect:
Has a 10% chance to freeze the target.
PT/HG/SS
Icy Wind
Type:
Ice
Damage:
Special
Power:
55
Accuracy:
95%
PP:
15
Effect:
Lowers the target's Speed by 1 stage.
PT/HG/SS
Knock Off
Type:
Dark
Damage:
Physical
Power:
20
Accuracy:
100%
PP:
20
Effect:
Disables the target's held item until the end of the battle.
HG/SS
Low Kick
Type:
Fighting
Damage:
Physical
Power:
--
Accuracy:
100%
PP:
20
Effect:
More powerful if the target is heavier.
PT/HG/SS
Mud-Slap
Type:
Ground
Damage:
Physical
Power:
20
Accuracy:
100%
PP:
10
Effect:
Lowers the target's Precision by 1 stage.
PT/HG/SS
Ominous Wind
Type:
Ghost
Damage:
Special
Power:
60
Accuracy:
100%
PP:
5
Effect:
Has a 10% chance to raise all of the user's stats by 1 stage.
HG/SS
Pain Split
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
20
Effect:
The HP of the user and the target are summated and set to their average.
HG/SS
Role Play
Type:
Psychic
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
Copies the target's Ability. Has no effect on Wonder Guard.
PT/HG/SS
Signal Beam
Type:
Bug
Damage:
Special
Power:
75
Accuracy:
100%
PP:
15
Effect:
Has a 10% chance to confuse the target.
PT/HG/SS
Snore
Type:
Normal
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
15
Effect:
Only works if the user is asleep.
PT/HG/SS
Spite
Type:
Ghost
Damage:
Other
Power:
--
Accuracy:
100%
PP:
10
Effect:
The target's last move is reduced by 4 PP.
PT/HG/SS
Sucker Punch
Type:
Dark
Damage:
Physical
Power:
80
Accuracy:
100%
PP:
5
Effect:
Goes first, but fails if the target chooses a non-damaging move in the same turn or if it uses an attack with higher priority or if with the same priority being faster than the user.
PT/HG/SS
Trick
Type:
Psychic
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
Exchanges items with the target.
PT/HG/SS
Thunderpunch
Type:
Electric
Damage:
Physical
Power:
75
Accuracy:
100%
PP:
15
Effect:
Has a 10% chance to paralyze the target.
PT/HG/SS
Zen Headbutt
Type:
Psychic
Damage:
Physical
Power:
80
Accuracy:
90%
PP:
15
Effect:
Has a 20% chance to make the target flinch.

Generation five

Level up moves

Level Move
lv. 1
Scratch
Type:
Normal
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
40
Effect:
Damages the target.
lv. 1
Leer
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
100%
PP:
30
Effect:
Lowers the target's Defense by 1 stage.
lv. 4
Foresight
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
40
Effect:
Until the target is in play, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. If the target is a Ghost-type, it loses its immunities against Normal- and Fighting-type moves.
lv. 8
Night Shade
Type:
Ghost
Damage:
Special
Power:
--
Accuracy:
100%
PP:
15
Effect:
Inflicts damage equal to the user's level.
lv. 11
Astonish
Type:
Ghost
Damage:
Physical
Power:
30
Accuracy:
100%
PP:
15
Effect:
Has a 30% chance of making the target flinch.
lv. 15
Fury Swipes
Type:
Normal
Damage:
Physical
Power:
18
Accuracy:
80%
PP:
15
Effect:
Attacks from 2 to 5 times in one turn.
2 or 3 hits: 3/8 chance
4 or 5 hits: 1/8 chance
lv. 18
Fake Out
Type:
Normal
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
10
Effect:
If this move is used on the first turn after the user enters play, it deals damage and makes the target flinch; otherwise, it fails.
lv. 22
Detect
Type:
Fighting
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Detect, Protect or Endure.
lv. 25
Shadow Sneak
Type:
Ghost
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
30
Effect:
Always goes first.
lv. 29
Knock Off
Type:
Dark
Damage:
Physical
Power:
20
Accuracy:
100%
PP:
20
Effect:
Disables the target's held item until the end of the battle.
lv. 32
Faint Attack
Type:
Dark
Damage:
Physical
Power:
60
Accuracy:
--
PP:
5
Effect:
Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
lv. 36
Punishment
Type:
Dark
Damage:
Physical
Power:
60
Accuracy:
100%
PP:
5
Effect:
This move's is increased for every positive stat modifier of the target's.
lv. 39
Shadow Claw
Type:
Ghost
Damage:
Physical
Power:
70
Accuracy:
100%
PP:
15
Effect:
Has a high chance to result in a critical hit.
lv. 43
Power Gem
Type:
Rock
Damage:
Special
Power:
70
Accuracy:
100%
PP:
20
Effect:
Damages the target.
lv. 46
Confuse Ray
Type:
Ghost
Damage:
Other
Power:
--
Accuracy:
100%
PP:
10
Effect:
Confuses the target.
lv. 50
Foul Play
Type:
Dark
Damage:
Physical
Power:
95
Accuracy:
100%
PP:
15
Effect:
This move's power uses the target's Attack stat.
lv. 53
Zen Headbutt
Type:
Psychic
Damage:
Physical
Power:
80
Accuracy:
90%
PP:
15
Effect:
Has a 20% chance to make the target flinch.
lv. 57
Shadow Ball
Type:
Ghost
Damage:
Special
Power:
80
Accuracy:
100%
PP:
15
Effect:
Has a 20% chance to lower the target's Special Defense by 1 stage.
lv. 60
Mean Look
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
As long as the user is in play, the target is prevented to switch out unless it uses Baton Pass.

Egg moves

Move
Captivate
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
100%
PP:
20
Effect:
If the target is the opposite gender as the user, its Special Attack is lowered by 2 stages.
Feint
Type:
Normal
Damage:
Physical
Power:
50
Accuracy:
100%
PP:
10
Effect:
Goes first and hits through Protect and Detect. If the target doesn't use Protect or Detect, this move fails.
Flatter
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
Confuses the target and raises its Special Attack by 1 stage.
Mean Look
Type:
Normal
Power:
--
Accuracy:
--
PP:
5
Effect:
As long as the user is in play, the target is prevented to switch out unless it uses Baton Pass.
Metal Burst
Type:
Physical
Damage:
Steel
Power:
--
Accuracy:
100%
PP:
10
Effect:
If the opponent attacks before the user's turn, it retaliates with 1.5x the damage endured, else it fails.
Moonlight
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
The user is healed by 2/3 its max HP under bright sunlight, 1/4 its max HP under rain, hail and sandstorm and 1/2 its max HP under normal conditions.
Nasty Plot
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
--
PP:
20
Effect:
The user's Special Attack is raised by 2 stages.
Recover
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
20
Effect:
The user is healed up to 1/2 its max HP.
Sucker Punch
Type:
Dark
Damage:
Physical
Power:
80
Accuracy:
100%
PP:
5
Effect:
Goes first, but fails if the target chooses a non-damaging move in the same turn or if it uses an attack with higher priority or if with the same priority being faster than the user.
Trick
Type:
Psychic
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
Exchanges items with the target.

TM/HM moves

TM/HM Move
TM01
Hone Claws
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
--
PP:
15
Effect:
Raises the user's Attack and Accuracy by 1 stage.
TM04
Calm Mind
Type:
Psychic
Damage:
Other
Power:
--
Accuracy:
--
PP:
20
Effect:
Raises the user's Special Attack and Special Defense by 1 stage.
TM06
Toxic
Type:
Poison
Damage:
Other
Power:
--
Accuracy:
85%
PP:
10
Effect:
Badly poisons the opponent, with the damage caused by poison being doubled every turn.
TM10
Hidden Power
Type:
Normal
Damage:
Special
Power:
--
Accuracy:
100%
PP:
15
Effect:
Varies in power and type depending on the user's IVs.
TM11
Sunny Day
Type:
Fire
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
The sun's light becomes bright for 5 turns: during this time, the power of Fire-type moves is doubled, the power of Water-type moves is halved, Solarbeam fires immediately, Thunder's Precision becomes 50%, Morning Sun, Synthesis and Moonlight restore 2/3 of the user's max HP instead of 1/2, freezing is prevented.
TM12
Taunt
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
%
PP:
Effect:
For 2 to 5 turns, the target is prevented from using non-damaging moves. Assist, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor and Mirror Coat are not.
TM17
Protect
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
Protects the user from the opponent's attack in the same turn. The move's success rate halves with each consecutive use of Protect, Detect or Endure.
TM18
Rain Dance
Type:
Water
Damage:
Other
Power:
--
Accuracy:
--
PP:
5
Effect:
It rains for 5 turns: during this time, the power of Fire-type moves is halved, the power of Water-type moves is doubled, Solarbeam's power is halved, Thunder's Precision becomes 100% and it gains a 30% chance to hit through Protect and Detect, Morning Sun, Synthesis and Moonlight restore 1/4 of the user's max HP instead of 1/2.
TM19
Telekinesis
Type:
Psychic
Damage:
Other
Power:
--
Accuracy:
--
PP:
15
Effect:
For 3 turns: all moves hit the target with perfect accuracy, but it also becomes immune to Ground-type moves.
TM21
Frustration
Type:
Normal
Damage:
Physical
Power:
--
Accuracy:
100%
PP:
20
Effect:
The more unhappy is the user, the more powerful is this move. Max power is 102.
TM27
Return
Type:
Normal
Damage:
Physical
Power:
--
Accuracy:
100%
PP:
20
Effect:
The happier is the user, the more powerful is this move. Max power is 102.
TM28
Dig
Type:
Ground
Damage:
Physical
Power:
60
Accuracy:
100%
PP:
10
Effect:
In the first turn, the user digs underground evading most attacks; in the second, it attacks. During the first turn, the user can still be hit by Fissure and by Earthquake and Magnitude, which deal double damage in this condition. If used outside from battle in a dungeon, the player is brought back to the entrance.
TM29
Psychic
Type:
Psychic
Damage:
Special
Power:
90
Accuracy:
100%
PP:
10
Effect:
Has a 10% chance to lower the target's Special Defense by 1 stage.
TM30
Shadow Ball
Type:
Ghost
Damage:
Special
Power:
80
Accuracy:
100%
PP:
15
Effect:
Has a 20% chance to lower the target's Special Defense by 1 stage.
TM31
Brick Break
Type:
Fighting
Damage:
Physical
Power:
75
Accuracy:
100%
PP:
15
Effect:
Destroys Reflect and Light Screen.
TM32
Double Team
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
15
Effect:
Raises the user's Evasion by 1 stage.
TM39
Rock Tomb
Type:
Rock
Damage:
Physical
Power:
50
Accuracy:
80%
PP:
10
Effect:
Lowers the target's Speed by 1 stage.
TM40
Aerial Ace
Type:
Flying
Damage:
Physical
Power:
60
Accuracy:
--
PP:
20
Effect:
Ignores Accuracy and Evasion modifiers, thus never missing except against Protect and Detect or against a target in the middle of Dig, Fly, Dive or Bounce.
TM41
Torment
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
Prevents the target from using the same move two turns in a row until it is switched out.
TM42
Facade
Type:
Normal
Damage:
Physical
Power:
70
Accuracy:
100%
PP:
20
Effect:
Damages for double the power if the user is suffering from a status ailment.
TM44
Rest
Type:
Psychic
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
The user falls asleep for 2 turns, recovering all HP and healing from any status ailment.
TM45
Attract
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
If the target is the opposite gender as the user, it becomes infatuated and has a 50% chance of not attacking until it is switched out.
TM46
Thief
Type:
Dark
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
10
Effect:
Steals the target's held item unless the user is already holding an item.
TM47
Low Sweep
Type:
Fighting
Damage:
Physical
Power:
60
Accuracy:
100%
PP:
20
Effect:
Lowers the target's Speed by 1 stage.
TM48
Round
Type:
Normal
Damage:
Special
Power:
60
Accuracy:
100%
PP:
15
Effect:
This move's base power is doubled if another Pokémon in play has used this same move in the same turn.
TM56
Fling
Type:
Dark
Damage:
Physical
Power:
--
Accuracy:
100%
PP:
10
Effect:
The user throws its held item to the target; damage varies with the item used.
TM59
Incinerate
Type:
Fire
Damage:
Special
Power:
30
Accuracy:
100%
PP:
15
Effect:
Disables the target's held Berry.
TM61
Will-O-Wisp
Type:
Fire
Damage:
Other
Power:
--
Accuracy:
75%
PP:
15
Effect:
Burns the target.
TM63
Embargo
Type:
Dark
Damage:
Other
Power:
--
Accuracy:
100%
PP:
15
Effect:
Prevents the target (and its Trainer) to use items until said target switches out.
TM65
Shadow Claw
Type:
Ghost
Damage:
Physical
Power:
70
Accuracy:
100%
PP:
15
Effect:
Has a high chance to result in a critical hit.
TM66
Payback
Type:
Dark
Damage:
Physical
Power:
50
Accuracy:
100%
PP:
10
Effect:
If used after the target's attack, this move's power is doubled.
TM67
Retaliate
Type:
Normal
Damage:
Physical
Power:
70
Accuracy:
100%
PP:
5
Effect:
If used after a teammate was knocked out, this move's power increases.
TM70
Flash
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
70%
PP:
20
Effect:
The target's Precision is lowered by 1 stage. If used outside the battle, it lights up dark caves.
TM77
Psych Up
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
Copies the target's stat changes.
TM84
Poison Jab
Type:
Poison
Damage:
Physical
Power:
80
Accuracy:
100%
PP:
20
Effect:
Has a 30% chance to poison the target.
TM85
Dream Eater
Type:
Psychic
Damage:
Other
Power:
100
Accuracy:
100%
PP:
15
Effect:
Only works on a sleeping target. The user is healed by 1/2 of the HP lost by the target.
TM87
Swagger
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
90%
PP:
15
Effect:
Confuses the target and raises its Attack by 2 stages.
TM90
Substitute
Type:
Normal
Damage:
Other
Power:
--
Accuracy:
--
PP:
10
Effect:
The user loses 1/4 of its max HP and creates a decoy which will shield it from damage, status ailments and status effects until it is destroyed. The user is still affected by Tickle, Hail, Sandstorm and Attract. If the decoy is destroyed during a multi-hit move, the user will take the remaning hits. It fails if the user doesn't have enough HP.
TM94
Rock Smash
Type:
Fighting
Damage:
Physical
Power:
40
Accuracy:
100%
PP:
15
Effect:
Has a 50% chance of lowering the target's Defense by 1 stage. If used outside of battle, it destroys rocks.
TM95
Snarl
Type:
Dark
Damage:
Special
Power:
55
Accuracy:
95%
PP:
15
Effect:
Lowers the target's Special Attack by 1 stage.
HM01
Cut
Type:
Normal
Damage:
Physical
Power:
50
Accuracy:
95%
PP:
30
Effect:
If used outside the battle, it cuts small trees to open new paths.

You can keep reading about Sableye's role in competitive battling in this page.