Attackdex

Type: Psychic

Voyager New Moves
Voyager Updated Moves
Name Type Category PP Power Accuracy Description
Agility 30 The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
Ally Switch 15 The user teleports using a strange power and switches places with one of its allies.
Amnesia 20 The user temporarily forgets its concerns. This sharply raises its Sp. Def stat.
Barrier 20 The user throws up a sturdy wall that sharply raises its Defense stat.
Calm Mind 20 The user quietly focuses its mind to raise its Sp. Atk and Sp. Def stats.
Confusion 25 50 100 The target is hit by a weak telekinetic force. This may also confuse the target.
Continuum Pulse 15 50 100 The user distorts spacetime. This move always goes first under Gravity.
Cosmic Power 20 The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
Dream Eater 15 100 100 The user eats the dreams of a sleeping target, restoring its HP by half the damage caused.
Eerie Spell 5 80 100 The user hits with tremendous psychic power and removes 3 PP from the target's last move.
Esper Wing 10 80 100 Slashes with aura-enriched wings to boost Speed. It lands critical hits more easily.
Expanding Force 10 80 100 This move's power goes up and damages all opposing Pokémon on Psychic Terrain.
Extrasensory 20 80 100 The user attacks with an odd, unseeable power. This may also make the target flinch.
Fabled Trick 5 100 The user employs its psychic power to switch its Sp. Atk stat with its Sp. Def stat.
Freezing Glare 10 90 100 The user shoots its psychic power from its eyes. This may also inflict frostbite.
Future Sight 10 120 100 Two turns after this move is used, a hunk of psychic energy attacks the target.
Glitzy Glow 15 80 95 Telekinetic force that sets wall, lowering Sp. Atk damage.
Graviton Wave 15 65 100 The user hurls gravitons at the target. This move is stronger under heavy Gravity.
Gravity 5 Enables Flying-type and Levitating Pokémon to be hit by Ground-type moves.
Guard Split 10 The user averages its Defense and Sp. Def stats with those of the target.
Guard Swap 10 The user switches changes to its Defense and Sp. Def stats with the target.
Heal Block 15 100 For five turns, the user prevents the opposing team from recovering HP.
Heal Pulse 10 The user emits a healing pulse that restores the target's HP by up to half of its max HP.
Healing Wish 10 The user faints, but whoever takes its place will have its HP restored and status cured.
Heart Stamp 25 60 100 The user hits the target after cutely making it less wary. It may also make it flinch.
Heart Swap 10 The user employs its psychic power to switch stat changes with the target.
Hyperspace Hole 5 80 Using a hyperspace hole, the user strikes the target, even if it protects itself.
Hypnosis 20 60 The user employs hypnotic suggestion to make the target fall into a deep sleep.
Hypnotic Dance 5 100 The user performs an ancient dance that puts all Pokémon on the field to sleep.
Imprison 10 100 If opposing Pokémon know any move also known by the user, they may no longer use it.
Instruct 15 The user instructs the target to use the target's last move again.
Kinesis 15 80 The user distracts the target by bending a spoon. This lowers the target's accuracy.
Light Screen 30 A wondrous wall of light is put up to reduce damage from special attacks for five turns.
Lumina Crash 10 80 100 Unleashes a peculiar light to harshly lower Sp Defense.
Lunar Blessing 10 0 Restores HP and cures status conditions for itself and an ally.
Lunar Dance 10 The user faints, but whoever takes its place will have its HP restored and status cured.
Luster Purge 5 70 100 The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat.
Magic Coat 15 100 Moves like Leech Seed and moves that inflict status conditions are reflected back.
Magic Powder 20 100 The user scatters a cloud of magic powder that changes the target to Psychic type.
Magic Room 10 The user creates a bizarre area in which held items lose their effects for five turns.
Marvel Room 10 The user creates a bizarre area that swaps Attack and Sp. Atk stats for five turns.
Meditate 40 The user meditates to awaken the power deep within its body and raise its Attack stat.
Miracle Eye 40 Negates a Dark-type target's immunities and any target's evasiveness.
Mirror Coat 20 100 A retaliation move that counters any special hit with double the damage.
Mist Ball 5 70 100 A mist-like flurry of down envelops the target. This may also lower its Sp. Atk stat.
Mystical Power 10 70 90 The user emits a mysterious power. It also boosts their Sp. Atk stat.
Photon Geyser 5 100 100 The target is hit with a pillar of light. This move uses the user's highest offensive stat.
Plasma Bolt 30 30 100 The user launches an ion-infused bolt. This may leave the target paralyzed.
Power Split 10 The user averages its Attack and Sp. Atk stats with those of the target.
Power Swap 10 The user switches changes to its Attack and Sp. Atk stats with the target.
Power Trick 10 The user employs its psychic power to switch its Attack stat with its Defense stat.
Prismatic Laser 10 160 100 The user shoots powerful lasers using the power of a prism but can't move on the next turn.
Psybeam 20 65 100 The target is attacked with a peculiar ray. This may also leave the target confused.
Psyblade 15 80 100 Rend the foe with an ethereal blade. It's power is boosted by 50 percent in Electric Terrain.
Psychic 10 90 100 The target is hit by a strong telekinetic force. This may also lower its Sp. Def stat.
Psychic Fangs 15 85 100 The user bites with psychic capabilities. It also destroys Light Screen and Reflect.
Psychic Noise 10 75 100 Unplesant sound waves prevent the target from recovering HP for two turns.
Psychic Terrain 10 Grounded Pokémon are safe from priority and Psychic-type moves are stronger for 5 turns.
Psycho Boost 5 140 90 The user attacks the target at full power. The recoil harshly lowers the user's Sp. Atk stat.
Psycho Cut 20 70 100 The target is torn at by blades formed by psychic power. Critical hits land more easily.
Psycho Shift 10 100 Using its psychic power, the user transfers its status conditions to the target.
Psyshield Bash 10 70 90 The user cloaks itself in psychic energy and slams the foe. It boost's the user's Def.
Psyshock 10 80 100 The user materializes an odd psychic wave that physically damages the target.
Psystrike 10 100 100 The user materializes an odd psychic wave to physically attack the target.
Psywave 15 100 The target is attacked with an odd psychic wave. The attack varies in intensity.
Quantum Trap 5 100 The user traps the opposing Pokémon in a quantum trap. This steals their effects.
Reflect 20 A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
Rest 10 The user sleeps for two turns, fully restoring its HP and healing any status conditions.
Role Play 10 The user mimics the target completely, copying the target's abilities.
Siphon Mind 5 90 The user siphons the target's mind, raising its special stats while lowering the target's.
Skill Swap 10 The user employs its psychic power to exchange Abilities with the target.
Speed Swap 10 The user exchanges Speed stats with the target.
Stored Power 10 20 100 The user attacks the target with stored power, causing more damage for every stat raise.
Synchronoise 10 120 100 The user inflicts damage on any Pokémon of the same type in the area around it.
Take Heart 10 0 The user lifts its spirits to cure status conditions and boost Sp. Atk and Sp. Def.
Telekinesis 15 The user makes the target float with its psychic power, making it easier to hit for three turns.
Teleport 20 The user switches places with a party Pokémon in waiting. Wild Pokémon using this move flee.
Trick 10 100 The user catches the target off guard and swaps its held item with its own.
Trick Room 5 The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Twin Beam 10 40 100 The user shoots mystical beams from its eyes. It hits twice in a row.
Wonder Room 10 The user creates a bizarre area that swaps Defense and Sp. Def stats for five turns.
Wormhole 5 100 85 The target is trapped in a wormhole for 2 to 5 turns. This move is stronger in Gravity.
Zen Headbutt 15 80 90 The user focuses its willpower to its head and attacks. It may also make the target flinch.