| Description | Moves | Generation(s) |
| A demonic look that will prevent your opponent from switching out. | |
| A move that allows your Pokemon to copy virtually any move. | |
| A special melody that raises your Pokemon's Attack stat to the max at the expense of your health. | |
| A move that will sap the energy out of your opponent every turn. | |
| A move that will attack your opponent over five turns and gains more power each turn. | |
| A fake copy of your Pokemon will be created at the expense of their HP. | |
| A move that draws attention from your partner in a double battle and focus it on you. | |
| A rare move that will put both of your opponents to sleep in a double battle. | |
| A hard hitting grass attack that has a high chance for a critical hit. | |
| A move made up of three elements that has a slight chance of causing three different status ailments. | |
| A normal attacking move that causes regular damage. In Generation II and onwards, it will cause double damage to Minimizers. | |
| A move that randomly selects a stat and increases it by two levels. | |
| A move that allows your Pokemon to cross the water outside of battle. | |
| A strong move that will fail if your opponent attacks your Pokemon during the same turn the move is used. | |
| A normal damaging move that will get rid of entry hazards. | |