Psychic moves
All 54 Psychic moves in Pokémon Dusk Reborn, with power, accuracy, PP, what each one does and how many Pokémon learn it.
Effect text comes from the game's move list and some of it is carried over from the main series. Battles here are one Pokémon against one, so wording about allies or adjacent Pokémon does not apply. The learner counts come from the main series and do not limit what you can teach in this game. See changing moves and using TMs.
Moves at a glance
| Move | Category | Power | Acc. | PP | In short |
|---|---|---|---|---|---|
| Agility | Status | – | – | 30 | Raises the user's Speed by 2. |
| Ally Switch | Status | – | – | 15 | Switches position with the ally on the far side. |
| Amnesia | Status | – | – | 20 | Raises the user's Sp. Def by 2. |
| Barrier | Status | – | – | 20 | Raises the user's Defense by 2. |
| Calm Mind | Status | – | – | 20 | Raises the user's Sp. Atk and Sp. Def by 1. |
| Confusion | Special | 50 | 100 | 25 | 10% chance to confuse the target. |
| Cosmic Power | Status | – | – | 20 | Raises the user's Defense and Sp. Def by 1. |
| Dream Eater | Special | 100 | 100 | 15 | User gains 1/2 HP inflicted. Sleeping target only. |
| Extrasensory | Special | 80 | 100 | 20 | 10% chance to flinch the target. |
| Future Sight | Special | 120 | 100 | 10 | Hits two turns after being used. |
| Gravity | Status | – | – | 5 | For 5 turns, negates all Ground immunities. |
| Guard Split | Status | – | – | 10 | Averages Defense and Sp. Def stats with target. |
| Guard Swap | Status | – | – | 10 | Swaps Defense and Sp. Def changes with target. |
| Heal Block | Status | – | 100 | 15 | For 5 turns, the foe(s) is prevented from healing. |
| Heal Pulse | Status | – | – | 10 | Heals the target by 50% of its max HP. |
| Healing Wish | Status | – | – | 10 | User faints. Replacement is fully healed. |
| Heart Stamp | Physical | 60 | 100 | 25 | 30% chance to flinch the target. |
| Heart Swap | Status | – | – | 10 | Swaps all stat changes with target. |
| Hyperspace Hole | Special | 80 | – | 5 | Breaks the target's protection for this turn. |
| Hypnosis | Status | – | 60 | 20 | Puts the target to sleep. |
| Imprison | Status | – | – | 10 | No foe can use any move known by the user. |
| Kinesis | Status | – | 80 | 15 | Lowers the target's accuracy by 1. |
| Light Screen | Status | – | – | 30 | For 5 turns, special damage to allies is halved. |
| Lunar Dance | Status | – | – | 10 | User faints. Replacement is fully healed, with PP. |
| Luster Purge | Special | 70 | 100 | 5 | 50% chance to lower the target's Sp. Def by 1. |
| Magic Coat | Status | – | – | 15 | Bounces back certain non-damaging moves. |
| Magic Room | Status | – | – | 10 | For 5 turns, all held items have no effect. |
| Meditate | Status | – | – | 40 | Raises the user's Attack by 1. |
| Miracle Eye | Status | – | – | 40 | Psychic hits Dark. Evasiveness ignored. |
| Mirror Coat | Special | – | 100 | 20 | If hit by special attack, returns double damage. |
| Mist Ball | Special | 70 | 100 | 5 | 50% chance to lower the target's Sp. Atk by 1. |
| Power Split | Status | – | – | 10 | Averages Attack and Sp. Atk stats with target. |
| Power Swap | Status | – | – | 10 | Swaps Attack and Sp. Atk stat stages with target. |
| Power Trick | Status | – | – | 10 | Switches user's Attack and Defense stats. |
| Psybeam | Special | 65 | 100 | 20 | 10% chance to confuse the target. |
| Psychic | Special | 90 | 100 | 10 | 10% chance to lower the target's Sp. Def by 1. |
| Psycho Boost | Special | 140 | 90 | 5 | Lowers the user's Sp. Atk by 2. |
| Psycho Cut | Physical | 70 | 100 | 20 | High critical hit ratio. |
| Psycho Shift | Status | – | 100 | 10 | Transfers the user's status ailment to the target. |
| Psyshock | Special | 80 | 100 | 10 | Damages target based on Defense, not Sp. Def. |
| Psystrike | Special | 100 | 100 | 10 | Damages target based on Defense, not Sp. Def. |
| Psywave | Special | – | 100 | 15 | Random damage equal to 0.5x-1.5x user's level. |
| Reflect | Status | – | – | 20 | For 5 turns, physical damage to allies is halved. |
| Rest | Status | – | – | 10 | User sleeps 2 turns and restores HP and status. |
| Role Play | Status | – | – | 10 | User replaces its Ability with the target's. |
| Skill Swap | Status | – | – | 10 | The user and the target trade Abilities. |
| Stored Power | Special | 20 | 100 | 10 | + 20 power for each of the user's stat boosts. |
| Synchronoise | Special | 120 | 100 | 10 | Hits adjacent Pokemon sharing the user's type. |
| Telekinesis | Status | – | – | 15 | For 3 turns, target floats but moves can't miss it. |
| Teleport | Status | – | – | 20 | Flee from wild Pokemon battles. |
| Trick | Status | – | 100 | 10 | User switches its held item with the target's. |
| Trick Room | Status | – | – | 5 | For 5 turns, slower Pokemon move first. |
| Wonder Room | Status | – | – | 10 | For 5 turns, all Defense and Sp. Def stats switch. |
| Zen Headbutt | Physical | 80 | 90 | 15 | 20% chance to flinch the target. |
Agility
Status PsychicRaises the user's Speed by 2 stages.
Ally Switch
Status PsychicThe user swaps positions with its ally on the opposite side of the field. Fails if there is no Pokemon at that position, if the user is the only Pokemon on its side, or if the user is in the middle.
Amnesia
Status PsychicRaises the user's Special Defense by 2 stages.
Barrier
Status PsychicRaises the user's Defense by 2 stages.
Calm Mind
Status PsychicRaises the user's Special Attack and Special Defense by 1 stage.
Confusion
Special PsychicHas a 10% chance to confuse the target.
Cosmic Power
Status PsychicRaises the user's Defense and Special Defense by 1 stage.
Dream Eater
Special PsychicThe target is unaffected by this move unless it is asleep. The user recovers 1/2 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down.
Extrasensory
Special PsychicHas a 10% chance to flinch the target.
Future Sight
Special PsychicDeals damage two turns after this move is used. At the end of that turn, the damage is calculated at that time and dealt to the Pokemon at the position the target had when the move was used. If the user is no longer active at the time, damage is calculated based on the user's natural Special Attack stat, types, and level, with no boosts from its held item or Ability. Fails if this move or Doom Desire is already in effect for the target's position.
Gravity
Status PsychicFor 5 turns, the evasiveness of all active Pokemon is multiplied by 0.6. At the time of use, Bounce, Fly, Magnet Rise, Sky Drop, and Telekinesis end immediately for all active Pokemon. During the effect, Bounce, Fly, Flying Press, High Jump Kick, Jump Kick, Magnet Rise, Sky Drop, Splash, and Telekinesis are prevented from being used by all active Pokemon. Ground-type attacks, Spikes, Toxic Spikes, Sticky Web, and the Ability Arena Trap can affect Flying types or Pokemon with the Ability Levitate. Fails if this move is already in effect.
Guard Split
Status PsychicThe user and the target have their Defense and Special Defense stats set to be equal to the average of the user and the target's Defense and Special Defense stats, respectively, rounded down. Stat stage changes are unaffected.
Guard Swap
Status PsychicThe user swaps its Defense and Special Defense stat stage changes with the target.
Heal Block
Status PsychicFor 5 turns, the target is prevented from restoring any HP as long as it remains active. During the effect, healing and draining moves are unusable, and Abilities and items that grant healing will not heal the user. If an affected Pokemon uses Baton Pass, the replacement will remain unable to restore its HP. Pain Split and the Ability Regenerator are unaffected.
Heal Pulse
Status PsychicThe target restores 1/2 of its maximum HP, rounded half up. If the user has the Ability Mega Launcher, the target instead restores 3/4 of its maximum HP, rounded half down.
Healing Wish
Status PsychicThe user faints and the Pokemon brought out to replace it has its HP fully restored along with having any major status condition cured. Fails if the user is the last unfainted Pokemon in its party.
Heart Stamp
Physical PsychicHas a 30% chance to flinch the target.
Heart Swap
Status PsychicThe user swaps all its stat stage changes with the target.
Learned in the main series by: 1 by level-up. Earliest by level: Manaphy (Lv. 76).
Hyperspace Hole
Special PsychicIf this move is successful, it breaks through the target's Detect, King's Shield, Protect, or Spiky Shield for this turn, allowing other Pokemon to attack the target normally. If the target's side is protected by Crafty Shield, Mat Block, Quick Guard, or Wide Guard, that protection is also broken for this turn and other Pokemon may attack the target's side normally.
Learned in the main series by: 1 by level-up. Earliest by level: Hoopa (Lv. 85).
Hypnosis
Status PsychicCauses the target to fall asleep.
Imprison
Status PsychicThe user prevents all of its foes from using any moves that the user also knows as long as the user remains active.
Kinesis
Status PsychicLowers the target's accuracy by 1 stage.
Light Screen
Status PsychicFor 5 turns, the user and its party members take 0.5x damage from special attacks, or 0.66x damage if in a Double or Triple Battle. Critical hits ignore this protection. It is removed from the user's side if the user or an ally is successfully hit by Brick Break or Defog. Lasts for 8 turns if the user is holding Light Clay.
Lunar Dance
Status PsychicThe user faints and the Pokemon brought out to replace it has its HP and PP fully restored along with having any major status condition cured. Fails if the user is the last unfainted Pokemon in its party.
Learned in the main series by: 1 by level-up. Earliest by level: Cresselia (Lv. 84).
Luster Purge
Special PsychicHas a 50% chance to lower the target's Special Defense by 1 stage.
Learned in the main series by: 1 by level-up. Earliest by level: Latios (Lv. 35).
Magic Coat
Status PsychicUntil the end of the turn, the user is unaffected by certain non-damaging moves directed at it and will instead use such moves against the original user. Moves reflected in this way are unable to be reflected again by this or the Ability Magic Bounce's effect. Spikes, Stealth Rock, Sticky Web, and Toxic Spikes can only be reflected once per side, by the leftmost Pokemon under this or the Ability Magic Bounce's effect. If the user has the Ability Soundproof, this move's effect happens before a sound-based move can be nullified. The Abilities Lightning Rod and Storm Drain redirect their respective moves before this move takes effect.
Magic Room
Status PsychicFor 5 turns, the held items of all active Pokemon have no effect. An item's effect of causing forme changes is unaffected, but any other effects from such items are negated. During the effect, Fling and Natural Gift are prevented from being used by all active Pokemon. If this move is used during the effect, the effect ends.
Meditate
Status PsychicRaises the user's Attack by 1 stage.
Miracle Eye
Status PsychicCauses the target to have its positive evasiveness stat stage ignored while it is active. Psychic-type attacks can hit the target if it is a Dark type. The effect ends when the target is no longer active. Fails if the target is already affected, or affected by Foresight or Odor Sleuth.
Mirror Coat
Special PsychicDeals damage to the last foe to hit the user with a special attack this turn equal to twice the HP lost by the user from that attack. If the user did not lose HP from the attack, this move deals damage with a Base Power of 1 instead. If that foe's position is no longer in use, the damage is done to a random foe in range. Only the last hit of a multi-hit attack is counted. Fails if the user was not hit by a foe's special attack this turn.
Mist Ball
Special PsychicHas a 50% chance to lower the target's Special Attack by 1 stage.
Learned in the main series by: 1 by level-up. Earliest by level: Latias (Lv. 24).
Power Split
Status PsychicThe user and the target have their Attack and Special Attack stats set to be equal to the average of the user and the target's Attack and Special Attack stats, respectively, rounded down. Stat stage changes are unaffected.
Power Swap
Status PsychicThe user swaps its Attack and Special Attack stat stage changes with the target.
Power Trick
Status PsychicThe user swaps its Attack and Defense stats; stat stage changes remain on their respective stats. This move can be used again to swap the stats back. If the user uses Baton Pass, the replacement will have its Attack and Defense stats swapped if the effect is active. If the user has its stats recalculated by changing forme while its stats are swapped, this effect is ignored but is still active for the purposes of Baton Pass.
Psybeam
Special PsychicHas a 10% chance to confuse the target.
Psychic
Special PsychicHas a 10% chance to lower the target's Special Defense by 1 stage.
Psycho Boost
Special PsychicLowers the user's Special Attack by 2 stages.
Learned in the main series by: 1 by level-up. Earliest by level: Deoxys (Lv. 67).
Psycho Cut
Physical PsychicHas a higher chance for a critical hit.
Psycho Shift
Status PsychicThe user's major status condition is transferred to the target, and the user is then cured. Fails if the target already has a major status condition.
Psyshock
Special PsychicDeals damage to the target based on its Defense instead of Special Defense.
Psystrike
Special PsychicDeals damage to the target based on its Defense instead of Special Defense.
Learned in the main series by: 1 by level-up. Earliest by level: Mewtwo (Lv. 100).
Psywave
Special PsychicDeals damage to the target equal to (user's level) * (X+50) / 100, where X is a random number from 0 to 100, rounded down, but not less than 1 HP.
Reflect
Status PsychicFor 5 turns, the user and its party members take 0.5x damage from physical attacks, or 0.66x damage if in a Double or Triple Battle. Critical hits ignore this protection. It is removed from the user's side if the user or an ally is successfully hit by Brick Break or Defog. Brick Break removes the effect before damage is calculated. Lasts for 8 turns if the user is holding Light Clay.
Rest
Status PsychicThe user falls asleep for the next two turns and restores all of its HP, curing itself of any major status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep.
Role Play
Status PsychicThe user's Ability changes to match the target's Ability. Fails if the user's Ability is Multitype, Stance Change, or already matches the target, or if the target's Ability is Flower Gift, Forecast, Illusion, Imposter, Multitype, Stance Change, Trace, Wonder Guard, or Zen Mode.
Skill Swap
Status PsychicThe user swaps its Ability with the target's Ability. Fails if either the user or the target's Ability is Illusion, Multitype, Stance Change, or Wonder Guard, but does not fail if both have the same Ability.
Stored Power
Special PsychicPower is equal to 20+(X*20), where X is the user's total stat stage changes that are greater than 0.
Synchronoise
Special PsychicThe target is immune if it does not share a type with the user.
Telekinesis
Status PsychicFor 3 turns, the target cannot avoid any attacks made against it, other than OHKO moves, as long as it remains active. During the effect, the target is immune to Ground-type attacks and the effects of Spikes, Toxic Spikes, Sticky Web, and the Ability Arena Trap as long as it remains active. If the target uses Baton Pass, the replacement will gain the effect. Ingrain, Smack Down, Thousand Arrows, and Iron Ball override this move if the target is under any of their effects. Fails if the target is already under this effect or the effects of Ingrain, Smack Down, or Thousand Arrows.
Teleport
Status PsychicFails when used.
Trick
Status PsychicThe user swaps its held item with the target's held item. Fails if either the user or the target is holding a Mail, if neither is holding an item, if the user is trying to give or take a Mega Stone to or from the species that can Mega Evolve with it, or if the user is trying to give or take a Blue Orb, a Red Orb, a Griseous Orb, a Plate, or a Drive to or from a Kyogre, a Groudon, a Giratina, an Arceus, or a Genesect, respectively. Pokemon with the Ability Sticky Hold are immune.
Trick Room
Status PsychicFor 5 turns, all active Pokemon with lower Speed will move before those with higher Speed, within their priority brackets. If this move is used during the effect, the effect ends.
Wonder Room
Status PsychicFor 5 turns, all active Pokemon have their Defense and Special Defense stats swapped. Stat stage changes are unaffected. If this move is used during the effect, the effect ends.
Zen Headbutt
Physical PsychicHas a 20% chance to flinch the target.
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