| 2x ⦿ Super Effective |
Fire
Ground
Ghost
Dark
|
|---|---|
| 1x – Normal |
Water
Electric
|
| 0.5x △ Resists |
Grass
Ice
Flying
Psychic
Rock
Dragon
Steel
Fairy
|
| 0.25x ▼ Mostly Ineffective |
Bug
|
| 0x × Immune |
Normal
Fighting
Poison
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Aerial Ace | physical | 60 | 20 | This move never misses. | |
| Air Slash | special | 75 | 16 | Has a 30% chance of making the target flinch. | |
| Attract | status | - | 16 | Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown. | |
| Block | status | - | 8 | Gives the target the Can't Escape status, where the Pokémon cannot be switched out. | |
| Brick Break | physical | 75 | 16 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | |
| Brutal Swing | physical | 60 | 20 | — | |
| Close Combat | physical | 120 | 8 | Lowers the user's Defense and Sp. Def stats by 1 stage. | |
| Destiny Bond | status | - | 8 | The user gains the Destiny Bound status, where if the Pokémon is knocked out by an opponent, that opponent will also be knocked out. This move fails if used in succession. | |
| Double Hit | physical | 35 | 12 | The user attacks twice in a row. | |
| Endure | status | - | 12 | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Facade | physical | 70 | 20 | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. | |
| Flash Cannon | special | 80 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Giga Impact | physical | 150 | 8 | The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn. | |
| Gyro Ball | physical | - | 8 | The lower the user's Speed stat compared to the target's, the greater this move's power (ranging between 1 and 150). | |
| Head Smash | physical | 150 | 8 | The user takes 1/2 of the damage dealt by this move. | |
| Hyper Beam | special | 150 | 8 | The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn. | |
| Iron Defense | status | - | 16 | Boosts the user's Defense stat by 2 stages. | |
| Iron Head | physical | 80 | 16 | Has a 20% chance of making the target flinch. | |
| King's Shield | status | - | 8 | The user protects itself from incoming attacks for the turn and changes into its Shield Forme. Any attackers that use contact moves against the user during this turn will have their Attack stats lowered by 1 stage. With each consecutive use, this move's chance of success becomes 1/3 of what it was before. | |
| Metal Sound | status | - | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| Night Slash | physical | 70 | 20 | This move has a 1 stage Critical-Hit Ratio Boost. | |
| Poltergeist | physical | 110 | 8 | This move fails if the target isn't holding an item | |
| Power Trick | status | - | 12 | The user gains the Atk/Def Swapped status, which swaps the Pokémon's Attack and Defense stats. | |
| Protect | status | - | 8 | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Psycho Cut | physical | 70 | 20 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rain Dance | status | - | 8 | Summons rain for 5 turns. | |
| Reflect | status | - | 20 | Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles. | |
| Rest | status | - | 8 | Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full. | |
| Reversal | physical | - | 16 | The less HP the user has left, the greater this move's power (ranging between 20 and 200). | |
| Rock Slide | physical | 75 | 12 | Has a 30% chance of making targets flinch. | |
| Round | special | 60 | 16 | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. | |
| Sacred Sword | physical | 90 | 16 | This move ignores the target's stat changes when dealing damage. | |
| Screech | status | - | 20 | Lowers the target's Defense stat by 2 stages. | |
| Shadow Ball | special | 80 | 16 | Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Shadow Sneak | physical | 40 | 20 | — | |
| Sleep Talk | status | - | 12 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Snore | special | 50 | 16 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | |
| Steel Beam | special | 140 | 8 | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Substitute | status | - | 12 | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP. | |
| Sunny Day | status | - | 8 | Summons harsh sunlight for 5 turns. | |
| Swords Dance | status | - | 20 | Boosts the user's Attack stat by 2 stages. | |
| Wide Guard | status | - | 12 | During the turn this move is used, the user protects its side from moves that target all allies. | |
| Zen Headbutt | physical | 80 | 16 | Has a 20% chance of making the target flinch. |