| 2x ⦿ Super Effective |
Water
Ground
Rock
Ghost
Dark
|
|---|---|
| 1x – Normal |
Normal
Electric
Poison
Flying
Bug
Dragon
|
| 0.5x △ Resists |
Fire
Grass
Ice
Fighting
Psychic
Steel
Fairy
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Acid Spray | special | 40 | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| Ally Switch | status | - | 16 | The user switches spots with one of its allies. With each consecutive use, this move's chance of success becomes 1/3 of what it was before. | |
| Armor Cannon | special | 120 | 8 | Lowers the user's Defense and Sp. Def stats by 1 stage. | |
| Aura Sphere | special | 80 | 20 | This move never misses. | |
| Burn Up | special | 130 | 8 | The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type. | |
| Calm Mind | status | - | 20 | Boosts the user's Sp. Atk and Sp.Def statsby 1 stage. | |
| Clear Smog | special | 50 | 16 | Removes all stat changes from the target. This move never misses. | |
| Confuse Ray | status | - | 12 | Confuses the target. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| 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. | |
| Disable | status | - | 20 | Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting the status. | |
| Dragon Pulse | special | 85 | 12 | — | |
| 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. | |
| Energy Ball | special | 90 | l | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Expanding Force | special | 80 | 12 | If the user is under the effect of Psychic Terrain, this move's power is boosted by 50% and its range extends to all opponents. | |
| 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. | |
| Fire Blast | special | 110 | 8 | Has a 10% chance of burning the target. | |
| Fire Spin | special | 35 | 16 | Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out. | |
| Flame Charge | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| Flamethrower | special | 90 | 16 | Has a 10% chance of burning the target. | |
| Flare Blitz | physical | 120 | 16 | Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move. | |
| Flash Cannon | special | 80 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Fling | physical | - | 12 | This move's power and effects depend on the user's held item. The held item is lost after this move is used. | |
| Focus Blast | special | 120 | 8 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Heat Wave | special | 95 | 12 | Has a 10% chance of burning targets. | |
| Helping Hand | status | - | 20 | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| 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. | |
| Lava Plume | special | 80 | 16 | Has a 30% chance of burning targets. | |
| Light Screen | status | - | 20 | Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles. | |
| Meteor Beam | special | 120 | 12 | The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. The user's Sp. Atk stat is boosted by 1 stage on the turn this move is used. | |
| Mystical Fire | special | 75 | 12 | Lowers the target's Sp. Atk stat by 1 stage. | |
| Night Shade | special | - | 16 | Deals 50 HP of damage. | |
| Overheat | special | 130 | 8 | Lowers the user's Sp. Atk stat by 2 stages. | |
| 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. | |
| Psych Up | status | - | 12 | The user copies the target's stat changes. | |
| Psychic | special | 90 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Psychic Terrain | status | - | 12 | Turns the entire field into Psychic Terrain for 5 turns. | |
| Psyshock | special | 80 | 12 | This is a special move, but the damage it deals is calculated using the target's Defense stat. | |
| 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. | |
| Scorching Sands | special | 70 | 12 | Has a 30% chance of burning the target. Cures the user and target of being frozen. | |
| Shadow Ball | special | 80 | 16 | Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. | |
| 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. | |
| Solar Beam | special | 120 | 12 | The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Spite | status | - | 12 | Removes 4 PP from the move last used by the target. | |
| Stored Power | special | 20 | 12 | This move's power is increased by20 for each stage that the user's stats have been boosted. | |
| 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. | |
| Taunt | status | - | 20 | Gives the target the Taunted status, where the Pokémon can only use attacks. | |
| Trick | status | - | 12 | The user and the target swap their held items. | |
| Trick Room | status | - | 8 | Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns. | |
| Weather Ball | special | 50 | 12 | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. | |
| Wide Guard | status | - | 12 | During the turn this move is used, the user protects its side from moves that target all allies. | |
| Will-O-Wisp | status | - | 16 | Burns the target. |