| 2x ⦿ Super Effective |
Grass
Electric
Ghost
Dark
|
|---|---|
| 1x – Normal |
Ground
Flying
Psychic
Rock
Dragon
Fairy
|
| 0.5x △ Resists |
Fire
Water
Ice
Poison
Bug
Steel
|
| 0x × Immune |
Normal
Fighting
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Agility | status | - | 20 | Boosts the user's Speed stat by 2 stages. | |
| Aqua Jet | physical | 40 | 20 | — | |
| Bite | physical | 60 | 20 | Has a 30% chance of making the target flinch. | |
| Blizzard | special | 110 | 8 | Has a 10% chance of freezing the target. | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| Confuse Ray | status | - | 12 | Confuses the target. | |
| Crunch | physical | 80 | 16 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Double-Edge | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. | |
| Endeavor | physical | - | 8 | Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's. | |
| 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. | |
| Flail | physical | - | 16 | The less HP the user has left, the greater this move's power (ranging between 20 and 200). | |
| Flip Turn | physical | 60 | 20 | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| 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. | |
| Hydro Pump | special | 110 | 8 | — | |
| 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. | |
| Ice Beam | special | 90 | 12 | Has a 10% chance of freezing the target. | |
| Ice Fang | physical | 65 | 16 | Has a 10% chance of freezing the target and a 10% chance of making the target flinch. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats by 1 stage. | |
| Last Respects | physical | 50 | 12 | This move's power is increased by 50 for each time that a Pokémon in the user's party has fainted. | |
| Liquidation | physical | 85 | 12 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Mud Shot | special | 55 | 16 | Lowers the target's Speed stat by 1 stage. | |
| Muddy Water | special | 90 | 12 | Has a 30% chance of lowering targets' accuracy by 1 stage. | |
| Night Shade | special | - | 16 | Deals 50 HP of damage. | |
| Outrage | physical | 120 | 12 | The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused. | |
| Pain Split | status | - | 20 | The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share. | |
| Phantom Force | physical | 90 | 12 | The user gains the Concealed status, where the Pokémon cannot be hit by moves and is unaffected by terrain, on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | |
| 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. | |
| Psychic Fangs | physical | 85 | 12 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side. | |
| Rain Dance | status | - | 8 | Summons rain for 5 turns. | |
| 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. | |
| Scale Shot | physical | 25 | 20 | The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage. | |
| Scary Face | status | - | 12 | Lowers the target's Speed stat by 2 stages. | |
| 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. | |
| Snowscape | status | - | 8 | Summons snow for 5 turns. | |
| Soak | status | - | 20 | Changes the target's type to Water. | |
| Spite | status | - | 12 | Removes 4 PP from the move last used by the target. | |
| Surf | special | 90 | 16 | This move's power is doubled against targets that have the Submerged status. | |
| Thrash | physical | 120 | 12 | The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused. | |
| Uproar | special | 90 | 12 | The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep. | |
| Water Pulse | special | 60 | 20 | Has a 20% chance of confusing the target. | |
| Waterfall | physical | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Wave Crash | physical | 120 | 12 | The user takes 1/3 of the damage dealt by this move. | |
| Whirlpool | 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. This move's power is doubled if the target has the Submerged status. | |
| Zen Headbutt | physical | 80 | 16 | Has a 20% chance of making the target flinch. |