| 2x ⦿ Super Effective |
Ground
|
|---|---|
| 1x – Normal |
Normal
Fire
Water
Grass
Ice
Fighting
Poison
Psychic
Bug
Rock
Ghost
Dragon
Dark
Fairy
|
| 0.5x △ Resists |
Electric
Flying
Steel
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Acid Spray | special | 40 | 20 | Lowers the target's Sp. Def stat by 2 stages. | |
| Charge | status | - | 20 | Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status, where the power of the Pokémon's next Electric-type move will be doubled. | |
| Charge Beam | special | 50 | 12 | Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage. | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| Confuse Ray | status | - | 12 | Confuses the target. | |
| Discharge | special | 80 | 16 | Has a 30% chance of paralyzing targets. | |
| Eerie Impulse | status | - | 16 | Lowers the target's Sp. Atk stat by 2 stages. | |
| Electric Terrain | status | - | 12 | Turns the entire field into Electric Terrain for 5 turns. | |
| Electro Ball | special | - | 12 | The higher the user's Speed stat compared to the target's, the greater this move's power (ranging between 40 and 150). | |
| Electroweb | special | 55 | 16 | Lowers targets Speed stats by 1 stage. | |
| 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. | |
| Flail | physical | - | 16 | The less HP the user has left, the greater this move's power (ranging between 20 and 200). | |
| 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. | |
| 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. | |
| Hyper Voice | special | 90 | 12 | — | |
| 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. | |
| Mud Shot | special | 55 | 16 | Lowers the target's Speed stat by 1 stage. | |
| Mud-Slap | special | 20 | 12 | Lowers the target's Accuracy stat by 1 stage. | |
| Muddy Water | special | 90 | 12 | Has a 30% chance of lowering targets' accuracy by 1 stage. | |
| Parabolic Charge | special | 65 | 20 | The user's HP is restored by 1/2 of the damage dealt by this move. | |
| 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. | |
| 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. | |
| Slack Off | status | - | 8 | Restores 1/2 of the user's max HP. | |
| 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. | |
| Soak | status | - | 20 | Changes the target's type to Water. | |
| 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. | |
| Sucker Punch | physical | 70 | 8 | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. | |
| Supercell Slam | physical | 100 | 16 | If this move misses or fails, the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status, this move's power is doubled and it will be sure to hit. | |
| Thunder | special | 110 | 12 | Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status. | |
| Thunder Wave | status | - | 20 | Paralyzes the target. | |
| Thunderbolt | special | 90 | 16 | Has a 10% chance of paralyzing the target. | |
| Toxic | status | - | 12 | Badly poisons the target. If the user is a Poison type, this move will never miss. | |
| Volt Switch | special | 70 | 20 | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Water Pulse | special | 60 | 20 | Has a 20% chance of confusing the target. | |
| 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. | |
| Wild Charge | physical | 90 | 16 | The user takes 1/4 of the damage dealt by this move. | |
| Zap Cannon | special | 120 | 8 | Paralyzes the target. |