| 2x ⦿ Super Effective |
Water
Ground
Rock
Ghost
Dark
|
|---|---|
| 1x – Normal |
Electric
Flying
Psychic
Dragon
|
| 0.5x △ Resists |
Fire
Grass
Ice
Poison
Steel
Fairy
|
| 0.25x ▼ Mostly Ineffective |
Bug
|
| 0x × Immune |
Normal
Fighting
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Acid Armor | status | - | 20 | Boosts the user's Defense stat by 2 stages. | |
| Burning Jealousy | special | 70 | 8 | Burns targets if their stats were boosted during the turn this move is used. | |
| 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. | |
| Curse | status | - | 12 | Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Double Team | status | - | 16 | Boosts the user's evasiveness 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. | |
| Energy Ball | special | 90 | l | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| 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. | |
| 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. | |
| Haze | status | - | 20 | Eliminates every stat change on the entire field. | |
| Heat Wave | special | 95 | 12 | Has a 10% chance of burning targets. | |
| Hex | special | 65 | 12 | This move's power is doubled ifthe target has a status condition. | |
| 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. | |
| Imprison | status | - | 12 | The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents. | |
| Inferno | special | 100 | 8 | Burns the target. | |
| Lash Out | physical | 75 | 8 | This move's power is doubled if the user's stats were lowered during the turn this move is used. | |
| Memento | status | - | 12 | Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | |
| Minimize | status | - | 12 | Boosts the user's evasiveness by 2 stages. The user gains the Minimized status, where moves such as Supercell Slam, Body Slam, Dragon Rush, Flying Press, Heat Crash, and Heavy Slam will not miss the Pokémon and will deal double damage. | |
| 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. | |
| 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. | |
| Payback | physical | 50 | 12 | This move's power is double if the user attacks after the target. | |
| Poltergeist | physical | 110 | 8 | This move fails if the target isn't holding an item | |
| Power Split | status | - | 12 | The user adds its Attack stat to the target's Attack stat, then splits the total in half for them to share. It does the same with each of their Sp. Atk 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. | |
| 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. | |
| 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. | |
| 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. | |
| Safeguard | status | - | 20 | Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused. | |
| Shadow Ball | special | 80 | 16 | Has a 20% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Skitter Smack | physical | 70 | 12 | Lowers the target's Sp. Atk 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. | |
| Snore | special | 50 | 16 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | |
| 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. | |
| 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. | |
| Temper Flare | physical | 75 | 12 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | |
| Thief | physical | 60 | 20 | If the user is not already holding an item, it steals the target's held item. | |
| Trailblaze | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| 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. | |
| Will-O-Wisp | status | - | 16 | Burns the target. |