| 4x ★ Extremely Effective |
Flying
|
|---|---|
| 2x ⦿ Super Effective |
Fire
Ice
Poison
Psychic
Fairy
|
| 1x – Normal |
Normal
Fighting
Bug
Ghost
Dragon
Steel
|
| 0.5x △ Resists |
Water
Grass
Electric
Ground
Rock
Dark
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Aerial Ace | physical | 60 | 20 | This move never misses. | |
| Belly Drum | status | - | 12 | The user loses 1/2 of its max HP to boost its Attack stat to its sixth stage. This move fails if the user doesn’t have enough remaining HP. | |
| Bite | physical | 60 | 20 | Has a 30% chance of making the target flinch. | |
| Body Press | physical | 80 | 12 | The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat. | |
| Body Slam | physical | 85 | 16 | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. | |
| Brick Break | physical | 75 | 16 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | |
| Bulk Up | status | - | 20 | Boosts the user's Attack and Defense stats by 1 stage. | |
| Bulldoze | physical | 60 | 20 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Bullet Seed | physical | 25 | 20 | The user attacks 2 to 5 times in a row. | |
| Close Combat | physical | 120 | 8 | Lowers the user's Defense and Sp. Def stats by 1 stage. | |
| Coaching | status | - | 12 | Boosts allies' Attack and Defense stats by 1 stage. | |
| Crunch | physical | 80 | 16 | Has a 20% chance of lowering the target's Defense stat by 1 stage. | |
| Curse | status | - | 12 | Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage. | |
| Dig | physical | 80 | 12 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | |
| Double-Edge | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. | |
| Dragon Claw | physical | 80 | 16 | — | |
| Drain Punch | physical | 75 | 12 | The user's HP is restored by 1/20f the damage dealt by this move. | |
| Earthquake | physical | 100 | 12 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| 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. | |
| 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. | |
| Feint | physical | 30 | 12 | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | |
| 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. | |
| Focus Punch | physical | 150 | 20 | This move fails if the user has already taken damage from a move in the same turn. | |
| Frenzy Plant | 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. | |
| Giga Drain | special | 75 | 12 | The user's HP is restored by 1/2 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. | |
| Grass Knot | special | - | 20 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | |
| Grassy Glide | physical | 55 | 20 | If the user is under the effect of Grassy Terrain, this move’s priority becomes +1. | |
| Grassy Terrain | status | - | 12 | Turns the entire field into Grassy Terrain for 5 turns. | |
| Growth | status | - | 20 | Boosts the user's Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead. | |
| 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). | |
| Hammer Arm | physical | 100 | 12 | Lowers the user's Speed stat by 1 stage. | |
| Helping Hand | status | - | 20 | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| High Horsepower | physical | 95 | 12 | — | |
| 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. | |
| Iron Tail | physical | 100 | 16 | Has a 30% chance of lowering the target's Defense stat by 1 stage. | |
| Knock Off | physical | 65 | 20 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | |
| Leaf Storm | special | 130 | 8 | Lowers the user's Sp. Atk stat by 2 stages. | |
| Leech Seed | status | - | 12 | Gives the target the Leech Seeded status, where Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. Whichever Pokémon is in the spot of the Pokémon that caused the status has its HP restored by the same amount. | |
| Low Kick | physical | - | 20 | The heavier the target, the greater this move's power (ranging between 20 and 120). | |
| Low Sweep | physical | 65 | 20 | Lowers the target's Speed stat by 1 stage. | |
| 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. | |
| 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. | |
| Pin Missile | physical | 25 | 20 | The user attacks 2 to 5 times in a row. | |
| Poison Jab | physical | 80 | 20 | Has a 30% chance of poisoning the target. | |
| 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. | |
| Quick Guard | status | - | 16 | The user protects itself and its allies from priority moves for the turn. | |
| 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). | |
| Roar | status | - | 20 | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. | |
| Rock Slide | physical | 75 | 12 | Has a 30% chance of making targets flinch. | |
| Rock Tomb | physical | 60 | 16 | Lowers the target's Speed stat by 1 stage. | |
| 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. | |
| Scary Face | status | - | 12 | Lowers the target's Speed stat by 2 stages. | |
| Seed Bomb | physical | 80 | 16 | — | |
| Shadow Claw | physical | 70 | 16 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| 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. | |
| Sludge Bomb | special | 90 | 12 | Has a 30% chance of poisoning the target. | |
| Smack Down | physical | 50 | 16 | If the target is off the ground, it gains the Landed status, where the Pokémon is now grounded and can be affected by Ground-type moves. This move can hit a target that has the Sky-High status. | |
| 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. | |
| Spikes | status | - | 20 | Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times. | |
| Spiky Shield | status | - | 8 | The user protects itself from incoming moves for the turn. Any attackers that use contact moves against the user during this turn take damage equal to 1/8 of their max HP. With each consecutive use, this move's chance of success becomes 1/3 of what it was before. | |
| Steel Roller | physical | 130 | 8 | Removes any terrain. This move fails if there is no terrain on the field. | |
| Stomping Tantrum | 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. | |
| Stone Edge | physical | 100 | 8 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| 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. | |
| Super Fang | physical | - | 12 | Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left. | |
| Superpower | physical | 120 | 8 | Lowers the user's Attack and Defense stats by 1 stage. | |
| Swords Dance | status | - | 20 | Boosts the user's Attack stat by 2 stages. | |
| Synthesis | status | - | 8 | Restores 1/2 of the user's max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead. | |
| Taunt | status | - | 20 | Gives the target the Taunted status, where the Pokémon can only use attacks. | |
| Thunder Punch | physical | 75 | 16 | Has a 10% chance of paralyzing the target. | |
| Trailblaze | physical | 50 | 20 | Boosts the user's Speed stat by 1 stage. | |
| Wide Guard | status | - | 12 | During the turn this move is used, the user protects its side from moves that target all allies. | |
| Wood Hammer | physical | 120 | 16 | The user takes 1/3 of the damage dealt by this move. | |
| Zen Headbutt | physical | 80 | 16 | Has a 20% chance of making the target flinch. |