| 2x ⦿ Super Effective |
Grass
Electric
|
|---|---|
| 1x – Normal |
Normal
Fighting
Poison
Ground
Flying
Psychic
Bug
Rock
Ghost
Dragon
Dark
Fairy
|
| 0.5x △ Resists |
Fire
Water
Ice
Steel
|
| Name | Type | Category | Power | PP | Description |
|---|---|---|---|---|---|
| Aqua Jet | physical | 40 | 20 | — | |
| Aqua Tail | physical | 90 | 12 | — | |
| Aura Sphere | special | 80 | 20 | This move never misses. | |
| Blizzard | special | 110 | 8 | Has a 10% chance of freezing the target. | |
| 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. | |
| Bounce | physical | 85 | 8 | The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn. This move has a 30% chance of paralyzing the target. | |
| Chilling Water | special | 50 | 20 | Lowers the target's Attack stat by 1 stage. | |
| Crabhammer | physical | 100 | 12 | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Dark Pulse | special | 80 | 16 | Has a 20% chance of making the target flinch. | |
| Dive | physical | 80 | 12 | The user gains the Submerged status on the turn this move is used, where the Pokémon cannot be hit by most moves and is unaffected by terrain, then attacks on the following turn. | |
| 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. | |
| Entrainment | status | - | 16 | Changes the target's Ability to be the same as the user's. | |
| 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). | |
| Flash Cannon | special | 80 | 12 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| Flip Turn | physical | 60 | 20 | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Focus Blast | special | 120 | 8 | Has a 10% chance of lowering the target's Sp. Def stat by 1 stage. | |
| 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. | |
| Heal Pulse | status | - | 12 | Restores 1/2 of the target's max HP. | |
| Helping Hand | status | - | 20 | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| 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. | |
| Icy Wind | special | 55 | 16 | Lowers targets' Speed stats by 1 stage. | |
| 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. | |
| 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. | |
| Pounce | physical | 50 | 20 | Lowers the target's Speed stat by 1 stage. | |
| 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. | |
| 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. | |
| Rock Slide | physical | 75 | 12 | Has a 30% chance of making targets flinch. | |
| 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. | |
| 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. | |
| Sludge Bomb | special | 90 | 12 | Has a 30% chance of poisoning the target. | |
| Sludge Wave | special | 95 | 12 | Has a 10% chance of poisoning targets. | |
| 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. | |
| 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. | |
| Surf | special | 90 | 16 | This move's power is doubled against targets that have the Submerged status. | |
| Swords Dance | status | - | 20 | Boosts the user's Attack stat by 2 stages. | |
| Terrain Pulse | special | 50 | 12 | This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain. | |
| Thief | physical | 60 | 20 | If the user is not already holding an item, it steals the target's held item. | |
| U-turn | physical | 70 | 20 | After attacking, the user switchesout of battle to be replaced by another party Pokémon. | |
| Venoshock | special | 65 | 12 | This move's power is doubled if the target is poisoned or badly poisoned. | |
| 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. | |
| 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. |